Looming Spires


Format Legality
Pre-release Legal
Limited Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battle for Zendikar (BFZ) Common

Combos Browse all

Looming Spires


Looming Spires enters the battlefield tapped.

When Looming Spires enters the battlefield, target creature gets +1/+1 and gains first strike until end of turn.

: Add to your mana pool.

Price & Acquistion Set Price Alerts



Recent Decks

Looming Spires Discussion


1 month ago

Why Fatal Frenzy and no Temur Battle Rage? Also, running Cavern of Souls in replace of four Mountains would help Crusher to be uncounterable, and Fatal Frenzy only costs so by the fourth turn (when you go off) you would have the to play the Frenzy.

Maybe adding in Teetering Peaks or Looming Spires to increase Crusher's power without spending mana would help too, because even tho they come in tapped, you only need three lands on the fourth turn to win. You would need to mill one less card if you play Spires and TWO less cards if you play Peaks! Even Smoldering Spires would help to make Crusher blocked by one less creature (which could greatly affect the amount of damage dealt).

Maybe turning this deck into Gruul, putting in all Gruul lands that come in untapped and add in Skarrg, the Rage Pits using Assault Strobe instead of Frenzy. Or into Boros, putting in all Boros lands that come in untapped, using Slayers' Stronghold to beef up Crusher and give him Vigilance to dodge "Destroy/Exile target tapped creature" instants.

As you see, there are many ways to increase the odds of this deck winning. I'm not saying its a truly competitive deck (but who knows? it could be someday) except that its a cool card that deserves a deck around it.

Good luck with this deck and I hope what I suggested increases the odds of this deck winning!

Luxxis7 on

2 months ago

Yeah thought about the black removal but currently dont have too much of the good black removal and just got back into magic during ixalan, but would be great a great addition. Also if I did want to play standard would have to remove Reclusive Artificer and Looming Spires. As for Marionette Master, never knew that existed and seems a lot more efficient since youd need less than 10 (comparing to revel) treasure tokens to pretty much win the game. Thanks for the suggestions CpT_DiSNeYLaND :) will probably consider the marionette master.


2 months ago

You're in black, you should have some fatal pushes mainboard, a 2 main and 2 side is usually a good split.
You have Looming Spires but that's no longer standard legal
Currently you're just pirate beats, you don't have much set up, if you wanted to go the artifact route and build grixis treausres you could do so and add in Marionette Master as its just better than revel in riches as it usually just murders your opponent

Captain_Howel on Welcome to the Jungle - Harambe Edition

2 months ago

Sorry to double-comment, but I figured out another thing holding your mana base back: it's an even split between green and red, while your cards are much more lopsided. Leaving out the sideboard (which would complicate things beyond what my experience can provide), here's what's important:

Nearly a third of your deck (about the same proportion as your lands, which is important) costs only 1 mana to play. That's excellent. But of those 19 cards, 15 of them cost one red mana, and only 4 cost one green (and those 4 are ideally played for free via Madness). If we went by that metric alone, your lands' mana production should be 3 red for every 1 green. But then factoring in cards with a CMC of 2, it's lopsided towards green: 8 that cost 1G, 4 that cost 1R. While this means your lands should still lean red, it certainly shouldn't be at a 3:1 ratio. You can adjust the proportion to something closer to even like 2:1, or to really make this deck kick ass, you can replace some of those 1G cards with 1R cards or with something that works either way like Burning-Tree Emissary. Problem is, River Boa is one of your best defensive cards and Wild Mongrel is a key offensive one; they're hard to replace. That one's up to you.

Beyond that is where things get really tricky. Hooting Mandrills are likely to be played for 2-3 mana at least once unless your opponent is running graveyard removal, but virtually never on turn 3. You have a grand total of 5 cards with a CMC of 3 or 4, but 3 of those 5 cost 2GG, where a mana base that leans red will hurt you. You could consider replacing these 5, but I think it'd be easier to put in some more nonbasic lands that will help you out.

Now personally, I can't stand taplands, especially in aggro because they've got awful tempo. If I can get away with it, the only taplands I'll use are utility lands (and even then I prefer colorless not-ETB-tapped ones like Rogue's Passage), or lands that somehow make up for the fact that they're tapped coming in. Since this is paper pauper, any commons will work, and there's a strong one that you can get 4 of for pocket change: Crumbling Vestige. It produces the color of your choice once, then colorless forever afterward. People overlook lands that produce colorless mana a lot, but plenty will still work well. This one's not ideal on a deck that leans so heavily on one-drops since it can only pay for one once, but colorless mana still counts towards every card in your deck that costs 2+ mana, so 4 of them is much more likely to help than to hurt. I'd even consider dropping Rugged Highlands in favor of these, since that one's really only good if played on your first turn, and is more likely to hurt your late game. Terramorphic Expanse is a keeper though, since it contributes rather nicely to casting Hooting Mandrills.

Other than that, the only decent nonbasic lands I can find are ETB utility taplands: Looming Spires, Teetering Peaks (both solid fits for Gruul Aggro), and maybe Quicksand in the sideboard.

Tempo makes a big difference for a deck like this. Get it built well, and you can even take on a burn deck.

Madcookie on Jhoira gonna get your ass beat, mang!

4 months ago

Hi, mate. Looks like you need help with the deck and I have some spare time so lets get to it.Firstly I think you have too many creatures, some of which don't have good synergy with the deck idea, mainly Flameblast Dragon, Jhoira's Timebug, Mercurial Chemister, Rift Elemental, Shivan Sand-Mage, Timebender. Some of those remove time counters but are just weak overall.I also don't like the wall cycle, the tempo gain from blocking a big creature is negligible in a multiplayer format and your wall still dies, I'd replace those too for say a Propaganda. Archivist can be replaced with Arcanis the Omnipotent same mana from jhoira, 2 more cards.

As for the spells Clockspinning, Fury Charm, Mana Leak and Timecrafting don't go enough to warrant a place in the deck and i think you should try to replace them with some kind of draw spells or counterspells without unless they play etc. Think Counterspell or Cancel

About the land base: Faerie Conclave, Looming Spires Soaring Seacliff are simply basic taplands that will slow you down immensely. Magosi, the Waterveil Shimmering Grotto Thespian's Stage don't do enough either. If you are solid on keeping Magosi, the Waterveil you need to add something to proliferate in order to get free counters instead of keep skipping turns. maybe Contagion Engine but it won't remove counters from suspended cards so its pretty much only for this 1 card.

For spot removal you can add Chaos Warp or maybe a Pongify for something especially nasty. Otherwise counter spells should be fine if someone targets you, and you should have the mana open anyway since you dont need to cast anything on your turn.

You can also add maybe 1-2 cards to protect jhoira from removal cost wise they go Swiftfoot Boots<Whispersilk Cloak<Lightning Greaves<Darksteel Plate

Lastly I'd put Drift of Phantasms just for the transmute ability to get Paradox Haze. Its one of my favorite cards and in your deck it will work wonders. Hope my advices will be of use to you and if you have any other questions feel free to ask. Cheers :)

Pscioed on Satyr Power Hour

6 months ago

+1, I like this deck a lot. Really fun and really fast.

Have you considered Rancor? I know it's more expensive, but it compares very favorably against Rush of Adrenaline. You could also try Blades of Velis Vel (it's a satyr instant!) or Symbiosis to get 2 heroic triggers for 1 spell. There are also Teetering Peaks and Looming Spires, even if they don't trigger heroic it might be nice to get value from your lands as well.

albino_ninja on $20 Zada Commander

7 months ago

While that is true KillerBandGeek, the statistical advantage is almost not worth mentioning. Instead, I would look for lands like Looming Spires that still gives you the mana base you need while adding some flavor to the play.

Merdolf_Gandlin on Would a Looming Spires trigger ...

8 months ago

I am building a deck around creatures with prowess and thought about adding 4 Looming Spires. Would it trigger prowess though?

Load more