Whenever a land an opponent controls is tapped for mana, tap all lands that player controls that can produce any type of mana that land could produce.
|Have (3)||sonnet666 , lorddarkstar , winterwind10|
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|Commander / EDH||Legal|
Mana Web occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Mana Web Discussion
1 week ago
Well absolutely then I guess ill just go down your list. LANDS: First I see nykthos, an amazing card but I gotta wonder if your getting real value in a tri color deck, maybe swap for a Raugrin Triome, would play well with all your fetches. Then other than that I'd swap out some of those tap land some of their abilities are nice but at the end of the day not much is worth being a turn behind on mana ENCHANTMENTS: first off I love Soothsaying +ramp many dont appreciate it but I think the layline and underworld breach are over rated and I would opt for some general control to help with the slower game play here I'd suggest Mana Web and Price of Glory two great cards for general slowing of others decks Rising Waters also can go well in a low creature deck like this, then with all your artifacts Mechanized Production would be a great alternate wincon. ARTIFACTS: well since your going for ramp.mostly with your artifacts there's not much to say here but the goggles do feel heavy and slow with your tiny creature swarm I'd be tempted to put a Meekstone in here making sure anything too big your opponents get doesn't get more than one shot at ya. INSTANTS: Ok what I'm about to say won't be popular but I've never cared for the charmes and I dont like benevolent gift, seems slow and not worth a slot and battle hymn and repeated reverberation dont ever pay off quit right with no mana dump or storm casting theme respectively. For all these since your in the best colors for it I'd almost swap all your instant cards out for cards like Swords to Plowshares, Counterspell, and Lightning Bolt and take advantage of instant speed shut downs. CREATURES: I like your creatures for this theme but since your in white I've been suggesting Drannith Magistrate a lot it's cheap and puts out opponent commanders forcing them to deal with it. SORCERY:you got a lot of expensive sorcery cards here so many could go, but mainly since you have so much card draw and ramp I'd recommend Approach of the Second Sun, great additional wincon. PLAINSWALKERS: here we enter my one week spot in MTG I honestly only own like 3 lol and they are all just to support certain themes so I dont know if these are your best choice but they look solid to me... Well there we go that was as thorough as I could be, I hope some of this is helpful and if you have any questions about my suggestions pls feel free to ask(also I just want you to know my thoroughness is purely out of respect not criticism:).)
2 weeks ago
In an Avacyn deck, the main problem you're facing is getting her on the board and then keeping her there. We would therefore recommend you think about the following cards:
- Cavern of Souls: makes all your Angels immune to countering; very expensive though.
- Silence: of course, this can be countered by itself, but if it isn't you can summon Avacyn next with impunity.
- Defense Grid: tax on spells that counter; wonderful!
- Mana Web: forces opponents to use up way more mana sources than they might want to during their own turns, making less mana available for spell-casting.
- Grand Abolisher: we second vasarto77's suggestion; please mainboard this because it is so good.
- Mother of Runes/Giver of Runes/Eight-and-a-Half-Tails: great protection in case the greaves/boots are unavailable.
- Shadowspear: not for your protection, but to deal with theirs in case they have it.
We hope you enjoy this feedback. Have fun with the brew. In case you are curious, here is our Avacyn deck.
Mrs. and Mr. NV_1980
2 weeks ago
Thank you folks for your comments and suggestions! I'll be addressing both of you and each of your suggestions in order of appearance within this message for the sake of being concise.
theseax After much playtesting, I have made the seemingly controversial decision of cutting Cabal Coffers and Urborg, Tomb of Yawgmoth from the list. The pairing itself was a little too cute for my liking as I could never consistently boot it. Even then, on its own, Cabal Coffers requires three other land drops, specifically being swamps in order to net any sort of valuable return from it. Since the mindset of this deck is rather all-in, it often wants to pressure a win between turns 3 and 5, so I've personally opted in favor of a more consistent manabase by dropping the pair. As such, Manascape Refractor probably isn't for this deck I'm afraid. It sort of faces the same issue I had with running Urborg, making it rather dead outside of being used in conjunction with Coffers, especially since I wasn't on Mana Web either.
Meessee Chain of Smog is interesting, but I feel like it could often backfire onto me rather than being a comparable mass discard outlet. Arterial Flow seems solid, although I'm tending to favor permanents like Necrogen Mists and Bottomless Pit that can continuously accrue and churn out card advantage for me in the presence of Tinybones while disrupting my opponents. Tasigur's Cruelty is a rather high top end in the presence of Dark Confidant when I'm already running a risky top end on my curve with him.
Since I'm on Shadowbag, I greatly value the cleanup step at the end of my turn to serve as a sort of discard outlet in case I don't have Skirge Familiar or Zombie Infestation in play to do it for me. Anvil of Bogardan is probably not for my list.
Plain and simple, I like Karn, the Great Creator. Will consider.
For Geier Reach Sanitarium, I think my playgroup is going to appreciate me giving them looting effects a little too much, so I'm going to have to pass on that. I'm also not a huge fan of how Nezumi Shortfang Flip targets a single player and I don't get to see their hand and choose which card they discard.
I don't feel as though I have enough creatures to sacrifice consistently to Contamination in order to keep that sort of effect around, and through a similar vein, Infernal Darkness becomes heavily taxing on me with its cumulative upkeep trigger. I want the stax pieces I'm running to not heavily impact my lines of play while also being able to stick on the board once they resolve without any sort of maintenance conditions associated with them if that makes sense.
Conqueror's Flail is a little too dicey to run in my opinion. It's a bit expensive to boot for a Grand Abolisher effect, and I'm often sacrificing creatures on my board to Razaketh or fast mana outlets so that would be an added layer to play around and pay attention to. I like Defense Grid in here though, considering in conjunction with Shimmer Myr I could play it as a sort of interruption at instant speed to protect my combo from folding to interaction. It's just one of those cards that I should only play when I think I'm going to win and not play it just because I have to mana open to play it. The table often relies on interaction so I could otherwise kingmake if I'm not careful about it. Lastly, Boseiju, Who Shelters All probably won't get enough traction in this deck considering most of my instants and sorceries are either tutors or disruption. A protected Goryo's Vengeance or Shallow Grave would be nice, but if I was on more impactful instants like Ad Nauseam my answer might be a bit different.
Hope I addressed everything fully. Thanks again!
1 month ago
1 month ago
Best chance you have with werewolves is to try to hinder your opponents from casting spells, as expecting someone to go a turn without casting anything is a long shot. 3 color gives you things like Silence, but your best bet might be trying to create a one sided stax though something like Winter Orb, Static Orb, Quicksmith Rebel, Vorinclex, Voice of Hunger, Mana Web
Just to limit mana and make it more likely that someone won't be able to cast a spell
1 month ago
Giant Adephage is one of my favorite 5+ power creatures in these colors as well as several dragons mainly I think something like Balefire Dragon would be fun here, and perhaps a Gratuitous Violence for good measure, I have a Zirilan of the Claw that runs on this same basic principal of tutoring out scary things, one thing that plays well are cards like Price of Glory, Stolen Strategy, and Mana Web putting some hate and control on the board giving me time to get up and going another good one for big creatures is AEther Flash more punishing than you'd assume, have fun +1 from me
2 months ago
Brevet, Murder for Hire was built in order to run synergy between Mathas, Fiend Seeker and the new Chevill, Bane of Monsters. There is also one other creature in MTG that uses bounty counters - Bounty Hunter.
Given the three of them, you have the ability to place counters during multiple points of your turn, with Bounty Hunter also allowing you to place counters during an opponent's turn - ideally during the last player's end step so you can untap and kill the creature off when it untaps.
I decided to go the route of seeking payment. Brevet is a 3/4 for 4 colors, mirroring Saskia the Unyielding. While she has two keyword abilities (Vigilance and haste), I felt Deathtouch was strong enough to stand on its own.
The reason the triggered ability is set to and not is because you need to understand and appreciate just how often creatures enter the battlefield. Being forced to retain 4 or 6 mana for 2 or 3 creatures is a huge drawback. Additionally, you have three turns to sit through before it comes back to you which means you are already on a very tight resource management watch. Given these, I felt was fair. More on this down below, but for now remember you are paying mana to put the counter on the creature. It still needs to die and your opponent can still deny you the reward. Those factors are what justifies it, in my mind, to be reduced to .
And yes, it has to die. Bounce, flicker, tuck, exile... they all leave you empty handed.
Now, let's get to the reward. You either get two treasure tokens or you get to draw one card when the creature with the bounty counter on it dies. Yes, this means he becomes self-sustaining: You pay and you get out of it. That's entirely the point, or you get card advantage.
So let's talk about how the opponent can opt to deny you that resource by paying 3 life. This mirrors Athreos, God of Passage as well as eluding toward Mogis, God of Slaughter. But why specifically is it set to 3?
Most players are perfectly okay paying 2 life over and over again. Look at fetch lands and shocks lands as evidence. What players are not often okay with is paying 3 life. By setting it at 3 life, you force your opponent to really think about and choose if they want to deny you your resource. If they do, it will cost them dearly.
Now, you will naturally want to ask why this is even a thing? Why are we allowing our opponent to deny us resources? After all, we have to jump through several hurdles just to get there! We need to:
- Wait for a creature to enter the battlefield
- Pay the
- Wait for it to die
- Possibly be denied, regardless
The reason we are allowing opponents to deny the resource is because by doing so, they help us win the game. That's why, hence the flavor text. Mana and card advantage is great and all, but the sooner they drop to 0 life the better. It's all about strategy. Ultimately, no decision on their part is good or easy. Everything sucks for them. You get upside no matter what. You get mana, you get a card or you get one step closer to winning the game.
This deck also has several ways it can be built:
- Ramp + wraths: Pay tons of mana into everyone's boardstate and blow it up for massive advantage. Sort of a "Wraths Matter" deck: Damnation, Bontu's Last Reckoning, Savage Twister, Wrath of God, Kaya's Wrath, Blasphemous Act, etc.
- Aristocrats for horrendous overlapping triggers
- Human / Warrior tribal synergy is possible in these colors
- Cruel Control: Make every permanent you play hurt them. We're talking Manabarbs, Smothering Tithe, Mogis, God of Slaughter, Mana Web, Vorinclex, Voice of Hunger, etc.
Overall, I am extremely pleased with and proud of this build. I'd definitely build this deck if I find a group that's okay with custom commanders. :)
3 months ago
Love the show! And this is a cool list. Some items I have included:
Deserted Temple (doubling Nykthos or Cabal Coffers is just too good!) and Cavern of Souls, just to protect Syr Konrad. You could also go for: Rings of Brighthearth + Deserted Temple + Cabal Coffers/Nykthos, Shrine to Nyx to reach infinite black mana and utilize the ability of our good Syr Konrad
I Hope you like these ideas.