Limited Resources

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Legality

Format Legality
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Limited Resources

Enchantment

When Limited Resources enters the battlefield, each player chooses five lands he or she controls and sacrifices the rest.

Players can't play lands as long as ten or more lands are on the battlefield.

Profet93 on Numot: Leave. Everything. Destroyed.

3 months ago

Got you, I understand your thought process.

Last potential consideration, Limited Resources? Although it might be too narrow.

JeanYass on What, Exactly, is Wrong with …

3 years ago

plakjekaas: i'm not subscribed to this forum and only saw your comment on the main page by pure chance. with tokens, one does not splash white. white would be the primary color, with green being the splash. red, black, and blue would not be the primary color for tokens. most of those white cards you mentioned though actually are legitimately powerful (at least in commander). Limited Resources doesn't actually forbid magic from being played though. 5 lands is a decent amount for most spells, and thats before taking into account mana dorks or mana rocks. its also plenty enough mana to cast some enchantment removal. i'm actually really surprised to find out it's banned.

plakjekaas on What, Exactly, is Wrong with …

3 years ago

I didn't mean mono G does tokens better, I meant, if you have a token deck of any variety, seeking support cards, splashing green will probably benefit you more than splashing white.

My argument was made in that regard, not comparing mono colors, but comparing reasons to play white in your deck over the other available colors.

Fun fact: if you look at the commander ban list, all banned white cards are there because they're literally too annoying to play against:

Balance - dump your hand of free artifacts, make everyone discard their hand, sacrifice their creatures and their lands, and gloat.

Iona, Shield of Emeria - forbids magic from being played.

Karakas - every deck has at least one legend the deck was built around. Free bouncing that is as annoying as it gets.

Limited Resources - forbids magic from being played.

Shahrazad - I heard you like magic, so I've put some magic in your magic, so you can play magic while playing magic. Having fun yet?

On top of that, out of the seven cards banned for racist depiction, three are white. Maybe that's why the color gets a time out right now.

All I hear about this from Wizards, from random MaRo or Gavin conversations, or the Tolarian Community College videos dedicated to the topic, states that Wizards is aware of the problem, and is thinking about how to solve it. Seeing how they work about three years in advance, we might see some change in upcoming years.

rdean14 on Card creation challenge

4 years ago

Version 1, specific:

A la Price of Knowledge and Revel in Riches/Smothering Tithe:

Cursed Chest

Artifact

Whenever a player draws a card, each other player gets a Treasure token.

At the beginning of each upkeep, that player loses life equal to the number of Treasures they control.


It's a temptation more than actual penalty, per se. It's also a


Version 2, generic:

a la Limited Resources

Thalia's Dehexing

Enchantment

When Limited Resources enters the battlefield, chooses five other enchantments and exile each other enchantment not chosen this way.

As long as there are at least five enchantments on the battlefield, whenever an enchantment enters the battlefield under a player's control, that player exiles their hand.


It's not as oppressive as Limited Resources, but still hella cruel.

I'd like a vehicle.

Tzefick on White's issues in Commander

4 years ago

enpc Your response makes me believe you didn't actually read the OP through. Further suggested by how you said earlier that I forgot to talk about White's ability to resource denial while I clearly had a shorter paragraph mentioning Armageddon , Ravages of War and Limited Resources and how I didn't believe that archetype was a very progressive way to forward white's multiplayer playability in Commander, even though it is one of white's more powerful archetypes but it has some nasty side effects on the political spectrum.

My main problem with white having to almost exclusively go to artifacts for fixing their problems on ramp and card draw is exactly because artifacts are plentiful in Commander and therefore many run artifact removal. It is quite tough as a white player that spent a lot of mana on dishing out mana ramp and/or card draw artifacts, just to have an opponent cast Bane of Progress or Vandalblast or be the target of an incidental Casualties of War or Aura Shards , and there's limited options for white to counter that, bar the expensive catch-all . Why green has better and more flexible counters that actually fits white more is a bit strange to me and I wish white had at least a comparable answer that didn't cost 40$.

In a way I wouldn't mind if white also got some artifact restoration as they did in the older days . Blue and red has some good artifact pulls but white did have that same affinity back in the day, so it is definitely part of their color pie . White just has a huge problem again with the symmetrical effects being a disadvantage in multiplayer unless they can fuel the graveyard - which they cannot by themselves.

One solution could be a Tempting Offer card that pulls back artifacts.

Tempting Offer Show

One of the mana ramp suggestions (in the OP) was indeed to return low CMC permanents, which could hit ramp artifacts as well - so pulling double duty and well within white's color pie. Getting extra lands this way is more resilient versus playing mana artifacts but requires extra steps compared to mana artifacts and will never be a true replacement but merely a supplement. And it's not the first time white restores lands .

I think it would be better if white players could included these types of permanent restoration cards into their decks and it was viable, rather than having to put Manalith into their deck.

Again these suggestions are unlikely to replace mana artifacts or become auto-includes, but they could provide good supplementary support. I advocate choice, but if improvements could be made to a color specific solution to a color that falls behind in the format, then I see no issue.

And none of the suggested cards are something I would imagine would swim rather than sink in eternal formats, but it's possible there's something I overlook.

It's also meant as a general take on a possible solution, and not necessarily the only thing needed to improve white's ability to compete in casual EDH. For instance if the land restoration cards I suggested was a way to go, then more cards that facilitate that line of play could be made. More functional reprints of Evolving Wilds , a variant on Flagstones of Trokair or basically anything that helps that line of play and doesn't need to be *the* fetchlands . Prismatic Vista was a very good alternative to the fetchlands, that sadly has taken a very similar price trend. Although I think that may have more to do with the price of the Modern Horizons set compared to what value was in there, than the actual card - a cash-back so to speak. Now I just hope for future functional reprints - even while owning 2 Prismatic Vista s.

White lands that end up in the graveyard Show

What I mean to say with the above, is that the suggestions in the OP and here is more about a direction of solutions to this perceived issue with white in casual Commander, more than it is "this card will single-handedly turn white into just as great a color as green for Commander". Therefore reflecting on these cards' viability in context to only existing cards would be against the point I try to make.

Think of red for a moment. For almost two decades, red didn't have actual card advantage. They had Browbeat as a punisher mechanic, they had Wheel of Fortune in the very early days but those are more exceptions than the rule. Then red got their temporary draw or draws with downside with an underlying theme "it's here in the now, use it or waste it". Card draw is so basic and essential to the game, that each color has come up with ways to achieve it. I think white needs to find a similar solution for multiplayer formats.


And finally, to quote you; "But if your argument is that they're not as good (the manarocks) and so you don't want to play them, then tough, welcome to how balancing works. And if that's not fair in your mind then you have some really bad double standards."

Does balancing need to include price tags? Joke aside.

But how come a large portion of the Commander community has expressed that white and to a lesser extend red are the least powerful colors in Commander, especially white when considering mono color? Red is getting support lately and is improving, but white falls behind.

Do you claim you know balance better than all those people?

Qolorful on Are cards from game night …

4 years ago

Anything That isn't silver bordered or on the commander ban list is legal, and the commander ban list is limited to cards that ruin the game really easily like Channel , Griselbrand , Time Walk , Limited Resources , and Worldfire . You know, the fun cards.

marcopollo on Mono-White Commander

6 years ago

What I find about white in commander mode is:

1) it is fast out of the gate and can establish an early agro lead.2) in the mid game, it lacks the draw capabilities that say blue or black can accomplish.3) it has only a few game ending combos as compared to blue or black.

I am no expert but having a decent card draw engine is important. Skullclamp and Sram, Senior Artificer are about as good as you can get with white. Even with something like Mentor of the Meek you can get some good card draws but it is slower than I would normally like.

In planning a commander deck, I would prioritize card draw alot higher than you have and I would build complementary components to the deck after picking the card draw engines.

I think there is a reason why blueish commander decks are more prevalent than mono-white decks. But, the economics of purchasing a commander deck in paper also reflects these supply/demand aspects.

I also like things like Armageddon and Limited Resources to help mono white survive into the later stages of the game. White is at its best, in my opinion, when the land counts are small and slowly deteriorates not because the choices white have in later rounds are bad per se. But becuase some of the other colors out there are better with more land available. Maybe see Zur the Enchanter for letting your imagination run a bit more wild.

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