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Hall of Gemstone
At the beginning of each player's upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of any other color.
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Hall of Gemstone Discussion
1 day ago
Hall of Gemstone can really wreck multicolour decks. Path of Discovery can really snowball your commander's elemental production in conjunction with cards that allow you to put down multiple lands a turn.
1 week ago
What are your thoughts on Choke? Obviously it is a meta call, because it only affects islands and you might not play against enough blue to make it work, but what I am really asking is would it hurt you to much to run it in this decks current form? Also, thoughts on Hall of Gemstone. Does this shut you down too much?
1 week ago
I never claimed that perception didn't make it seem worse, however perception doesn't make it worse. Players who don't play around MLD might be screwed, if they don't sandbag unnecessary lands they are asking for it though.
This idea is a very simple one that many players, especially in EDH are familiar with, "overextending into a board wipe". Heard of it?
My points never stated that players should love MLD, they shouldn't, but they can't cope with things they outright ban, and you trying to support their idealistic world of no interaction is downright disgusting. If a player loses to something, they should either
A: Not get mad, because it was a loss out of luck.
B: Not get mad, learn something from it, perhaps play around it, change their playstyle.
C: Get mad, because the loss was unwarranted, and was predicated on collusion (players teaming up outside of the game), something outside of the game outside of collusion (an example is a player conceding when you stole a permanent of theirs, therefor depriving you of a resource you fairly gained), or something inside of the game that is broken for obvious reasons, such as a combo that is particularly degenerate due to game rules that do not work in the given format (many believe Felidar Sovereign falls under this category).
Which does land destruction fall under? No one has been able to convince me that C is the appropriate response, and a deck built around it is most likely much more consistent than A would have me believe.
This implies that B is the proper response.
If you think we should frown upon learning experiences, you know, like any interaction, win, or play in any game of magic, then you might as well not play, or is there something so integrally broken about the removal of lands that it in particular is the focus of contempt?
"MLD leaves many players bitter in a way that no other strategy does."
Leovold shutting off hands, GAAIV stax type decks, stax decks of nearly any kind, decks that use Blood Moon, Contamination, Back to Basics, Static Orb, Hall of Gemstone, Winter Orb, Stasis, Tangle Wire, and other cards of that vein, decks that abuse discard like Nath and any deck with Sadistic Hypnotist for that matter, any deck that takes advantage of infinite turns or particularly long turns that imply storm or another slow to watch, difficult to interact with once it is going off style deck.
Yes, many of these are frowned upon, yet Land Destruction is the target of much more hate. Why? Can you explain that to me?
Above was my argument to anyone like Shrazik who reads your BS, , I honestly didn't dislike you until the last paragraph.
Nope, not one bit, but at that point I was considering going off on you, however thought that anyone who read this would think I didn't have a rebuttal to your first 5 paragraphs. Those are above.
Here is a quote, sentence #2, paragraph #6, comment #26. Don't hand me BS like this anecdote again, as anyone with half-working eyes and a quarter-working brain can see that it won't work:
"Recently, a fairly competitive pod of 4 I was playing in lost to a Lord Windgrace deck that cast Silence + Armageddon + Splendid Reclamation on turn 6 - it was a brilliant play and the game was over in less than 10 minutes from that play."
Nice, a jund (Lord Windgrace's color identity of , , and ) deck that can run Armageddon and Silence. Also, nice that a combo that a third grader could see from miles away is considered "brilliant" in a moderately competitive table. BTW that combo takes 9 mana and seems like hot trash for even moderate cEDH IMO, specifically Splendid Reclamation, as Windgrace can do that effect himself.
Also, try not to claim that Ruination and Autumn's Veil are the cards at hand, or that he cycled Decree of Annihilation, or that Impending Disaster was the real effect, as all of those are extremely different and memorably so.
I almost could respect you.
Shrazik I hope your eyes glanced over the end, so you didn't see 's BS in the last paragraph that you quoted, however I will attempt to answer your questions anyway.
"Going a little off topic here but do you think that delves deeper into a more community based issue? One where players would ignore how wrong or right a strategy/playstyle might be in favor of their own perception of what should or shouldn't be played within their playgroup?"
This is the reason that I personally don't play casual EDH, it is competitive EDH, but less compassionate to new strategies, and is so toxic I just can't handle it.
The vast majority of formats, cEDH, Standard, Modern, Pauper, Legacy, Vintage, etc. are all more accepting than casual EDH, so I have just had to stop playing it. Almost every other MTG community is cool with land destruction, Ponza lists in modern are fun midrange strategies that blow up lands and want to go turn one Arbor Elf, turn two Utopia Sprawl and get 4 mana for some sick plays early on. It is a nice and hilarious deck.
Other times it has occurred in modern like in some newer Ramunap Excavator/Azusa, Lost but Seeking/Ghost Quarter lists with Collected Company in modern the decks have been cool but not oppressive, and though they can be rough matchups for some decks, they aren't ever called out to be banned or anything, and even in Vintage when Shops, a deck with some land destruction (Strip Mine, etc.) was a problem the issue was the turn one Lodestone Golem, not land destruction, and no one really minded or thought Wasteland should be restricted, but the Golem should.
As you can see, toxicity of casual EDH isn't much further, but is a problem for a lot of less toxic players who play EDH casually and want to bring a fun, janky Hokori, Dust Drinker to the table, but are banned from playgroups (anecdotal, and an example, not anyone I know, but I have heard of this situation).
Outside of land destruction, I think combo is pretty fair game as long as it doesn't do something unable to be interacted with. Like Flash Hulk turn two is cool, but Spell Pierce exists, so does Spell Snare, Swan Song, Containment Priest, Rest in Peace, Grafdigger's Cage, Leyline of the Void, Force of Will, etc.
3 weeks ago
Used to play Vorel back in the day for a bit, some cards I can recommend for control elements are Nature's Claim, Natural State, Delay (yes you can proliferate these counters as well), Disallow, and Voidslime.
I would advise using stax pieces as it would dilute the deck a bit more. I would say to stay in more of the control route. Although here are some stax options you can consider, Frozen AEther, Root Maze, Mana Web, Back to Basics, Mindlock Orb, Rising Waters, Squeeze, Stasis, Hall of Gemstone, Manglehorn, and Thorn of Amethyst.
Hope that helps!
1 month ago
Totally understandable. I guess my last suggestion is Hall of Gemstone, i recently added it to my kamahl deck and its been amazing for locking opponents out of my turn and slowing down multicolored decks in general.
1 month ago
Great concept, interesting list and use of an underused commander. Few suggestions that are on theme and would up the power: Natural Order, Green Sun's Zenith, Dryad Arbor, Hall of Gemstone, Kalonian Hydra, Renegade Krasis