: Add to your mana pool.
, : Prevent all combat damage that would be dealt by target attacking creature this turn.
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Kor Haven Discussion
5 days ago
Alright so one last update for today. I've finally decided to take your advice BrotherofTarmogoyf and added Phyrexian Arena to the main deck in place of Austere Command. There is some anti-synergy with Enduring Ideal and Luminarch Ascension, but the synergy with Solitary Confinement and the potential quickening of the early game with some card draw outweighs this significantly. I've also decided to switch out Maze of Ith for Kor Haven in the main deck. It sucks a little bit to pay 2 extra mana for basically the same effect, but it's not such a big deal once Enduring Ideal is cast. I also really like that you can tap it for mana because the deck was a little bit light on lands as it was. Maze of Ith might work its way back into the main deck, but probably not at the expense of another land. Need to do some more testing with these changes.
5 days ago
@Karzalar Hi. Sorry only just noticed your comment for some reason. As BrotherofTarmogoyf said Weathered Wayfarer and Expedition Map are great cards, but I'm just not sure they fit with Enduring Ideal. Kor Haven is definitely a consideration, but I like the land balance the way it is. On second thought though I'll add it to the maybeboard. I don't really see a need for Hall of the Bandit Lord. This deck is about building up a pillow fort and slowly killing your opponents at your convenience. Haste isn't really necessary and after Enduring Ideal we won't be casting spells anyways. I love the suggestion of The Tabernacle at Pendrell Vale though! Thank you so much for that! @Immortalized Thanks. I'll check your deck out.
5 days ago
JaysomeDecks on No
5 days ago
I'm not sure if you're intending to put a full deck, or just leave it as is as a control core, but with your focus on Maze of Ith, I would suggest also including Tolaria West. It is essentially a land-tutor, as it only fetches a 0cmc card, but it is a fantastic way to dig your maze out of the 99.
Glaring Spotlight usually doesn't make the cut in most decks, but it is worth considering, since both maze and your commander need to target. A possibly better option would be Arcane Lighthouse, as it doesn't waste a card slot. It does, however, require mana to activate.
Oh, and possibly one of the most overlooked cards in EDH, Kor Haven provides yet another "Ith" effect, but with the added bonus of leaving the attacking creature both tapped and open to damage.
(If you don't like the old art, the Expedition print has fantastic art and is quite cheap by comparison. $25, but it's an option)
1 week ago
Drop Karoo (which is actually disadvantageous for you, unlike the Ravnica bounce lands like Golgari Rot Farm, because the land has to specifically be untapped) for Myriad Landscape. Kor Haven is a Maze of Ith that actually produces mana- so that should be worth a look- perhaps over New Benalia.
You could easily remove a couple of lands, going down to 39 or 38, and include more mana rocks and ways to find lands. This would smooth out your early game a little bit and let you establish more quickly in the games you draw multiple rocks (Marble Diamond and Coldsteel Heart aren't bad options, but Mind Stone is good too since you can crack it later on for a card when you feel you no longer need it).
1 week ago
Looking through your list again, I see you have Mystifying Maze, but no Kor Haven. I found that Kor Haven was always better than Mystifying Maze, but I did run both for a while. CAn you comment on your use of Mystifying Maze and not Kor Haven?
1 week ago
Thinking about utility lands lately, I started to consider Thespian's Stage and Vesuva. At the least, they both come into play and are mana producing lands, potentially any colored. Both would copy a Maze of Ith or Kor Haven for added protection. They could both copy any of my multiple mana producing lands like Lotus Vale, Scorched Ruins, Boros Garrison, Orzhov Basilica, or Rakdos Carnarium for some extra ramp. They both could copy a Sea Gate Wreckage, Rogue's Passage, or Slayers' Stronghold for value in those areas. Vesuva could be dropped early to copy any mana producing land and then bounced with a bounceland like Boros Garrison, Orzhov Basilica, or Rakdos Carnarium. Thespian's Stage would not need to be bounced to continue to produce the most value for me throughout the game. I am pretty sure I would not want to run a Dark Depths myself, but it would open the possibility if I ever wanted to, and in a pinch it could counter those pesky Dark Depths combo decks out there that I may eventually face (I know, likely a rare occurrence, but wouldn't that just be amazingly dramatic?).
Anyway, does anyone have any opinion on both Thespian's Stage and Vesuva? I am leaning more toward Thespian's Stage if I only use one, since it comes into the battlefield untapped and seems more flexible than Vesuva, but I could be convinced to run both.