Grim Monolith


Format Legality
Vintage Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Urza's Legacy Rare

Combos Browse all

Grim Monolith


Grim Monolith doesn't untap during your untap step.

: Add to your mana pool.

4: Untap Grim Monolith.

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Grim Monolith Discussion

strembl7 on Rakdos the Defiler

2 days ago

See also Blood Moon with some mana base updates, Ruination, Mana Crypt, Basalt Monolith (or Grim Monolith) for when you just want your hand in play on T5.

Also just noticed: ditch Starstorm for the aforementioned Earthquake or even Comet Storm which is unquestionably better.

Expedite and Vampiric Tutor make me think of Isochron Scepter, but you'd need more targets before it can be included.

C--8CLARK8--D on Arcum Asylum

2 days ago

you also need the fast mana Chrome Mox Mana Crypt Mana Vault Mox Diamond Mox Opal Grim Monolith. the rule is if you cant cast Arcum by turn 2 you mulligan.

TheDevicer on [List - Multiplayer] EDH Generals by Tier

3 days ago

Let's not get confrontational. I think we're all trying to add to the conversation about cEDH.

Anyway, I think putting cards in a deck that only serve combo-purposes isn't ideal but doing so is perfectly justifiable when the combo is streamlined, low CMC, easy to fetch, etc. Think about all of the different cards that go into hermit druid and boonweaver lists. Some of those pieces are vital to the combo but don't necessarily do all that much outside of the combo. Still, they're ok just because of how damn good those combos are.

Meanwhile, something like Power Artifact+Grim Monolith is not particularly great when you can achieve infinite colorless using Basalt Monolith+Rings of Brighthearth instead. In lists where tutoring enchantments is hard, Power Artifact is a terrible card. It has next to no utility outside of the combo, is damn hard to fetch, and has a replacement readily available.

There's no circular logic going on here. Think of the above Basalt Monolith+Rings of Brighthearth combo I mentioned. I love the fact that I can use Sensei's Divining Top as an optional part of that combo to draw my deck. I can even sink in a bunch of mana just into Sensei's Divining Top+Rings of Brighthearth to inefficiently draw cards at sorcery speed if I need to. The fact of the matter is that you're not always comboing out and it's generally pretty awesome just to throw the top out and have it accumulate value for you. Sure, you're not happy to expose Rings of Brighthearth on the table, but sometimes you're left in a situation where the players have checked each other and you need to make some moves.

In these moments, it really pays to have combo pieces that do things outside of the combo. Hell, just the fact that you can throw that Dryad Arbor to Food Chain is awesome and that was pointed out in a completely unrelated post just days ago.

The fact of the matter is that if you can have a card fill two functions instead of just one and suffer no repercussions, you'll take the two functions any day.

Aethaleon on Avacyn, Angel of Boardwipes

3 days ago

Unwinding Clock untaps all artifacts you control on your opponent's untap steps, so it would untap Grim Monolith and Mana Vault if you choose to run them. I usually have Unwinding Clock and Prototype Portal in the same deck, as they have perfect synergy. Remember, I told you you could imprint your Ancient Den onto Prototype Portal, so you could make a land on everyone's turn for free if you have Unwinding Clock in the deck too.

Poptartz95 on Avacyn, Angel of Boardwipes

3 days ago

Aethaleon I like the combo a lot. It definitely would be disgusting. Uh so I like Unwinding Clock a lot it would go really well in controlling the game with a specific card in my maybeboard which is Mishra's Helix as long as I have the ramp on the board I can either control or lower my opponents access to there mana base ESPECIALLY if I have Mana Web on the field so Unwinding Clock is a great addition with or without Isochron Scepter. Isochron Scepter is solid however if I don't have any of my low cost instants in my hand it is basically useless LUCKILY it works with every instant I have except for one so it is definitely solid. If I am correct to Unwinding Clock will work with Grim Monolith so I could literally have it untapped for free basically. I might not add Isochron Scepter because it can end up being a dead draw considering I have exactly 5 cards for it to work with BUT I will definitely give it a solid shot, BUT Unwinding Clock definitely will somehow eventually be added, and if possible I would like to add Grim Monolith, and Mishra's Helix as well as it would work so disgustingly well with these cards if I am correct.... if I am wrong about Grim Monolith then well its still good but not as sickening as I hoped. But I definitely want to add Unwinding Clock

Winterblast on The Legion

1 week ago

I strongly disaggre with the "more lands" strategy. Aggro is hard to pull off against control and/or combo, because you have to deal 40 damage or 21 with the commander, while an infinite combo ignores the life total completely. My advice is to speed up the deck by keeping the land count low and adding all the good mana artifacts for , and . This would include: Sol Ring, Mana Crypt, Mana Vault, Voltaic Key, Mox Diamond, Chrome Mox, Mox Opal, Grim Monolith, Boros Signet, Mind Stone. Coalition Relic is cool too, I would put it in the deck as well.

Also, Duelist's Heritage helps in maximising the dmg output for little mana. Serra Ascendant is a must as well in White!

Winterblast on Street Hustle

1 week ago

I would not rely so much on permanents in general, not even on Nekusar himself. From my experience I can tell tat you probably have only one chance with him, maybe a second if the game goes very long. This means you should be able to play one wheel followed by another and yet another without having to pass the turn once nekusar hits the board...I'd suggest Dark Ritual, Cabal Ritual, Seething Song, Desperate Ritual, Pyretic Ritual, Chrome Mox, Mox Diamond, Mana Crypt, Lion's Eye Diamond, Mana Vault, Grim Monolith, Mox Opal and even Simian Spirit Guide for that purpose. With every new Hand you draw there should be enough mana sources (not lands though) that you can cast the next draw spell. Waste Not does a great job, but it shouldn't be the only way to generate mana for multiple wheels in one turn.

Maybe you can find some useful ideas in my Nekusar list: Jesus, take the wheel!

I think two or three cards are wrong (meaning not as they are in my real deck, but I can't figure out what is different at the moment) in my list, but it has played very well until now. Having basically no permanents results in an interesting play style and it's hard to disrupt, unless you play against stax with a lot of taxing stuff.

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