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|Fifth Dawn (5DN)||Common|
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Add (Red) to your mana pool for each tapped land your opponents control.
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Mana Geyser Discussion
1 day ago
Seems you can produce plenty of mana but you don't have anything to finish the job: Exsanguinate , Torment of Hailfire , Comet Storm , Earthquake , Pyrohemia , and Pestilence are able to get you there.
Need more mana? Mana Geyser has your back.
1 week ago
Thanks a lot for commenting! You gave me some interesting suggestions.
The Neheb subtheme is like a backup plan. I was also considering to cut something else for Mana Geyser and get a huge Comet Storm. Or maybe cast Varchild for the 7th time, which is always a downside of Voltron decks.
I was thinking the other day that Cloudstone Curio is not all that great because I have very little creatures. Plus it's like a 15$ card, so there's that as well! haha
For Repercussion I was thinking that it might not be optimal with all the Survivor tokens, but it's definitely a great card. I think that as you say it is quite correct to include.
Slate of Ancestry is quite amazing! I didn't know that card at all. Even if you have only 4 or 5 Survivors, your hand is probably one or two cards. And drawing half a deck seems powerful as well! :D
The thing with Vance's Blasting Cannons Flip is that I have a promo version of that card, which looks sweet! But you're probably right, Outpost Siege is almost always better, the flip side of Vance's Cannons is not that exciting.
I'm also surprised not to have Rogue's Passage here! I must have misspelled or something when I was posting the list, but that card is an auto-include in this deck! hahaha :D
Thanks a lot for commenting! Your comment has been super helpful! You gave me a ton of includes for this deck.
2 weeks ago
I love this deck, and lathliss as general.
I do find it hard getting back up after a boardwipe. The slow start often kills the first couple of dragons i play, and the lack of answers is sometimes frustrating.
I notice, you dont have Mana Geyser in your deck?
For me mana geyser is usually a game changing card pushing things in my favor...
3 weeks ago
griffstick, holy mother of god that's brutal
Rite of Flame - It'll net you for as the card itself with be in the graveyard as the spell resolves on the stack ;)
Gilded Lotus and any of the other variations of it out there
Uhhh.... that's all I know of in red.
3 weeks ago
Changed some ideas as formulated above:
Mana Geyser out, Coldsteel Heart in. This will help get Neheb out faster, Mana Geyser does not contribute to this and functions mostly as a redundant mana boost to fuel X spells. Neheb already does this perfectly fine. Also, I am not feeling comfortable with only 34 lands.
3 weeks ago
A few points:
Please use paragraphs and space out your description so it is easier to read. I'm no Grammar Natzi and don't mind reading through spelling mistakes but a wall of text is rather hard to read continuously.
"Target standard bearer it will do just that returning it back to my hand but in my kaalia deck I have cards that can give standard bearer protection from blue meaning it can Target it all it want but I will not have to return it to my hand lol."
Unfortunately this is not how this interaction works. After Standard Bearer gains protection from blue it is no longer able to be targeted by blue sources and since it's text says "...that COULD target.." the player with Venser is no longer obligated to target it because they can't. Sure the Venser player can't touch your creatures this turn but nothing is stopping them from bouncing all your other noncreature permanents like all of your lands and artifacts preventing you from paying for Glory to protect your remaining creatures.
This may not be prevalent in your meta but in mine there is a lot of spot removal and almost none of it simply destroys the target unless the card itself has a major abusable upside or is versatile. I see a lot of Swords to Plowshares, Anguished Unmaking, Crush Contraband, Chaos Warp, Song of the Dryads, Reality Shift, etc. Also graveyard hate is ever so present in the forms of Nihil Spellbomb, Bojuka Bog, and Relic of Progenitus so keep this in mind while I give you my suggestions.
I like that you identified the decks weakness and strengths but I can see your deck has very little interaction which can sometimes lead to major problems. If you have more spot removal (like some listed above) that are versatile and can remove any problem card your deck will become that much more resilient.
If you want to set up for some game busting turns like dropping Avacyn, then cycling Decree of Annihilation you're going to need a few things to get there: a way to get Avacyn into play, enough mana to cast an Armageddon, and probably a way to prevent your opponent from interacting with you you.
I feel like a strong reanimator strategy usually follows strong Kaalia decks. Sure her combat trigger lets you drop them in but if an opponent doesn't let you have her you should have a backup plan. Reanimate Dead, Strands of Night, Exhume, and Necromancy all let you put huge creatures into play sometimes faster than Kaalia will let you if you have one in hand and Entomb.
Mana is pretty tight in Mardu colours making mana rocks your only solution, or is it? Many people overlook the rituals these colours have access to: Mana Geyser, Dark Ritual, and Cabal Ritual all gives an extra few mana when you really need it.
I see you have Grand Abolisher to protect your plays and prevent counter spells but there are also other options: Silence is a one off effect but can deny a player a turn or be used to protect one of your plays if played beforehand. Equipoise is new white tech I just discovered that really makes the playing field fair against one opponent. It's strength lies in your ability to choose what phases out, primarily to hit that blue player's untapped islands, maybe an annoying creature that is preventing you from playing or keeping Kaalia in play, etc.
1 month ago
Hey, honestly you should consider simplifying everything. Start by cutting Ishai, Ojutai Dragonspeaker, white and blue and just playing Smasher with red and black? I suggest this because of the budget; it's easier to make a good two color budget deck than a four color one. When playing four colors on a budget you really need to restrict the types of cards you play in some colors. For instance here because of the manabase it's better not have or cards in the deck. Instead mostly red and black cards only splashing the two other colors which makes it easier on the manabase and more consistent that you can cast cards in your hand because you have the right mana. With two colors however you increase deck consistently; you only have to worry about being able to cast black and red cards.
Cards like Rakdos Return, Torrent of Hailfire, Ribbons, expand with more of these types of cards:
- Black Sun's Zenith
- Mind Twist
- By Force
- Decree of Pain
- Blasphemous Act
- Comet Storm
These cards want a lot of ramp:
A problem with just red and black can be draw, but there's a few good budget draw spells to choose from:
- Night's Whisper
- Faithless Looting
- Sign in Blood
- Read the Bones
- Magus of the Wheel
- Reforge the Soul
- Bloodgift Demon
- Winds of Change
1 month ago
I like what you're going for here, but I see some places where you might consider changes. Specifically I like your cantripping combat tricks (buff, commander trigger, and replace themselves, all pretty great), and I like using Prowess creatures to sort of double-dip on the effect your Commander provides.
Your average CMC is nice and low, which is great. Unfortunately you're not running very much ramp, in combination with a somewhat low land count. A deck like this is going to be deceptively mana-hungry - you only get your Commander's buff till end of turn, so ideally you want to cast multiple spells in a single turn to pump the team as much as possible. Preferably mid-combat. Multiple spells means a lot of mana. I'd look at adding rocks, especially rocks that are 2CMC or less. Wayfarer's Bauble, Fellwar Stone, Coldsteel Heart, Star Compass are all great budget rocks for a 2-color mana base. Slightly more expensive are Fire Diamond, Sky Diamond, and Gilded Lotus. Since you're using combat and only running two colors, Sword of the Animist would work well too.
You have a decent number of cost-reducers for instants and sorceries, but I;ve always found that those aren;t really a good substitute for ramp. They're great cards, and if you build the deck with lots of instants/sorceries with generic mana costs they can really help you cast multiple spells in a turn, but they supplement ramp, they can't actually replace it. Similarly, Mana Geyser costs 5 - it's not really "ramp." It's a one-time effect for a big turn, but you need enough ramp to be able to cast a 5CMC ritual in the first place.
You're running several cards that are more optimized for 1v1, 20-life formats. I'm talking about Lightning Bolt, Lightning Strike, and Wizard's Lightning. There are times to play these in Commander, but typically only as part of a combo (Bolt doesnt do much in Commander...unless you can cast infinite bolts, which can be fun). There are much better removal options: Rapid Hybridization, Pongify, Reality Shift, Echoing Truth, Curse of the Swine, Snap, Into the Roil, Commit / Memory, Blink of an Eye. I believe these are all dirt cheap, and most are instants, so you can cast them during combat.
If you can spare the cash (and hopefully it'll get a reprint in the next Ravnica set), Cyclonic Rift is the 2nd most-played card in Commander for good reason. It's some of the best removal available in any color.
Also bear in mind that "copy spell" effects don;t provide additional cast triggers. If you use Bonus Round, then cast Brainstorm, you still only get two cast triggers total, even though three spells will resolve. To get extra cast triggers you need wording like on Isochron Scepter - "you may cast the copy."
Card draw is fantastically important, and so is evasion. Open Into Wonder does both for you. Kindred Discovery would be pretty much perfect for this deck, and I think it came in this precon so you might already have a copy; otherwise I think the price has risen unfortunately. Card is a powerhouse for tribal decks.
Also great for tribal decks are some universal pump effects. Shared Animosity, Coat of Arms, Vanquisher's Banner (also draws cards), Door of Destinies, Adaptive Automaton, Metallic Mimic, Obelisk of Urd all work well. If you can generate tokens consistently, Eldrazi Monument gives evasion, pump, and makes your Wizards indestructible. For some mana-doubling, Caged Sun and Gauntlet of Power can make your lands produce more mana and also pump your creatures.
Also consider some Buyback cards - you can spend extra mana to put them back into your hand isntead of the grave as part of their resolution. Capsize, Haze of Rage (this one is particularly perfect for you - the combination of Buyback and Storm pumping your entire team is nuts), Mystic Speculation, Shattering Pulse, Whispers of the Muse, and Seething Anger all look pretty good for this deck.
Now, combat damage with no infinite combos is pretty tough to pull off in Commander, where you have 3 opponents typically and everybody starts with 40 life. Thats a lot of damage you need to rack up, and your combat buff effects basically all wear off at the end of the turn, leaving you with a bunch of low-power Wizards for the next turn. I'm going to make some combo-based suggestions - this would be perfectly acceptable in my meta, but everybody's playgroup is different. Some of this will be dirt cheap, some of it will cost a little.
You're already running Isochron Scepter. This card is phenomenal. It can help you pull off your main game plan (smash with Wizards), and it can also provide alternative win conditions that you can use if combat becomes unfavorable.
Scepter imprinting Dramatic Reversal with enough non-land mana sources to produce 2 mana will untap all your mana rocks, all your Wizards...and the Scepter itself, which lets you reuse it. And it casts the Imprinted card, so you get an Adelize trigger every time. You can do this infinitely to make your whole team infinitely large. If your mana rocks can produce 3 or more mana, you also can produce infinite mana.
You can also pair the Scepter with Paradox Engine. This starts to get crazy, because the Engine basically provides the same effect as Dramatic Reversal, but you an Imprint something else onto the Scepter. For example, you can Imprint Reality Shift. Activate Scepter to cast a copy of Shift, targeting an opponent's creature. Engine triggers, untapping the Scepter and your mana rocks. Reality Shift resolves, exiling the creature, and turning the top card of their library into a new creature. Activate the Scepter again to exile the Manifest creature and Manifest the next card of their library. Rinse and repeat until their entire library is in exile. Do that again for all of your opponents who have a creature out. Pass the turn, and let them lose from drawing on an empty deck. You can see how flexible this is. Opponents can stop you with well-timed interaction, but it works super well, and you're playing Blue, so you can hold counterspells to protect yourself. Engine is going up in price, I think its about $20 now, but it's well worth the buy. It'll only get more expensive.