|Commander / EDH||Legal|
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|Vintage Masters (VMA)||Rare|
|Masters Edition II (ME2)||Rare|
|Magic Online Promo Cards (MOP)||Rare|
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If Kjeldoran Outpost would enter the battlefield, sacrifice a Plains instead. If you do, put Kjeldoran Outpost onto the battlefield. If you don't, put it into its owner's graveyard.
T: Add White to your mana pool.
1W, T: Put a 1/1 white Soldier creature token onto the battlefield.
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Kjeldoran Outpost Discussion
2 days ago
Emeria, The Sky Ruin is a must-have in mono-white.
Command Beacon for when the commander becomes too costly to cast.
Just a few land suggestions. You could also go with cycle lands for when you have enough mana that you just want to draw another card; or if you like creatures, go with a token generator like Kjeldoran Outpost or the man-land Forbidding Watchtower.
I like running snow lands with Extraplanar Lens, but that will get costly.
And if you'd like, check out my mono-white decks. The angel tribal deck is a little outdated, but my Voltron deck is updated with Rivals of Ixalan.
Commander / EDH
SCORE: 1 | 170 VIEWS | IN 4 FOLDERS
Commander / EDH
SCORE: 1 | 12 VIEWS | IN 1 FOLDER
1 week ago
I feel like this deck is not focused enough on the theme of "make tons of tokens." You have a lot of cards that make tokens, but many of them don't really do it efficiently. Some examples:
Awaken the Sky Tyrant - makes only one token, and only if an opponent lets you make it.
Teysa, Envoy of Ghosts - makes tokens only if your opponents let you
Skyline Despot - makes one token per turn if your opponents let you (or if you leave back plenty of defense)
Ghirapur Gearcrafter - makes one token
Descent of the Dragons - this is secretly a one-shot anthem that doesn't let you attack the turn you cast it
Dragonmaster Outcast - makes one token per turn on turn 6+ if your opponents can't kill a 1/1
Kazuul, Tyrant of the Cliffs - makes tokens if your opponents let you
Custodi Soulbinders - makes tokens for 3 mana each if there are a decent number of creatures out when you cast it
You get the idea.
Personally I'd try to run five or six anthem effects and hit the token makers really hard. I counted thirteen anthem effects in this version of the deck. Also, one anthem effect comes to mind that you aren't running - Jazal Goldmane. That card should play better than either Mikaeus or Ravos (both of which I'd cut).
Efficient token makers you could run: White Sun's Zenith, Bitterblossom (harder to kill than Outcast), Secure the Wastes, Goblin Trenches, Storm Herd, Sacred Mesa, Requiem Angel, Elenda, the Dusk Rose, Thopter Assembly (if you don't run other Thopter makers), Hanweir Garrison, Rise of the Hobgoblins, Twilight Drover. I think Legion's Landing could potentially work in here too - it's inefficient from a mana perspective but it's a one-drop that shouldn't be too hard to flip and at that point it taps for mana. Which brings me to
Lands: There's quite a few lands that I think could play well here. Kjeldoran Outpost, Kher Keep, Vault of the Archangel, Hanweir Battlements (if you run the Garrison), or Windbrisk Heights. Creature lands are also secretly good here because they benefit from your anthems and let you mount an offense even when untapping on an empty board after a sweeper. Ghitu Encampment, Needle Spires, Lavaclaw Reaches, Shambling Vent, Mishra's Factory and so on.
Haste: If you're going to make a ton of tokens, you really want to bash with them right away, before your opponents can sweep your board. I like Hammer of Purphoros here because it makes tokens and Ogre Battledriver because it doubles as a pseudo-Anthem, but there's also Fervor, Anger, Akroma's Memorial and probably other cards I haven't thought of.
I definitely think there's potential for this deck concept. Just remember that Dragon tokens and anthems don't go in the same deck (except Crucible of Fire). Good luck!
3 weeks ago
1 month ago
Well this is interesting!
Consider running more value lands for your Ulvenwald Hydra, like Geier Reach Sanitarium, Strip Mine, Arcane Lighthouse, Kor Haven, Treetop Village, Forbidding Watchtower, Raging Ravine, Stirring Wildwood, Needle Spires, Haunted Fengraf, Kessig Wolf Run, Kher Keep, Vitu-Ghazi, the City-Tree, Kjeldoran Outpost, Mishra's Factory, some snow basics and Mouth of Ronom, Nantuko Monastery, Slayers' Stronghold, Sunhome, Fortress of the Legion, and Throne of the High City...yes I did look at all the options. The manlands and token makers are probably the best.
1 month ago
Here are my mana fixers, because if you will be running a lot of equipment, you will need a lot of mana. Academy Ruins Ancient Tomb Azorius Cluestone Buried Ruin Calciform Pools Crystal Vein Deserted Temple Dreamstone Hedron Hedron Archive Inventors' Fair Kjeldoran Outpost Kozilek's Channeler Mage-Ring Network Mind Stone Myriad Landscape Nimbus Maze Opal Palace Palladium Myr Prahv, Spires of Order Renowned Weaponsmith Rogue's Passage Shrine of the Forsaken Gods Sky Diamond Skycloud Expanse Sol Ring Stalking Stones Talisman of Progress Temple of Enlightenment Temple of the False God Thran Dynamo Urza's Mine Urza's Power Plant Urza's Tower Worn Powerstone
3 months ago
Thanks Mike94. Kjeldoran Outpost definitely wants to be in here! I actually traded away my last copy before I made this deck... Been considering whether to buy it again tho, so thanks for the suggestion.
3 months ago
You need to remove those painlands, since you are mono color, they are useless. Replace them with utility lands like: Maze of Ith, Sea Gate Wreckage, Flagstones of Trokair, Mistveil Plains, Kjeldoran Outpost, etc.