|Commander / EDH||Legal|
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|Urza's Legacy (ULG)||Rare|
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Grim Monolith doesn't untap during your untap step.
: Add to your mana pool.
: Untap Grim Monolith.
Grim Monolith Discussion
14 hours ago
If you really want to take this deck to the next level then you need all of the fast mana and tutors: Mana Crypt , Mana Vault , Grim Monolith , Mox Diamond , Mox Opal , Chrome Mox , Mox Amber , Talisman of Indulgence , Lotus Petal , Dark Ritual , Cabal Ritual , Pyretic Ritual , Desperate Ritual , Rite of Flame , Culling the Weak , Infernal Plunge , Lake of the Dead , Bubbling Muck , Rain of Filth , Grim Tutor , Imperial Seal , Vampiric Tutor and Diabolic Intent .
Rakdos is also the color combination you need for Worldgorger Dragon + Dance of the Dead , Animate Dead or Necromancy infinite combo. Use Buried Alive or Entomb to pitch one of the Kiki combos or to pitch the dragon and then use one of the enchantments to start the combo. Be sure with Dragon combo to have another creature in the GY or you draw the game with an uninterruptible infinite combo. Other cards that help these combos are Victimize and Final Parting .
2 days ago
Anyway, I think this deck needs a more efficient landbase, the current one uses too many utility lands. Not just Blighted Woodland either. Geier Reach Sanitarium , Deserted Temple , Yavimaya Hollow , all could be dropped, despite their utility.
Going off at instant speed, abusing fast mana, and Yeva overall is the goal, and a lot of this deck strays away into mono-green goodstuff. I am not a fan of that overall. I think the 'lands' untapping/big mana effects are too slow for cEDH, and too clunky overall too, and I think more fast-mana storm cards, such as Grim Monolith , whilst abusing Shimmer Myr and Paradox Engine allows this deck to do a ton more.
dingusdingo on Flex
3 days ago
It is true that there are infinite "what ifs" in a game as open as Magic, but we know that there are certain cards we can expect to see in the most competitive formats. If we look at what is currently being run and why its effective, we can better prepare our decks to be more resilient against them.
Your deck tries to combo out by ramping mana, drawing cards, and playing into a win-con. There are going to be certain styles of decks that are more prone to shutting you off, which is why I'm bringing up these strategies in particular. Since your combo window is turns 4-6, you need to be worried about two things in cEDH. The first is people comboing out faster than you. We see this in decks such as Gitrog, Godo Helm, or even Grenzo. When these decks are consistently busting their combo turn 2-3, you need to answer or lose. Relying on other players to put a stop to a win attempt will prove unreliable, which is why its so important that you slot removal. Your turn 4/5/6 answer does no good when the game is over by turn 2/3. If you have no way to turn off their win, you are asking them to goldfish to a victory on you.
The second type of decks that will prove problematic for a turn 4-6 combo deck is stax, because their deck is designed to deprive you of resources and push your combo window so far back that you are unable to combo before they have won. They drop very fast and efficient heavy mana rocks, and then put down tax effects to make you unable to play. This specific style of deck can be hard for your build because they can lock you out of playing your draw spells, they can steal your draws, or simply prevent your draws altogether.
Let me give an example to show you what I mean.
Stax Example Show
You take your second turn, you play another land, and are unable to play due to Trinisphere
Your opponent takes their second turn, playing a fetchland into Underground Sea . Tap tomb to make , untapping Grim Monolith with Voltaic Key , leaving . Tap Monolith up to , use sea and opal to get to . Drop Tangle Wire then Sphere of Resistance
You take your third turn. You tap your two lands to Tanglewire, play a third land, and are still unable to play due to Trinisphere .
Your opponents third turn, they drop Tangle wire to 3 before tapping tanglewire sphere and ancient tomb. They drop any land, use it for voltaic key to Grim Monolith, before using monolith for and opal for / for Timetwister / Wheel of Fortune / Windfall , gaining them 7 shiny new cards while making you lose your mulligan card quality opening hand. They pass, knowing you still can't play anything
Your fourth turn, you have to tap all 3 untapped lands to Tangle Wire , you play a land, and pass. You have basically been timewalked 3 turns in a row.
Your opponent starts their fourth turn, dropping Tangle wire to 2 before tapping wire and sphere of resistance to Tangle wire. They are now free to drop more stax pieces ( Nether Void Winter Orb Static Orb Thorn of Amethyst Lodestone Golem Stasis ), play whatever commander/s they run, tutor up very cheap and cost effective winning combos, or establish a game-winning board presence that leads to their game winning combos.
Your fifth turn starts, you tap two lands to Tangle Wire , and if you play a fifth land. You have 3 untapped, so you might be able to play a spell assuming they haven't dropped anymore stax pieces and aren't holding any counterspells. Note that you can only play a 1 or 2 cmc spell, Sphere of Resistance is out, so your commander is still a no-go, and Trinisphere ensures you are only getting 1 spell max here no matter what. Its more likely than not with your current build you won't be able to play any spells here at all because your average CMC is so high. You've basically been time walked 4 turns in a row.
Stax is a very common archetype in the competitive scene, which is why its so important that you try to stax-proof your deck. It looks to me as if stax can cause serious problems for you.
On top of taxing stax, there's another type that may shut your deck off. Heavy discard. An early Sire Of Insanity can hose your whole game, while Mindslicer can impact your card advantage enough to cause a loss. Multiple discard effects like Necrogen Mists Bottomless Pit Oppression landing by turn 2 will make your build extremely sad (Turn 1 Dark Ritual Cabal Ritual Mana Crypt + any producing land and drop two discard enchantments). Chains of Mephistopheles turns off all your big draws, so does Alms Collector or Notion Thief
Another set of cards I would recommend taking a peek at is recursion. It can help against discard effects that would otherwise shut you off, or serve as a 2nd/3rd/4th copy of your draw spell. Wildest Dreams would work surprisingly well in your deck, the mana aspect is negligible and lets you reuse multiple big draw spells from your graveyard, as well as recover from wipes. Nostalgic Dreams is arguably worse with the additional cost, but can translate extra basics tutored by your 3 cmc ramp spells into more draws. Regrowth is also fantastic.
I hope you don't mind the close inspection! I really enjoy your build, I'm just curious to know if you run into these cards and how you interact with them. Almost all the stax cards I linked are included in tournament proven cEDH lists with various commanders, so they're cards that are in the meta and will be played.
6 days ago
Right that's what I thought although I am feeling a bit more comfy on the mana side of thngs in Circu since adding Grim Monolith . My current problem is life total though as everyone seems to hate out the deck (even though I honestly think it's not that good and tell people so) so I'm a little afraid to run things like mana vault and crypt as I very often find myself beaten to 8 life on turn 5. What are your thoughts on Mind's Dilation and Painful Quandary ? I'm looking for alt wincons in the prison build as isorev and labman consultation are easy to disrupt with counterspells and things like Praetor's Grasp .
1 week ago
Hey I used to have a semi-competitive Kess deck that had Paradox Engine as the main engine but I switched it out to the dramatic scepter combo and it was way better. (Just in case you don't know what it is, the combo is Isochron Scepter + Dramatic Reversal .) I found it way easier to generate mana to win with Torment of Hailfire than with paradox engine. Throw in a Copy Artifact to imprint Dark Ritual and you can have another wincon with infinite storm!
Mana Vault and Grim Monolith (if you can afford it) untap with both Paradox Engine and the scepter combo I mentioned, so might be worth an add - plus both can help lower your cmc by swapping out some higher costed rocks. Vault is pretty well priced now too with the reprint.
The last thing i'll say is try to cut out your tapped lands as much as possible. I assume your Amonkhet lands are placeholders for duals but I'm 90% sure they come in tapped even with fetches. I don't see a Forbidden Orchard so maybe that would be a good starting point to replace things until you can swing $400 on a land lol
1 week ago
Remember you need an outlet for infinite mana, so Goblin Cannon works. Sol Ring or Mana Vault or Mana Crypt ... Grim Monolith , etc. can do the trick too, however they don't leave you with anything more than infinite mana, so you need an exterior outlet for the inf mana.
Remember Walking Ballista won't work because it won't enter with counters and will immediately die.
2 weeks ago
Congrats on the Grim Monolith ! Whend ya snag that!?
Seems like solid brago stax. Im only worried about the wincon. It seems like you are trying to win with combat damage so you are very succeptible to creatureeless decks that wrath a lot. Not usually a problem for azorius colors.
2 weeks ago
I also find Tezzeret the Seeker to be a pretty solid card in decks seeking to make infinite mana, or that benefit from large amounts of mana. The ability to cheat in one of your combo pieces, without subjecting it to a possible counterspell, is rather nifty.
Stroke of Genius or Blue Sun's Zenith both allow you to draw your deck if you have generated infinite mana; even if you are not infinite, you can use your artifact package to draw a bunch of cards and do a bunch of damage with Vial Smasher (Cards with in their cost have a CMC equal to the mana symbols on the card and the amount of mana paid for while they are on the stack). Note, these would not be big damage spells if you use an Isochron Scepter combo, as they would not be the first spells cast in a turn. That's where Grim Monolith -based infinite combos would come in handy.
Hope some of that helps!
Grim Monolith occurrence in decks from the last year
Commander / EDH:
All decks: 0.06%