Add (Red) to your mana pool for each tapped land your opponents control.
|Want (2)||nafgan , kingcraig|
Printings View all
|Fifth Dawn (5DN)||Common|
Combos Browse all
|Commander / EDH||Legal|
Mana Geyser occurrence in decks from the last year
Latest Decks as Commander
Mana Geyser Discussion
1 week ago
Contrary to popular belief, Boros doesn't have any harder of a time ramping than any other non-green color combination.
If you want to ramp early to get your general out faster, might I suggest some red ritual spells? Stuff like Seething Song or Pyretic Ritual. These give you a burst of red mana for a single turn that can really help get your general out several turns earlier. You already play Mana Vault which, let's be honest, is most of the time a ritual too since how often do you actually untap it?
On top of these early ritual effects, you could also consider playing some big-gun ritual effects like Mana Geyser or Brass's Bounty. While these aren't early game ramp, they can provide some explosive later-game turns.
If you're already playing Smothering Tithe I recommend playing some more wheel effects. Wheel of Fortune is ideal, but if you don't have access to it you can instead play stuff like Magus of the Wheel.
Another few cards that might be good- your deck really wants to be making it's land drops every turn and would also really appreciate more ways to get card advantage, so cards like Land Tax (just got reprinted in double masters so it's high price tag just dropped!) or Gift of Estates or Tithe could help out a lot. At that point, draw effects that break even get better since you're plus-ing off of land effects, so your Faithless Looting and Tormenting Voice effects can swap lands for better cards.
Last few cards- if you've been liking Neheb, the Eternal, Neheb, Dreadhorde Champion could also be a really good card for the deck. It can cycle your cards into your big gun spells and then give you extra mana to fire off another burn spell. Deflecting Swat is an incredible card for this deck since it can do a bunch of shenanigans AND protect your commander. I think Flawless Maneuver would also be worth it to protect your commander.
That was a lot more than I expected, the ideas just kept flooding in hahaha. You know.... unfortunately it makes me want to build yet another Boros deck...... Why do I keep doing this to myself?
2 weeks ago
So the changes have been made. Here's what I decided:
1) Easily, Atarka, World Render improves the 99 by replacing Rampaging Brontodon. The double strike-enabling for dragons is more valuable than the power toughness buff of Rampaging Brontodon's attack trigger.
2) Questing Beast replaces Vivien's Arkbow. Vivien's Arkbow requires a lot of resources and the deck seems smoother with Questing Beast in its place. Questing Beast is too good to not be included in the deck.
3) Savage Ventmaw replaces Mana Geyser. I actually prefer Savage Ventmaw over Kozilek, Butcher of Truth in this spot. Without any of the spells that used to be included with the previously discussed token package, keeping Mana Geyser in the deck seemed to be an oversight. Savage Ventmaw's attack trigger will help mitigate the loss of this ramp spell.
4) Deflecting Swat replaces Chord of Calling. Chord of Calling is more difficult to cast without the presence of token creatures to help convoke it. In this exchange, a premium for protection was eye-balled. Unfortunately, a copy of Heroic Intervention currently is unavailable, but Deflecting Swat is a great runner-up!
5) I will continue to play-test and game-play with Lurking Predators. In the current deck list it replaces Gratuitous Violence, which was going to be replaced by Fiery Emancipation. This is a work in progress, as Gratuitous Violence has been a great card in the deck for me for a while. I'm open-minded, however, and will continue to give Lurking Predators a chance.
6) Lastly, Inkmoth Nexus is out and Field of Ruin is in. Inkmoth Nexus will find residence in another EDH/Commander deck. Its ability is rarely activated, if ever, by me in this deck. As such, substituting a more helpful land like Field of Ruin and its Maze of Ith-destroying capabilities seems like an easy swap.
And that's the way the news goes. I look forward to continue play-testing and game-playing Xenagos, God of Revels.
4 weeks ago
Some changes that are on the horizon:
Change #2, #3 & #4
Chord of Calling, Mana Geyser and Vivien's Arkbow are on their way out. I've discussed Chord of Calling and Mana Geyser already. I sense Vivien's Arkbow can be replaced with a more impactful card, as the resources needed to use Vivien's Arkbow is high and the return is not always justified or realized. For these three cards, I think the following additions are fine replacements:
I like all of these potential additions, but only have space for three of them currently. Availability, play-testing and game-play will eventually tell the story. Initially, this is how I rank these four cards:
Fiery Emancipation is going to replace Gratuitous Violence. For an extra we triple damage from any source as opposed to just doubling creature damage. This is a definite upgrade, even if we only have a few sources of non-combat damage (Chandra's Ignition, Drakuseth, Maw of Flames, and to a lesser extent Blasphemous Act and Star of Extinction). Imagine Fiery Emancipation and Chandra's Ignition!?!
I am wary about adding lands that destroy lands. My concern is the response of the meta-game, and how much over-correction through escalation this may procure. I'm not a fan of land destruction and would not want the inclusion of multiple lands that can destroy lands to be met with mass land destruction or the targeted removal of mana-bases. I prefer to add more protection, such as Heroic Intervention and Deflecting Swat. These spells will dance around Maze of Ith and allow us to push for lethal. I do believe that I can find a place for Field of Ruin. At least the land is replaced and removes one threat. I think swapping in Field of Ruin for Inkmoth Nexus is reasonable.
This will be the next series of changes. More information to come through play-testing and game-play.
Thanks again for your evaluation!
4 weeks ago
I can easily see swapping in Atarka, World Render for Rampaging Brontodon. Atarka, World Render used to be in the deck. These two creatures have the same converted mana cost, but Atarka, World Render includes flying and double strike and will always deal more combat damage than Rampaging Brontodon with Xenagos, God of Revels, unless we have more than ten lands under our control. By that time, the game should be over. This is a reasonable consideration.
Replacing Mana Geyser with Heroic Intervention is also reasonable. I haven't had difficulty utilizing the mana produced by Mana Geyser, early-game or late-game. Heroic Intervention does add a layer of protection unlike anything else in the deck. This swap could work. I'm willing to experiment.
I don't remember a time I whiffed on Summoning Trap. With 26 creatures currently in the deck, the odds of hitting at least one are in our favor. The instant-speed of this spell has been attractive as well. The overall return on the investment of six mana (with so many creatures in our deck that cost 6 CMC or more) is worthy of its deck slot. I prefer its inclusion.
The continued inclusion of Chord of Calling may have been an oversight on my part. Without the presence of Gaea's Cradle and a swarm of tokens, casting Chord of Calling to flash-in a now absent Craterhoof Behemoth seems misguided. It will be difficult to take advantage of its convoke mechanic. We want our creatures tapping for combat, not tapping in order to cast a spell. As my only copy of Worldly Tutor is spoken for, I will need to look in a different direction. Perhaps including Savage Ventmaw or Kozilek, Butcher of Truth?
Not a fan of Worldspine Wurm? Your assessment is correct: I'm never casting this for . HOWEVER, with Sneak Attack, Summoning Trap, Quicksilver Amulet, Tooth and Nail and Selvala's Stampede I'll never have to. Worldspine Wurm's performance has been spectacular and I am unable to justifiably remove it from the deck list at this time. It has been too good.
Participating in an EDH/Commander game without seeing at least one Superfriends deck has become as rare as winter roses for me. Star of Extinction has been a great way to deal with planeswalkers. Destroying a solitary land is nothing ground-breaking. I am not a proponent of land destruction. However, Maze of Ith is way too popular and I never bore of destroying it and then wiping the board. There's a lot of tribal in my meta and sending 20 damage everywhere helps to keep the battlefield clear. I used to run Starstorm. The instant-speed potential of Starstorm is great. Holding up mana to cast it instead of casting spells during my turn is not great. Questing Beast is definitely a bad mamma jamma. Perhaps I can find room for Questing Beast by swapping it in for one of the aforementioned unfavorable cards...?
Hmmm, well, to summarize:
Thanks for the evaluation!
1 month ago
Glad to see you enjoyed the changes, and yes, Etali puts in work!! Couple more comments, not sure if previously mentioned but...
Worldspire Wurm - I know you like this card as your finisher, maybe I can't convince you otherwise but I'll sure as hell try. Unless you cheat it out with 2 few cheating cards that arent mana intensive, then you rarely cast this. Do you really get up to 11 mana that easily in most games? I find this very eh? The worms it leaves behind are nice (assuming no exile/bounce effects), but I think you would be better suited with a lower costed creature that still is in your game plan such as Savage Ventmaw? I'm not telling you to run aggravated, but ventmaw is very helpful in establishing tempo, something that Xenagos decks don't have much of. By getting the attack trigger, you could (as I have done multiple times) use a rishkar's expertise or a return of the wildspeaker to get some card draw. If not savage ventmaw and you're looking for another beater, why not Kozilek, Butcher of Truth? I mentioned him before because unless you are primarily cheating in creatures, he costs less, gives you card draw and is more of an immediate threat with annihlator.
Mana Geyser - Without commet storm, is there a point to this? Doesn't seem good without reiterate, which you shouldn't add either. Plus it's only red mana and very dependent on opponents. Would replace with something else. Again, I hype up deflecting swat, but another good card is Heroic Intervention. Pretty cheap and works well against almost all types of removal. Doesn't have to be any of these, could be stuff in your maybeboard
Summoning Trap - Idk how prevalent blue is in your meta, but I never liked this card. Too much whiff potential even though you look at 7. Would rather have another beater or more card draw
Star of Extinction - Eh? Are planeswalkers prevalent in the meta or problematic lands an issue? I feel questing beast and strip mine could solve both those issues. Rather add a card that benefits your game plan as you already have enough wipes IMO.
1 month ago
Hier ist eine kurze Liste mit Karten welche du denke ich gut passen würden:
Extra Turn: Nexus of Fate
Regain: Mystic Retrieval
1 month ago
Mana Geyser can go infinite with reiterate: If you can cast Reiterate with buyback in response to a Mana Geyser that will produce 7 or more mana, you can cast infinite Reiterates to get infinite storm and infinite mana.
Where is your card draw? All I see are 3 wheels and outpost siege. Anvil, burning inquiry don't count IMO because they don't net you cards. I really like this chaos build. I had something similar (although not as compact/good) about a year or so back, but my playgroup hates chaos so they targeted me. So I made mine a semi-competitive build. If you added more card draw in the form of....(there are other ideas, just lmk if ur interested in them)
Endless Atlas - Card draw
Tome of Legends - I have a "good" feeling about this ;)
Ignite the Future - Better in more serious builds, but is still nice
Light Up the Stage - Similar to above, this card is probably better suited to your deck, although I run both since I'm card draw hungry in mono red
Would love to hear your thoughts on my semi-competitive build
1 month ago
Wow, great work MagicalHacker. Reformatted with card links and averages (rounded up) of the range of decks the combos are in. I figure a single number for each 2 card combo makes it easker to tally up and figure percentages later. So 120,411 two-card combos total.
6255 Exquisite Blood + Sanguine Bond