Heartstone

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Premium Deck Series: Slivers (PDS) Uncommon
Stronghold (STH) Uncommon

Combos Browse all

Heartstone

Artifact

Activated abilities of creatures cost less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana.

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Heartstone Discussion

Samba71 on Marceline, The Vampire Queen

1 week ago

Ok, so here are a few thoughts. First you could lower the cost of Olivia's activated abilities a bit by casting Heartstone. Second, you could make use of the 'deal 1 damage' ability by doing it over and over again to creatures such as Stuffy Doll or something red with Enrage like Sun-Crowned Hunters - then they become vampires you can start pumping with those +1/+1 counters. Speaking of +1/+1 counters, you're creating loads of those so they're the next things you could try and abuse, with something like Animation Module. Other suggestions: Blade of the Bloodchief for your commander, Ashnod's Altar for sacrificing thopters, Caged Sun, Rakdos Signet.

diekomode on The Bigger The Hand, The Harder It Hits

1 week ago

I would consider Training Grounds and/or Heartstone. Those are quite nice with your Commander plus Thassa and Uyo.

It is a very nice idea, but I guess you have too little protection for your "voltron" commander. What if an opponent casts a single target removal on Soramaro? He will soon become too expensive and you are not able to play him anymore...

LVL_666 on The Queen's Egg

2 weeks ago

To all, sorry about taking so long in responding. Thanks for the upvotes and attention!

  • Forkbeard, thank you for the compliments. I've put alot of time and effort into this deck, all I can say is just thank you. Now, as for your question the answer is that I cut both Unnatural Selection + Heartstone in order to make room for more control elements in this deck. The previously mentioned cards are very niche, and creature specific when it comes to their uses. Therefore they aren't very useful outside of a select few situations- I need cards that can be useful in a whole variety of situations, and in this case I made room for control oriented cards. Full disclosure here, I swap Teferi's Protection with ether Rhystic Study, Damnation or Swan Song depending on the meta.

The grain is whatever as far as i'm concerned. This is a competitive control sliver deck. The only constraint I put on this deck is that I can only have Slivers because when it comes to tribal flavor, only "Sliver" will do.

  • JulesAristocrats, Bloom Tender is an awesome card...but it's not a sliver. Therefore it will simply not do. So, I guess the reasoning behind that is that it just doesn't fit my aesthetic that i'm trying to build with this deck. That reason is kind of arbitrary, so here is a better one: it's not tutorable via Sliver Overlord, therefore i'd have to waste one of my tutor cards to get it when I could use said tutor card to get a wincon like Paradox Engine or Mana Echoes.

rob_shifflett on Azor, Bringing the Law

2 weeks ago

I notice you are only running 37 sources of mana. This will lead to inconsistent experiences. I suggest 38 lands and at least 8 sources of ramp. Using rocks that cost 2 is the most efficient use of these slots. Training Grounds & Heartstone seem good here. Might even be worth considering creatures with activated abilities as a subtheme.

Forkbeard on The Queen's Egg

2 weeks ago

I've admired this deck from afar for a while now, great build. I certainly don't have any recommendations as it looks like you've put a whole bunch of thought into your choices, but I'm curious about a few Overlord staples omissions. Specifically, Unnatural Selection & Heartstone. Did you find them superfluous/under powered or did they simply go against the grain from your main strategy?

oliveoilonyaasscureshemorrhoid on Sedris EDH??? halp pls

3 weeks ago

The first card that comes to mind is Yahenni, Undying Partisan; it's a step toward the speed problem and not enough fatty problem, and fits the sac theme if you decide that. Sometimes to speed up your game, you have to slow down your opponent with Frozen AEther, Urabrask the Hidden, Baral's Expertise (which speeds you up as well), Vandalblast, Static Orb, etc. Beside that, there's ramp and sneaking in cards to really speed up your game. Consider Sneak Attack or Quicksilver Amulet, Deathrender or Clone Shell; also consider rocks like Commander's Sphere, Dreamstone Hedron, Hedron Archive, Heartstone/ Carnival of Souls for unearth, Semblance Anvil and Nightscape Familiar. There's also cards that help your opponent as well, but if you've more value it could work: Mana Flare, Dream Halls, Braids, Conjurer Adept.

Situations where you're in a stahlwart, loosing, and have huge problems, are different from situation where you're at parity and have equal footing. At parity, card advantage and evasion rule. Chariot of Victory and Haunted Cloak, Archetype of Endurance/ Archetype of Aggression/ Filth/ Wonder/ Brawn, Hot Soup/ Deepfathom Skulker/ Whispersilk Cloak, maybe Trailblazer's Boots or Prowler's Helm, all of these can help close a game. This deck needs much more draw, especially with some discard outlets you have. Cards like Arcanis/ Humble Defector (good unearth target), Skullclamp, The Immortal Sun, Harvester of Souls, Phyrexian Arena, Divination/ Faithless Looting/ Concentrate, Chandra, Flamecaller, Open Into Wonder. If you're loosing, usually board wipes are the best answer. Black Sun's Zenith, Toxic Deluge, Archfiend of Depravity, Perilous Vault/ Worldfire, All Is Dust, all for dealing with indestructible. You could also add some fatties or deathtouchers like Taurean Mauler, Consuming Aberration, Scourge of Geier Reach, Nighthowler, Ophiomancer, Ogre Slumlord.

It's rather hard to suggest versatile cards without answering direct metas, do you have any specific cards or strategies giving you trouble right now?

For general versatility, there's Rakdos Charm/ Rampaging Ferocidon, Gravepurge/ Footbottom Feast to protect your graveyard, which is rather important in this deck, Thief of Blood/ Vampire Hexmage for atraxa/ planeswalkers. For a combo heavy meta, there's Time Stop/ Summary Dismissal, Torpor Orb/ Kalitas, Traitor of Ghet, Praetor's Grasp/ Sadistic Sacrament to extract combo pieces. Stranglehold, Defense Grid/ Wild Ricochet (which is a counterspell) for control decks. Clever Impersonator or Phyrexian Metamorph adds a bunch of versatility, maybe some tutors to directly answer something.

For this deck, I would reinforce your themes of mill, reanimation, and draw, and probably add more ramp and board wipes. I personally like ETB/ death triggers over big 'uns and tokens, so that's going to heavily influence my opinion. If you were to go wide, you could add threaten effects and Faerie Artisans to sac them, you could add Genesis Chamber/ Grave Titan/ Wurmcoil Engines/ Spawning Pit for tokens, Dragon Throne of Tarkir for combat tricks. Also, to make the deck stronger, I could point out some of the weaker cards. Like Worn Powerstone, I'd rather add Hedron Archive or Dreamstone Hedron; Star Compass is OK, but I wanted to point it out because it doesn't fix your colors, I'd suggest Realmwright to unearth/ Fellwar Stone; Spell Pierce is not too good in my opinion as is way too easy to pay, I'd rather have Mental Misstep/ Foil; Death's Approach can be replaced with Snuff Out, Sudden Death, Sickening Shoal with all the big creatures you have. You made a lot of good picks though, like Teferi's Veil, Flayer of the Hatebound, Stitch Together, etc., those are rather strong in my opinion.

If I had the commanders or strategies you're facing I think I could answer better, but I hope this helps you take step towards a stronger deck! I'm always here

Badaro on Karn, Mono-Brown Golem

3 weeks ago

Combo: Heartstone + Basalt Monolith = Infinite mana. Possible finisher: Rocket Launcher.

There's probably more options for combos like this.

LVL_666 on Kurt's Hive For Colourful Sliver (Casual EDH)

1 month ago

Hello ThatGuy_OhWhatsHisName,

As a sliver enthusiast, sliver player, lover, planeswalker and sliver I cannot help but respond when a fellow sliver player is in need. It seems that your deck doesn't have a defined wincon and strategy. Well, allow me to give you a bit of advice regarding commander choice.

  • Sliver Overlord: The control based Sliver commander who is currently the most popular choice and regarded as "best" given his tutor ability. Personally, I'd like to argue that he is not the best...but I digress, with overlord you'd want to orient your deck toward controlling the tempo of the game while you populate the battlefield with threats and/or additional options to help further your strategy. Your deck as it is now is not configured to best support this choice. You have almost zero control , removal, and recursion in your deck. I'd almost call it midrange, but I just don't see the ability to go aggro when need be. It's just "Slivers Goodstuff"- as it is now, I don't think Overlord is the best option as a commander for this deck.

  • Sliver Hivelord/Sliver Legion: These options are viable, but are more geared toward an aggro playstyle. As your deck is currently configured neither of the previously mentioned commanders are considered ideal. You have far too many big beefy creatures that take time to enter the battlefield, and worse yet aren't cohesive toward a strategy outside of 1. play big thing, 2. jank in some way to make it a sliver. Additionally, you don't have enough ramp or rocks to help get them out earlier.

  • Sliver Queen: Objectively, in my opinion this is the most powerful sliver commander option however, she is best used in decks that are not Sliver tribal. As your deck is built, I think she is the best choice here. Your deck seems to be closer to a superfriends build. Sliver Queen will serve as a means to produce blockers for your planeswalkers as you get them on the field and use their loyalty abilities to wreak havoc. Alternatively, Queen can be used as a wincon as her combo pieces are easy to get out: Mana Echoes, or Heartstone/Training Grounds + Basal Sliver/Ashnod's Altar. In addition to her combo pieces I would add in some planeswalker support cards like the oath series. You could also include some stax elements to slow down the opponent as you will be primarily relying upon planeswalker abilities during your turn. Consider cards like Ensnaring Bridge, Winter Orb, or Static Orb.

So that's my assessment of what you should do. What're your thoughts? Also, thanks for the +1's on each of my deck pages. Moskstraumen is a work in progress, as I plan to change it up entirely- even the custom deck page. But that enough about my stuff, hit me back with your thoughts on where you want to take this deck.

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