|Commander / EDH||Legal|
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|Zendikar Expeditions (EXP)||Mythic Rare|
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: Add to your mana pool.
, : Prevent all combat damage that would be dealt by target attacking creature this turn.
Kor Haven Discussion
1 week ago
Whenever i see a mono white deck i look at certain specific cards in the deck. poorly enough i have to cry becous i don't see these cards in this list. mono white needs a specific landbase and i build to much white decks to get the landbase in mono white decks to a certain clarified point. all my mono white decks have around 34 lands in the deck and i hope this will help u also.
Emeria, The Sky Ruin getting a creature out of graveyard. u blow up enough from yourown to do stuff with your graveyard. Evolving Wilds and Terramorphic Expanse just getting the mana on turn 1 whitout having anything else to do in that turn is a great turn for white. Kor Haven protection like kami Nykthos, Shrine to Nyx u have never enough white. Tithe and Gift of Estates and Land Tax and Weathered Wayfarer are good mana fetchers when u need your mana drasticly every turn.
what white can fetch he must fetch i always say.
suggested lands if u need answers or things that feel like important. Scavenger Grounds meh .. graveyard ... meh remove. bye. Temple of the False God 2 mana for a land sure. Crystal Vein need 2 mana directly also when first u can lose a land. Buried Ruin getting an artifact back ? Arch of Orazca i kinda find draw important. but its going to be slow eitherway Wasteland or Strip Mine if u need to get rid of a certain land.
1 week ago
I initially did, but having played with it in other decks and only activating it once (I think) over many games led me to leave it off the list.
It might just be the group I play with, but requiring "5" mana for that effect has always felt like too steep a cost for what it does - and it's 7 if I want to use it with Alesha. In general, I'm sure I can use that 5 (or 7) mana to make a better play (Master of Cruelties aside...although). I guess I value utility lands like Kor Haven or even the "safety" of a basic land over the possibility of the ideal use of Rogue's Passage (opponents tapped out, etc.)
That having been said I'm pretty sure I want that Skeleton Key back in...thoughts on a cut?
1 week ago
@ griffstick , Cutting the maze of course wouldn't mean to cut a land, but to cut a powerfull political tool. Same is true for the Kor Haven . While there are many tokenbased strategies, there also is the evil Karlov-player, the Ruhan-guy and of course Prosh... whos being one of the token-guys at the sime time. It's guite the diverse meta, what is a good thing of course, at it allows a very diverse gameplayexperience. At the same time it means you need to have multiple options to deal with your opponents. While the Sphere will protect me from token-harm, it will not keep Prosh from attacking me. The maze on the other hand will, aswell as anyone else as long as I'm willing to use it to protect them. The main goal of the deck is to forge alliances, getting rid of the other opponents as a team until only the two of you are left. Then the time has come to play our winconditions, which are weak against many players, but devastating against a single opponent...
Aaaahhh... This really is problematic, as I am working on this deck for much too long now and every single card has It's own important, irreplacable effect...
4 weeks ago
Ivory Mask , Idyllic Tutor , Plea for Guidance , Demonic Tutor , Thaumatic Compass Flip, Anguished Unmaking , Utter End , Coalition Relic , all 3 bounce lands, Bojuka Bog , Creeping Tar Pit , Celestial Colonnade , Kor Haven , Sphinx's Revelation , Cyclonic Rift , Austere Command , Toxic Deluge , Decree of Pain , Teferi's Protection , Rhystic Study , Phyrexian Arena , Ob Nixilis Reignited , Copy Enchantment , Confiscate , Beacon of Immortality
1 month ago
NoOneOfConsequence I actually did playtest your deck once (I know, it isn't a great sample size by any means), yet many cards are an issue. I apologize, I really want to like a deck you post, just to not make this a dramafest, but I can't say a bad deck is good. Damnation and Wrath don't need to be put into the deck at all.
Here is a full list of cards that are particularly overpriced, and where each card I think is bad or could be better fits, if you truely believe that I can't evaluate it fairly:
Doomwake Giant - Interesting repeatable board wipe, a meta-dependent inclusion though, not good for the average cEDH meta, but does have a place in some lists. I'd drop, but could imagine many arguments for it's inclusion.
Ghostly Prison - anti-attacks, which just rarely comes into play outside of kiki-lines and the sort, a strange meta-dependent inclusion, but I coudl much less justify this one.
Karmic Justice - Cool card, but often enchantment removal comes in the form of bounce or exile, and so this effect feels very off.
Vindicate - 3 mana remove 1 thing is a lot of wasted mana, easy drop.
No Mercy - Really a lot of attack-hate, strange for a stax list with a commander that generates blockers. Easy drop at a 4 mana do nothing enchantment.
Knowledge Pool - I get the Eidolon of Rhetoric / Rule of Law combo with it, but many decks have better value engines than Daxos, or can respond by killing one of the pieces, or can kill Daxos. These make this combo rarely an easy way to finish the game, requiring a ton of setup/backup that survives the lock. I think better options exist.
Sigil of the Empty Throne - A slow, 5 mana do nothing enchantment, it takes forever to get this going, easy drop.
Sphere of Safety - This much creature-attack hate? How much do you need? 1 card is often too much with Daxos in the CZ, but you run... including sweepers... like 11? Wow. Your meta must be all Edric and Blood Pod, maybe 1 Kess Twin, nah, just all Edric decks.
Black Market - maybe in a meta with 50 Edric decks. Outside of that, easy drop.
Land Tax - should run the Geddon/Ravages package or leave this out.
Mesa Enchantress - Slow card draw on a weak creature is just removal bait, this deck has better cards for the slot. Harder drop.
Phyrexian Arena - A lot of math goes into why this card is generally pretty bad. Inefficient and weak in most circumstances, and needs almost 5 unimpeded turns to get enough value to be okay. Better cards for the slot.
Cabal Coffers - big mana, not worth it outside of ANS.
Vesuva - copying a land to enter tapped leaves you in a lack of mana. Weak card.
Command Beacon - easy drop, weak card.
Deserted Temple - Easy drop, weak card.
Strip Mine - Good card, not here.
Temple of Silence - scry is weak when you lose due to not having mana, easy drop
Kor Haven - Easy Drop, never gonna use that ability
Plains x4 - Not great at Fixing
New inclusions (Total drops are at 42)
Base inclusions: Fellwar Stone , Prismatic Lens , Thought Vessel , Everflowing Chalice , Caves of Koilos , Command Tower , City of Brass , Mana Confluence , Exotic Orchard , Cavern of Souls , Gemstone Caverns , Gemstone Mine , and Tarnished Citadel
Total real cards left to put in: 29
Thorn of Amethyst , Thalia, Guardian of Thraben , Trinisphere , Tangle Wire , Sphere of Safety , Damping Sphere , Fragmentize , Aura of Silence , Dismember , Lotus Petal , Dark Ritual , Kataki, War's Wage , Crucible of Worlds , Bottomless Pit , Oppression , Liliana of the Veil , Static Orb , Linvala, Keeper of Silence , Ethersworn Canonist , Aven Mindcensor , Torpor Orb , Planar Void , Grafdigger's Cage , Ensnaring Bridge (just for your meta), Dark Confidant , Containment Priest , Chalice of the Void , Sanctum Prelate , Alms Collector
That would be the deck.
3 months ago
Batterskull is the most powerful living weapon.
Blackblade Reforged offers a P/T boost that scales with the game and can enable Balan to one-shot.
Hammer of Nazahn provides indestructible and auto-equipping.
Inquisitor's Flail stacks with Balan's double strike.
Sword of Fire and Ice is the best Mirran Sword and is worth acquiring a copy. P/T boost, hard card draw, damage, and protections can't be beat.
Sword of the Animist is a tutorable land ramp engine.
Expedition Map tutors for one of your utility lands.
Austere Command and Cleansing Nova are excellent options for sweepers. Using artifact sweepers in an Equipment deck may seem counterproductive, but it's necessary to keep your opponents' own artifact shenanigans in check. Spot removal can only do so much against multiple players.
Remember the Fallen is a great recursion spell.
Buried Ruin is artifact recursion that only takes up a land slot.
Kor Haven is an effective threat deterrent.
Mikokoro, Center of the Sea is a cheap card draw engine.
3 months ago
Good to see someone else who shares my love of Kalemne! :)
You can't really afford to lose to a Ghostly Prison effect, so you might want to consider running more Disenchant effects. Aura of Silence is incredible because it taxes your opponents' mana until it gets rid of something, and it wombo combos with Sun Titan! I've also had great success with Nahiri, the Harbinger and Wear / Tear. I've never personally run this, but a classic Kalemne card is Ingot Chewer because you can evoke him and still get an EXP counter!
Maze of Ith and Kor Haven will also cause you problems, so some land destruction should be added in case anyone in your meta starts running these. Strip Mine and Dust Bowl are both classic and reliable
I really like @Ivogel's recommendation of Possibility Storm because I've run it before, and let me tell you, it immediately pisses off everyone else at the table (especially control players) and the value that you can get from double EXP counters is real! Highly recommend trying it out sometime!
To me, it doesn't look like you're running enough draw. If you ever want to add more, I've had great success with Reforge the Soul, Magus of the Wheel, and Howling Mine if you can't afford a Wheel of Fortune
3 months ago
You're also gonna need some land destruction just in case someone drops a Maze of Ith or Kor Haven. If Strip Mine and Dust Bowl are out of your budget range, then Tectonic Edge isn't bad, and Field of Ruin and Ghost Quarter aren't too bad either. Maybe even Avalanche Riders if you want to keep up the creature theme
Kor Haven occurrence in decks from the last year
Commander / EDH:
All decks: 0.05%