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If Lotus Vale would come into play, sacrifice two untapped lands instead. If you do, put Lotus Vale into play. If you don't, put it into its owner's graveyard.
Tap: Add three mana of any one color to your mana pool.
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Lotus Vale Discussion
5 days ago
I think if you are playing fish in standard you definitely want 2-3 Kopala, Warden of Waves. It's basically a Kira, Great Glass-Spinner for standard fish. I would also go up to 4 Merfolk Branchwalker since it is more aggressive than Seekers' Squire, and it turns on your Kumena's Speaker (your best turn 1 play) and is recieves protection from Kopala. Likewise, a 2/1 flying for 2 is pretty solid so I might consider going up in Shaper Apprentice copies. It will be useful against flying pirates and has a relevant creature type. It isn't stellar but is well situated in the deck. That being said, you could cut it entirely along with your Seekers' Squires and focus more on including more interaction (you should really be playing Fatal Push since it is the best removal in your colors and likely some number of Walk the Plank to deal with dinos and other large threats). At the 3-mana slot, Shapers of Nature is a decent body with two very good abilities for this deck, especially if you want to abuse Herald of Secret Streams's text. I wouldn't necessarily jam 4 but 2-3 could be nice. It also makes Dowsing Dagger better, as at the moment you really have no need for a Lotus Vale, as the 3 mana is pretty superfluous later in the game... unless you have a a mana sink like Shapers. Vineshaper Mystic seems like a great play on turn 3 provided you had at least a 1 or 2 drop, but it could be very bad it you didn't or it got removed. It may be worth considering, though. Entrancing Melody is a sideboard card, not a mainboard card, so it should be moved there. Sword-Point Diplomacy seems good if you are pressuring your opponent, but I generally don't like cards that give your opponent perfect control over what cards you get. I won't dismiss it though because potentially 9 damage is a lot. Search for Azcanta does not really belong in this deck, as it is not a control deck. You don't want to grind the game out too long, you are trying to win the tempo game. If you go too long you will just lose to hard-line control decks and dino decks. That being said, you are a tempo/midrange deck so you need 22 lands, and also better lands. 3 colors demands nonbasics, and luckily there are plenty of good nonbasics in this standard for your colors, between Drowned Catacomb, Blooming Marsh and Botanical Sanctum. With the current build focusing on lots of interaction, you don't really want to use Unclaimed Territory since it only fixes mana for creatures, and you honestly don't even need it with two fastlands available.
Last thing: I like the 2-of Dire Fleet Ravager. It is super spicy, I want to know how it is in further testing :)
1 week ago
Colorless is a type of mana that has no color.
Therefore, Ancient Ziggurat, Exotic Orchard, Gemstone Mine, Glimmervoid, Lotus Vale, Mana Confluence (and Crumbling Vestige on the first turn) can't produce colorless mana.
Also, Vesuva enters the battlefield tapped, Urborg, Tomb of Yawgmoth doesn't produce colorless mana either and if I were to be a nitpicker, Temple of the False God does not tap for 1 colorless (so it shouldn't be included, according to your destcription).
Anyway, thanks for the list! I found it very helpful.
2 weeks ago
One great stax piece that would really hurt opponents but parity would be broken for you is Trinisphere.
Hedron Crawler, Manakin, Millikin, Skittering Invasion, Blinkmoth Urn, Lotus Bloom, Mox Diamond, Lotus Vale, Sword of the Animist and Urza's Incubator can be used for fast ramp into emr options. Urza Tron could also be run here you do have some tutor for it.
all may be worth looking into :)
Very nice list man Emrakul needs more EDH love
1 month ago
1 month ago
Good to hear that it helped.
How about Lotus Vale? It's cheap on money and produces a lot of mana. I know you have to sacrifice lands for it but it comes into play untapped and interacts well with static orb.
I would definetely add Peacekeeper since once you can stall the game you win with this deck.
I would not run damage reduction. You already go for risk so why not going full risk? You could add Armageddon since it really interacts well with your punisher cards. Or Zuran Orb and Balance. And there was an enchantment that lets you discard lands to deal damage. This would be interesting here.
For card draw I would suggest looting instead. Faithless Looting and the likes let you skip cards till you get to those you want. The time you buy yourself will be your biggest card draw. All you need are the right cards.
I would still suggest to cut the Arbiter and the Amulet and add more things that interact really good with your strategy like this Peacekeeper.
Btw.. If you like stax take a look at my mardu stax commander if you want. I can always use some suggestions to make it even nastier: Marchesa Stax - bow before me
If you don't have some I gladly take praise as well. X'D
I hope these ideas help. Greets MA.
1 month ago
It looks like you're a little heavy on fetch lands for a monocoloured deck. You don't need to worry about colour fixing so you could switch things like Evolving Wilds or Misty Rainforest for Explosive Vegetation or perhaps Lotus Vale.
Overall you're off to a good start
2 months ago
Here's the problem: since lands can be played every turn, especially lands from the Command Zone, as far as I can tell, I might have missed one, but your design must adhere to one of these criteria to be balanced:
- If it were a nonland card that cost 1 or less, it would be fair. Compare Dryad Arbor to Llanowar Elves. The reason is because in order to get this creature, you're effectively spending 1; it's a land with summoning sickness. It's not quite a creature land, but compare Khalni Garden to Kobolds of Kher Keep.
- It can turn into a creature temporarily. By far the most common form of creature land, these will have an activated ability that turns them into a creature, which usually lasts until end of turn. These abilities generally cost what a creature would cost for that power and toughness but not always.
- It can turn into a creature permanently, but it costs more than a creature with that power and toughness would cost. Examples are Stalking Stones, Westvale Abbey Flip, Tomb of Urami, Cradle of the Accursed and Dark Depths. Here, I have grouped "sacrifice and make a token" into this group, too.
- It has a cost as it enters the battlefield. There are no real examples of creature lands that do this, but you could play around with the drawbacks like Transguild Promenade or Gruul Turf or Lotus Vale, or other things like "all lands you control enter the battlefield tapped".
So, how about these ideas:
Thoboes, the Mana Flow
If Thoboes, the Mana Flows would enter the battlefield, sacrifice an untapped Plains, Island, Swamp, Mountain, and Forest instead. If you do, put Thoboes onto the battlefield. If you don't, put it into its owner's graveyard.
: You may cast a spell from your hand without paying its mana cost.
I'd like to point out that just because an effect is symmetric, doesn't mean that it can be undercosted. Giving everyone the ability to play every spell that costs more than 5, for exactly 5, effectively just makes it a slow motion game of Eureka. If it were a personal effect, we'd compare it to a bad Omniscience, and cost it that way.
That said, I figure this ability is about the power level of having a Fist of Suns on the battlefield along with a land of each basic land type.
But, this land isn't a creature, so I don't know how much you'd like it. Making it a creature would open it up to all sorts of removal, especially with such a high cost.
Anyway, that was 3 ideas for your consideration. Let's keep the brainstorming going, shall we?