Add (Red) to your mana pool for each tapped land your opponents control.
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|Fifth Dawn (5DN)||Common|
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|Commander / EDH||Legal|
Mana Geyser occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Mana Geyser Discussion
3 days ago
Thanks for the feedback!
I totally get the not wanting to go infinite. My playgroup is still trying to figure out where the line is around having infinite combos in our decks.
The Reiterate + Mana Geyser combo requires at least 7 tapped mana (3 to cast, 3 to activate the buy back, and 1 for profit) from your opponents. While that seems like a lot, if you are playing with 3 opponents, it is pretty easy to achieve (although does fall near the infinite category).
Way ahead of you on the +1 ;)
3 days ago
Awesome build! I'm a big Purphoros fan and I've been debating about how to find the sweet spot between dragons and artifacts with Purphoros, and I think you've done it (or are close to doing it) here.
I had the following cards that I wanted to point out to you as possibilities, and I'm curious what your thoughts are around them:
Ashnod's Altar: Combos very well with both Myr Battlesphere and Nim Deathmantle, creating infinite ETBs and mana. It also works great as a way to gain mana if you can't keep your big creatures around after sneaking them out. Lastly, you can sacrifice your opponents creatures when you combo with your steal effects, like Molten Primordial
Heirloom Blade: I need to test this more, myself, but this is great in a deck that wants more draw options and, specifically, wants to draw creatures. You can use it to find dragons or artifact creatures in most cases, but can also be used with golems, humans, and goblins.
Zirilan of the Claw: Another card in your maybe board that I think deserves more attention. This can function as another "commander" type card that can get our deck going, easing our reliance on purph-daddy a little bit. I consider this another Sneak Attack card.
Other fun ideas: I like putting a little disruption in my Purph deck, so I've added some of the following cards. I don't know if they can fit in here, but I think they help cover some of Purph's weaknesses while still being "fun" cards to play with and against.
War's Toll: Stop people from countering our Purph-daddy.
Wild Evocation: Great for us, messes with combo players.
Insurrection: Alternate win con that works well against players who like to build wide creature decks.
Pandemonium: A great way to get some additional value from our creatures while, hopefully, helping our opponents board clear one another until we get to our mid-game spike in power (hopefully we don't become the target of this card, though!).
Indomitable Creativity: I'm on the fence about this one, but it's a fun/flexible removal spell that also allows us to trade artifact tokens or mana rocks for stronger things later in the game.
I hope these were at least interesting to read! Again, I love the deck as is, but I wanted to share some other ideas as well.
3 weeks ago
Just so you know, commander damage is limited to combat damage. Nekusar’s ability won’t be able to kill anybody with commander damage, but he can kill with Phyresis and Grafted Exoskeleton. Underworld Breach would do amazing in this deck if you decide to get more wheels. It pretty much goes infinite with Mana Geyser and Reforge the Soul.
3 weeks ago
Nice deck! I really like the direction you're taking, it looks like we think alike in our strategies for mono red -- feel free to compare to my red Akroma build, I update it regularly: The Red Terror: Akroma's Manifesto
I noticed Akroma and Drakuseth have a few things in common; big CMC, massive presence on the battlefield, and the ability to one-shot opponents. So the emphasize on explosive ramp in red is definitely appreciated. Here's a few thoughts from my experience playing Akroma:
One-time mana benefits like Mana Geyser and Geosurge are strong counter bait (either for the spell or for the commander that comes with it) and so often just leave you with fewer cards in your hand for your trouble. Unless you have alternative wincon plans for that mana, I would focus on permanent-based mana sources. I would look to mana doublers like Gauntlet of Power or even Caged Sun since this improves your board position.
I like your inclusion of Bolt Bend and I recently added it to my deck as well - it's so sneaky. In that vein, you might think of adding Not of This World because people NEVER see it coming, and it's free if you're protecting your commander. Also, I applaud main-decking Red Elemental Blast and Pyroblast because they almost always carry their weight in gold.
You might want to think about switching your land base to snow-covered mountains. This would give access to a couple of nice cards like Skred Extraplanar Lens and Mouth of Ronom -- Mouth and Skred are nice responses to Gaddock Teeg, which in my experience often shuts down our decks.
I'd think of including alternative win conditions; Insurrection is often a blow out, and I'd reiterate the strength of Etali, Primal Storm as though it might eat removal, that's one removal spell less that will target your commander. The value of Etali is definitely real. Even Pyrohemia could do wonders here.
4 weeks ago
Wow this is something. Thoughts on these? Panharmonicon, Conjurer's Closet, Lifeline, Fiendish Duo, Mana Geyser, Mana Echoes, Humble Defector (in case an opp has no dudes), Twinflame, Anarchist, Bag of Holding, Hazoret's Monument, Mindmoil, Alhammarret's Archive, Knollspine Dragon, Diamond Mare, Impact Tremors
1 month ago
If the plan is to sneak attack creatures out you can use Sundial of the Infinite to keep them permanently by tapping it to end the turn while the sac triggers are on the stack.
Also Neheb, the Eternal will be a good non dragon creature to have since it can net you a lot of mana.
Also Mana Geyser is a good card to get a big influx of mana in a single turn.
1 month ago
Hey, your Commanders care about two types of creatures, Dragons and Knights. This is the simplest approach to consider is add more Dragons and some Knights? A higher amount of Dragons than Knights seems better with your two Commanders because double strike with Dragons who already fly is more powerful then Knights with flying.
Dragons are high mana cost creatures therefore consider more ramp? More ramp so you can cast Dragons especially Khorvath faster. Sylvia doesn't do much until you have a Dragon on the battlefield which ramp can help with.
You can't play Gruul Locket and Orzhov Locket in a Boros Commander deck. Can only play cards that are red, white or red/white because these are the color identities of your Commanders. Cards with black and green even though they also have red or white aren't legal with Boros.
What's the budget for your deck? Cards $1 or less each to consider adding:
Mana Rocks/Other Ramp
- Boros Signet
- Talisman of Conviction
- Dragon's Hoard
- Seething Song
- Mana Geyser
- Dragonlord's Servant
- Burnished Hart
- Iron Myr
- Gold Myr
Dragons/Cards that support Dragons
- Skyship Stalker
- Dragon Hatchling
- Dragon Egg
- Lathliss, Dragon Queen
- Scourge of Valkas
- Dragon Tempest: haste for Dragons.
- Steel Hellkite
- Moltensteel Dragon
- Sarkhan's Triumph: Dragon tutor.
- Tyrant's Familiar
- Hellkite Charger
- Drakuseth, Maw of Flames
- Sarkhan the Masterless
- Dragon Mantle
Dragons who can pump their own power which is called "firebreathing" are good with double strike.
- Silverblade Paladin: soulbound can change creatures.
- Danitha Capashen, Paragon
- Thalia's Lancers: legendary card tutor.
- Mask of Memory: an equipped creature with double strike who isn't blocked does combat damage twice to an opponent meaning you draw four cards.
- Rogue's Gloves: with flying it's easier to do combat damage.
The nice thing about these equipment is the interaction with double strike. These equipment can also be repeatable draw and if the equipped creature dies, the equipment isn't destroyed, can equip another creature.
I offer more advice. Good luck with your deck.
1 month ago
Hey, some good cards here for a budget concept.
The concept of ramp with Kess is interesting. It's not the direction I would go with Kess, but it's a unique concept. The Thraximundar + It That Betrays interaction seems good. For the concept this interaction and Architect + Pili infinite mana combo are the best parts of your deck. Consider expanding on each of these parts and how Kess can be better used with them?
Kess has an advantage for ramp with rituals. Rituals make mana when they resolve. They make more mana than they cost to cast therefore they make ramp. You can cast instant or sorcery rituals from your graveyard with Kess resulting in making a lot of mana to cast big creatures or other spells. You can use the mana you make with rituals to cast that same ritual again from your graveyard with Kess.
Rituals to consider adding:
These are good rituals in Commander and they're all budget cards. Dark can make 5 black mana when cast and then cast again with Kess. Song can make 7 red mana when cast and then cast it again with Kess. Geyser is good in multiplayer Commander because it looks at all your opponents tapped lands which if you have three or more opponents can be a lot of mana especially when you can cast it again with Kess.
The mana these rituals make is either all red or all black which would be fine to help to cast most Eldrazi, but can be problematic if you want to cast a spell that's blue. Signets lets you use any colored mana to then make different colors of mana.
These two drop mana rocks are staple budget ramp and color fixing in Commander. Thief of Sanity because it has flying can be repeatable stealing of your opponents cards. Sanity is a powerful card in multiplayer Commander because you'll have many opponents to choose from to attack. Cards you steal with Sanity can be cast by you using any colors of mana. Red and black ritual mana can be used to cast cards you steal with Sanity.
High Tide and Bubbling Muck are one drop spells that make more blue or black mana when you tap an Island or Swamp until end of the turn. These spells are better in mono blue or mono black decks than three color Grixis, but they can ramp.
Sorcery tutors are good with Kess because you can cast them again from your graveyard. These cards can help to assemble Architect + Pili or get an Eldrazi into your hand after assembling the combo. The best tutors are not budget cards, they're expensive prices, but there's a few tutors that are budget.
Another way to help to find important cards is to dig for them and draw them. Dig spells that Kess can cast from your graveyard can let you see a lot of cards.
Reanimation can be used with Kess. Reanimation is a way cheat big creatures onto the battlefield. It's also a way to assemble Architect + Pili by either cheating them onto the battlefield or getting them into your hand via your graveyard. Instants and sorceries that enable reanimation and reanimation spells have interaction with Kess because she can cast them again from your graveyard.
- Buried Alive
- Whispering Madness
- Unearth: reanimates either Architect or Pili. With Kess reanimate both of them for two black mana.
- Faithless Looting
- Stitch Together
Buried can tutor for three creatures and put them into your graveyard. It's among the best enablers for reanimation. Madness is called a wheel and what that means is all players discard cards and then draw cards. It's good with Kess since she has flying, you can cipher Madness to her after you cast it. When it's ciphered to Kess then any time she does combat damage to a player then you can cast Madness without paying it's mana cost. The wheel effect is a way to fill your graveyard with spells to cast with Kess as well as drawing cards.
If you have any questions I offer more advice. Good luck with your deck.