|Commander / EDH||Legal|
Printings View all
|Masters Edition III (ME3)||Rare|
|Battle Royale Box Set (BRB)||Uncommon|
|Fourth Edition (4ED)||Rare|
|Promo Set (000)||Rare|
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At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, and put them into your hand. If you do, shuffle your library.
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Land Tax Discussion
1 day ago
I think you guys are right on the colors. I can just throw Emrakul in the deck alongside the other Eldrazi and random big stuff and then just fill the deck out with ramp and old power cards. Now as to coming up with an actual list though... I think I want a lot of big Timmy cards because of the commander, but I don't want to go too Timmy either and ignore obvious old cards like Land Tax and Sylvan Library.
1 day ago
I have not done an in-depth look at the sets you pulled, but my gut says you might have a hard time ramping in colourless--after all, effecient mana rocks have not been printed in every set. Green ramp, however, is a common enough staple that you probably want access to that colour. Fourth edition even gives you such gems as
To show you how great Mayael's colours are, particularly with access to a powerful ancient set, I did a quick Gatherer search and wanted to point out the following notable cards:
Mass land destruction with Armageddon, particularly great if you have a bunch of non-land mana sources.
Lure for forcing damage through when your Eldrazi attack.
Great card draw with Sylvan Library.
3 days ago
Early protection like Ghostly Prison and Propaganda could help early game. Good ramp just maybe add a Land Tax so that you never get behind in land. To play those lands cards like Summer Bloom and Exploration would be great.
1 week ago
You should have between 36-40 lands; and I'd would let up on all the nonbasics, thanks to Blood Moon and Ruination. Specifically, remove Cinder Barrens, Evolving Wilds, Grand Coliseum, Orzhov Basilica, and Rakdos Carnarium. Shock lands, Fetch Lands, and Check Lands are acceptable.
A Phyrexian Arena would also help increase the likelihood of creatures in hand.
1 week ago
1 week ago
For your consideration: Archangel of Thune, Athreos, God of Passage, Bloodgift Demon, Crypt Ghast, Erebos, God of the Dead, Kokusho, the Evening Star, Ophiomancer, Sunscorch Regent, Vizkopa Guildmage, Kaya, Ghost Assassin (just because I like her), Syphon Mind, Anguished Unmaking, Land Tax, Palace Siege, and Phyrexian Arena.
1 week ago
Hey there, I like where you're going with this. A friend of mine runs an angel tribal that I loath, so I know with time, this deck will definitely be a monster. I do see that you have some inconsistencies for it being tribal. Like quite a few things that only target one creature whereas you want stuff that affects all of your divine beings.
So here's a list of things I would drop and some suggestions as well. Not knowing your budget, I'm just going to suggest anything that comes to mind. Take out:
- Alabaster Potion
- Divine Transformation
- Stave Off
- Death Ward
- Angelic Blessing
- Angelic Edict
- Tyrant's Machine
- Pit Trap
- Pacification Array
- Glasses of Urza
- Angel's Feather
- Battlegrace Angel
- Land Tax
- Linvala, Keeper of Silence
- Avacyn, Angel of Hope
- Path to Exile
- Holy Day
- Reverse Damage
- Aura of Silence
- Ghostly Prison
- Sphere of Safety
- Luminarch Ascension
- Kindred Boon
- Belbe's Portal
- Door of Destinies
- Herald's Horn
- Urza's Incubator
- Vanquisher's Banner
- Path of Ancestry
- Cryptic Gateway
- And either Caged Sun or Extraplanar Lens. If you do the lens, used Snow-Covered Plains so you only benefit from.the extra mana.
A lot of the suggested upgrades suggested are designed to help your game plan you have set up, are better versions of cards you had, or just to help get your angels out quicker since they are expensive to cast and white has some of the worst ramp in the game. Here's a little k to my friends deck for more ideas: Angels in the battlefield Best of luck to you!!
1 week ago
mintymustache, I connsidered including Mirrorpool, but it only copies things I control. Good, but not perfectly in line with the deck, and the land slots are tight. If it copied anything, even those controlled by my opponents, then it would be an easy include. As it is, it is a fine option, but not perfect.
HBParabol, the choice of Crystal Ball over Sensei's Divining Top took me a while to work through, and an early list for the deck included Sensei's Divining Top. I switched it much later, and I feel the switch is a good one.
First, we need to consider the function of both. They are card filtering. Many people look at both and think that this is slightly worse than card draw, but in the same category. That is not the right way to think of them. They do not add any more cards to your hand than you started. They filter the top of your deck, so that the draw that you do is higher quality, but the number of cards that you have available to cast is not increased. They also help to dig into your deck, reaching important cards sooner than you would otherwise. When viewed with this perspective in mind, they can be considered to be more like low quality tutors more than draw. You get what you need quicker than normal, but you don't get any more cards to cast than you would normally. Even the draw ability of Sensei's Divining Top only gets you the card sooner, but does not increase the cards you can cast/use, since you give up Sensei's Divining Top and have to use up a draw to get it back. It is a 1 for 1 trade, increasing quality but not number of cards.
So what is the difference, and why did I not choose the more popular option? The first answer is that by choosing the less popular option of the two similar cards has value for this deck all by itself. When I play Crystal Ball, people don't automatically see a powerful piece of my deck. They see an interesting but uncommon card, and pass it over in their consideration of board presence relative to the rest of the players. This is what the deck wants to accomplish. Second, when looking at the cards as low quality tutors, which one accomplishes more? For Sensei's Divining Top, the effect is to look 3 cards into your deck on the first turn, and then you get no further into your deck unless you have a shuffle effect so you get 3 new cards to look at. With 3 Fetch lands, 9 Tutors/Wishes, and 4 Land Tax type effects, we can have a decent chance of shuffling, so Sensei's Divining Top is definitely not a bad option. 16 out of 99 cards shuffle. People who want more could add in more Fetches or even Land Tax. This just requires more build around that doesn't add to the deck much aside from optimizing Sensei's Divining Top, even if the individual cards can be good by themselves. Crystal Ball Scrys 2. On each activation, you either get what you need, or you see 2 new cards and then can draw into a new card (see a total of 3 new cards) each turn until you get what you need. That is as good as Sensei's Divining Top, but each turn, and without needing other cards to optimize it.
The upside of Sensei's Divining Top is that you can occasionally get the card immediately, not requiring another draw, and the Sensei's Divining Top is really hard to kill. The downside is that it can be clogged up with low quality cards, like lands and such, without another synergy. To counter these upsides, I have never had someone try to kill my Crystal Ball, and I usually use both at EOT before my turn, leaving mana available for responses as long as possible, and making the immediate draw and the draw at the start of my next turn identical. The ability to put low quality cards on the bottom of my library removes the clogging downside of Sensei's Divining Top from the equation, and helps me to limit the number of lands in hand late game, and also maximizing the value of my pseudo-Land Tax cards later.
So in essence, Sensei's Divining Top and Crystal Ball fill identical roles, they are Card Filtering/Limited Tutors, and not card draw. Sensei's Divining Top gets you 3 deep in your deck on the first turn you use it, and no deeper on subsequent turns without some other synergies. Crystal Ball gets you 2 deeper into your deck on each turn until you get what you want, and the advantage that Sensei's Divining Top has is limited in how it is played in this deck, while the advantages of Crystal Ball can be maximized to great effect, even the effect of the reaction that you had when you were motivated to ask why I would choose Crystal Ball over Sensei's Divining Top. Taking the advantageous option that on casual consideration appears to be suboptimal is a huge advantage for the deck. Sensei's Divining Top would be a fine choice. In my opinion, in this deck, Crystal Ball is much better.
Hexekk, sounds like the deck is affecting your meta in a very interesting way. You are intimidating them instead of flying below the radar, but achieving the same overall effect. With this in mind, you may be able to get away with playing some more overtly powerful cards. If they see you as powerful, show them power. You are gaining advantage out of it. "Appear weak when you are strong, and strong when you are weak." - Sun Tzu, The Art of War. I am aiming to appear weak, knowing that I often hold power. You are appearing powerful, no matter how powerful you are, so opimizing that may help you.
As a slight aside, there is a deck that plays Approach of the Second Sun in my meta. I am considering playing Warping Wail in the main deck to counter this plan, along with others. More counters seems to be more better in control.