Mana Vault

Artifact

Mana Vault doesn't untap during your untap step.

At the beginning of your upkeep, you may pay . If you do, untap Mana Vault.

At the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you.

: Gain .

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Mana Vault Discussion

hkhssweiss on Masters of your Mind

4 days ago

Hey Aaerys, I used to run a Sen Triplets EDH deck also back in the day. Here is some insight which I hope you will find hopeful.

A couple questions, what is the budget are you working with? What is your main goal when you play with this deck? (Is it to control the game, deny resources, or stall until you combo?) What is the your playgroup level like?

Based on what you said your issues were while playing the deck, off the top of my head is to run more tutors, i.e. Demonic Tutor, Beseech the Queen, Vampiric Tutor (As you listed in your side board), Imperial Seal. You are in Esper colors which allows for optimal control of the boardstate.

To also answer your question you posted in your deck description, I would agree in turning it to a more control piece shell with more interaction. Cut out all unnecessary dead cards and add in cards such as Path to Exile, Delay, Mana Drain, Flusterstorm, Silence, Pact of Negation, Force of Will, Chain of Vapor, Mental Misstep, Swan Song. Ramp package is also quite vital for a control Sen Triplet shell, you should run almost all efficient 2 cmc and less rocks.

Some cards for ramp, Dimir Signet, Orzhov Signet, Azorius Signet, Mana Vault, Mana Crypt, Lotus Petal, Fellwar Stone, Mind Stone, Talisman of Dominance, Talisman of Progress, if you have the budget Mox Diamond, Mox Opal, or Grim Monolith.

If you have any other questions to help refining deck, I'll be happy to help!

CyberLynx07 on Spicy Jeela

6 days ago

Hey, this looks like a solid list so far, I like it, but there are a few things I highly recommend to make it much faster and more consistent

First off, I would highly recommend more card draw. I see you have some, but it could definitely use at least Rhystic Study and Sylvan Library. Those are possibly the best card draw engines in the format. Skullclamp also looks amazing in this deck.

Secondly, some more mana acceleration would greatly help the speed of the deck. I would recommend at the very least Birds of Paradise, Noble Hierarch, Bloom Tender, Mana Crypt, and Deathrite Shaman. Commander's Sphere, Thran Dynamo, Mana Vault, and Gilded Lotus also wouldn't hurt, but they aren't as essential.

I know they're not warriors and might seem kinda boring, but they are crucial to a successful deck. I would also recommend cutting the lands the enter the battlefield tapped in favor of all the fetchlands and original duals if you can afford them or can proxy them. Considering this optimized landbase, Farseek, Nature's Lore, and Skyshroud Claim all become viable options if you need them since they hit shocklands and the og duals as opposed to Cultivate and Harvest Season (though I don't think you really will need them).

As for cuts, at first glance, Archetype of Aggression doesn't seem overly strong considering the bulk of most of your creatures. Combat Celebrant seems redundant with Najeela, and Thrilling Encore is probably just better than Garna, the Bloodflame, but you might need to maintain your warrior count, you've done more testing than I with this deck, so that's up to you. Aggravated Assault seems unnecessary for the same reason as celebrant, but it's not even a warrior. Wretched Confluence is actually surprisingly weak, I'd recommend cutting that. Chance for Glory isn't really the greatest; it does nothing the vast majority of the game, sometimes all of the game. You're in blue, just run Time Warp if you want an extra turn. Kolaghan's Command is dissapointing in edh as compared to modern. If you're looking for something that hits multiple targets, you can run Decimate and Curtains' Call. I'd also recommend Austere Command for this. Noxious Revival seems kinda unnecessary for this kind of deck, but it's fine.

A few random suggestions to end off, I'd recommend at least having one or two emergency counterspells like Pact of Negation, Negate, and/or Disallow/Counterspell. I would also highly recommend a Craterhoof Behemoth. That thing slaughters people. Eldrazi Monument also seems great in this deck due to all the tokens you're generating.

Sorry, I know that's a lot more suggestions for additions than cuts, but that speaks to the power of the list you already have here. It's kinda tricky balancing the warrior count with other "better" options. Trust me, I played a Gishath, Sun's Avatar deck back when he was released, and keeping dino numbers high while trying to run as many cards that are just better was rough, but it can be done. Keep at it!

MarcosTithes on Kess storm (help make it competitive)

6 days ago

Hey, I saw that you were looking for advice and there are a couple things that I could recommend. I'll go over a couple things, but I'll start off with the manabase since you said it was the thing you were looking to change most. Also, it's a bit long, but it should help you for what kind of a manabase makes a competitive one.

First off, there are several good replacements for duals, first and foremost being shocks, but since it looks like you already have those looks like you're already half way there.
Basically I would focus on removing any and all lands that come in tapped, because if you want your deck to be competitive, you need to be sure that every turn you take is as optimized as possible. A turn where you could be doing two manas worth of stuff you are only doing 1 manas worth of stuff which essentially means you are playing a turn behind. It's a bit of a simplistic way of explaining it, but that is the best explanation why without going into too much detail. Other lands I would highly recommend, firstly, are the pain lands. These are very effective replacements as well. ( Sulfurous Springs, Underground River and Shivan Reef ) find homes in many competitive decklists you will find. The filter lands are pretty good replacements as well, as they get you the colors you need with added fixing. They only issue is that the t1 plays they provide can be kind of awkward, but should only be really taken into consideration the faster and faster your deck is; In your case they should be a good fit though! They are Sunken Ruins, Graven Cairns and Cascade Bluffs. Also, it may seem weird, but adding every kind of fetch that can even get you one of your colors effectively gives you access to all the colors you could need! You could run all 9 fetches besides Windswept Heath, which seems like a pretty good deal to me, though if you have to pick and chose I would focus on the ones that give you your most important color (blue) first. This goes the extra mile in truly "optimizing" your mana base, and over the long run it thins your deck and makes it more consistent.
All in all, the changes I would make would look something like this -Canyon Slough, -Crumbling Necropolis, -Grixis Panorama, -Path of Ancestry, -Smoldering Marsh -Sunken Hollow, -Temple of Deceit, -Temple of Epiphany, -Temple of the False God
and do this
+Sulfurous Springs, +Underground River, +Shivan Reef, +Sunken Ruins, +Graven Cairns, +Cascade Bluffs, +Cephalid Coliseum, also these are pretty good, but the worst of the bunch I've recommended, +River of Tears, +Tainted Isle, +Tainted Peak. Additionally Ancient Tomb is amazing as well, so I would recommend that as a long term investment too. (plus it goes in every edh deck ever so it's non-exclusive!).

Apart from lands, there are a couple of things that I think you could use to increase the consistency of your deck and some of the combos that you seem to be going for. Going over enchantment's first, as there is a short list, I would consider taking them all out personally. Search for Azcanta  Flip is a more value oriented card popular in decks that try to attain long term value and want games to go long. Storm isn't quite looking for this, and for that, I think it doesn't do enough for what 2 mana will grant you especially if you are looking to "speed up" the deck. Very often competitive decks can't afford to play things that don't do anything right away, so even though the card is great, it needs to fit a certain role in a deck. I also think that Jace's Sanctum also comes to the "too slow" argument as well, but I think that if you are looking at least for a semi-competitive option, this is fine to keep in. Also for Thousand-Year Storm I have seen some discussion floating around in the competitive community that it could work really well as a win con in a similar oriented style deck, but the huge argument is paying 6 mana for a spell that doesn't do anything, or win you the game right away. Regardless, I think for what your deck has going thousand-year storm seems like it could prove well if it is working well for you.

Otherwise, there are just a couple of cards such as Jaya Ballard, and Docent of Perfection  Flip that really stuck out to me. Personally, I don't think that the amount of mana they are is really worth the investment, and I would rather play cards that help setup the win. To go off this, I noticed that you were playing Isochron Scepter, so why not replace those other cards and play Dramatic Reversal which is a near 2 card combo with the scepter? To utilize this combo you would need to play more things that tap to give you mana, but adding mana rocks will make your deck faster and I would recommend adding more anyways. In general this combo is low investment, high reward because none of the cards that you play to make the combo work arn't progressing you towards your endgame anyways. For the mana rocks you could add, I would highly consider cards such as Mox Opal, Mox Diamond, Mana Vault, Mana Crypt, Chrome Mox which are the high profile options, but for leaning more on a budget any of the signets are also highly viable (Izzet Signet, Dimir Signet, Rakdos Signet). In general this will increase the speed of your deck and make it more turbo charged. You won't find many competitive decks without these!

Lastly, I'd just like to briefly mention the best counterspells for competitive EDH. In general it is widely agreed upon that for combo decks in general, you want your counterspells to be as cheap and efficient as possible. Some of the most favored are Force of Will (i saw that you have that one), Pact of Negation, Flusterstorm, Delay, Mana Drain and Swan Song (also on the list). Secondarily, people do play Counterspell but it is often outclassed by the ones I mentioned prior. Also, there are other counterspells that people will play for more narrow purposes and should be played specifically for the meta you are expecting to play in. These are Negate, Mental Misstep, Spell Pierce(only for decks looking to win t2-t3 really),Arcane Denial, Remand etc... (here's a useful link if you want to know more: https://www.reddit.com/r/CompetitiveEDH/comments/5k0tef/a_lexicon_of_cedh_counterspells_and_some/ )
In general I would cut the counters that are 3+ mana, because there are just better options out there if you go looking, and hopefully that page can give you some good insight for what counterspells are the right choice for you. And that will about wrap things up for me without going in too deep.

Yeah, so I could go over every card piece by piece, but that would probably be an entire article on it's own. It really because what makes a deck "competitive" is kind of an ambiguous term in the grand scheme of things. I'm not 100% sure every recommendation I make fits what you are looking for, so it's hard to analyze what cards are truly good/bad without sitting down and discussing it directly. Also, since there are legitimately several different version of a deck that 1 commander could hold, I think I'll just leave you with some resources that can further your cEDHing. Here are some of the competitive edh resources that I like to visit, and hopefully they can serve you well too!
https://www.reddit.com/r/CompetitiveEDH/
https://www.youtube.com/channel/UCzt3cj_wzuNp4yRP9ZEBAmg
https://www.youtube.com/channel/UCGh7-4mDFssqhu_UpOwRzIA
also here is my Kess storm decklist if you want to take a look!: https://tappedout.net/mtg-decks/nekusar-we-legacy-storm-now-cedh/

It's always good to have another person in the community, so I'm glad that your interest has been peaked! Hope to see you around and feel free to message me if you have any other questions!

SynergyBuild on BMH: The Inverted Brainchild

1 week ago

Really, unless you can win instantly after casting Enter the Infinite (Lotus Petal into Rite of Flame into Desperate Ritual into Seething Song into Mana Crypt into Mana Vault into Sol Ring into Zealous Conscripts+Kiki-Jiki, Mirror Breaker, etc.) don't run it.

Leyline of Anticipation, Metallurgic Summonings, Omniscience, Stolen Strategy, Sunbird's Invocation, Swarm Intelligence, Mirari, Sentinel Tower, Swiftfoot Boots, Vedalken Orrery, Arcane Melee, Enhanced Surveillance, Jace's Sanctum, The Mirari Conjecture, Traumatize, Rise from the Tides, Crystal Shard, Expedition Map, Erratic Portal, Mana Cylix, Beacon Bolt, Stolen Identity, Laboratory Maniac, Melek, Izzet Paragon, Nivix Guildmage, Galvanoth, Echo Mage, Archaeomancer, Battle Hymn, and Fury Storm need to go, they don't do nearly enough.

Up next on the chopping board are every extra turn spell and every 'copy' effect, whether copying a creature/permanent or spell. It needs to go. Past in Flames is about all like that that is necessary. I feel Inner Fire is particularly bad... there are more cards to consider dropping think Jace's Sanctum, the Electromancer and Baral, but for now, their okay.

Maizena on Stop Kicking Things!

1 week ago

If you are going to proxy it I suggest some mana rocks like Mana Crypt, Mana Vault amd Grim Monolith to help you with the kicks.

Daedalus19876 on The Deckwatch [Home Base]

1 week ago

And on the topic of Ultimate Masters: I need to get at least three cards from the revealed ones: Demonic Tutor, Mana Vault, and Eternal Witness. All must be either pack foil or promo (not sure how much I like the full-art honestly).

...also, new Eternal Witness art lets me maintain my Furry Trash Quota in Hapatra! Woot! That's been bothering me for a long time.

Winterblast on DeLichous Breakfast

1 week ago

I would add Doomsday as an alternative way to get rid of your library. Losing single pieces of this deck can be a huge problem because you only win with lab man...maybe add a Praetor's Grasp to get win cons from other people just in case your lab man is gone?

Amalgam enters EOT, so it won't help with casting dread return.

Cards you should add or at least consider imo: Ad Nauseam, Angel's Grace (would be your backup win con - draw deck, kill with Windfall), Mana Vault, Grim Monolith, Talisman of Dominance, Talisman of Progress, Dimir Signet, Dark Ritual, Cabal Ritual, Mox Opal, Windfall, Timetwister, Reanimate/Unearth (you can build better Intuition piles and recover important dead creatures), Shallow Grave, Spellseeker, Demonic Consultation, Tainted Pact (it's also just a bigger Impulse if you aren't going to use it as combo with lab man yet), Yawgmoth's Will, Dark Petition, Praetor's Grasp

Profet93 on Nasty_Nate..

1 week ago

Whats good Nate the great? For this deck I got no hate, nothing but positivity. I hope you consider these comments with creativity :)

Ancient Tomb over temple of false - Tomb is actual early game ramp which is when you need it. You wanna voltron out so speed is key.

Phyrexian Arena for sustained draw is key to keep answers and sustain threats.

Basilisk Collar - Cheap on play and equip, only expensive to buy. 2 useful abilities. Likelink to help against selflife loss and death touch to deter blocking.

How are you dealing with artifact and enchantments? Someone uses stoney silence or null rod and ur done. I'd recomend an Ugin, the Spirit Dragon, Karn Liberated. There are other budget options as well such as nev disk and spine of ish shah

Maybe even a Trading Post as an artifact sac outlet to prevent exiling effects. Gains life in a pinch. Could sustain contamination should you choose to add it. Also synergizes with spine of ish shah

A card i recomend to all black players is Imp's Mischief. It redirects targets so some extra turn cards, removal, and is a surprise no one expects from black. Once they do, you can bluff with 2 mana just like the blue player ;)

Now your back up plan, ramp into x spells. Deserted Temple is useful to untap coffers and for politics. Vesuva usually as coffers. Mirage Mirror for utiltiy/coffers (or in my last game, an Ulamog)

No Mana Crypt or Mana Vault? Mishra's Workshop is very useful if u can get one.

I have a couple ideas of what to take out but I want to get more ideas from you and what your plans for the deck are.

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