Marble Diamond

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2014 (C14) Uncommon
Duel Decks: Divine vs. Demonic (DDC) Uncommon
Seventh Edition (7ED) Uncommon
Classic Sixth Edition (6ED) Uncommon
Mirage (MIR) Uncommon

Combos Browse all

Marble Diamond

Artifact

Marble Diamond enters the battlefield tapped.

Tap: Add (White) to your mana pool.

Marble Diamond Discussion

enpc on White's issues in Commander

1 week ago

Tzefick: I'm kind of confused here, what are you trying to say? Which cards are you talking about?

And yes, youv'e listed a bunch of cards that already exist and provide some level of pseudo ramp or provide card advantage. So again, I'm confused. What is the point you're trying to make here?

Some cards like Sun Titan can bring back fetchlands sure, however that is a nice side function of the card. But trying to build a card which specifically brings back lands not only seems very green and not white, but also means that players need to have a bunch of fetchlands in their deck, thuis making it unusable for the majority of casual players whose budget doesn't facilitate the cards.

And if you make it cheap enough, legcay D&T would love that since they can abuse the crap out of Wasteland .

again, white is not good at card advantage or ramp, but that is by design. But it can suppliment this by running artifacts which is what it does. That's the point of artifacts - they are good at filling in gaps, albeit at a higher cost.

So when you combine this whit hte little ramp that white has, you actually have a playable amount available:

Sol Ring , Mana Vault , Mana Crypt , Grim Monolith , Arcane Signet , Thought Vessel , Mind Stone , Fellwar Stone , Marble Diamond , Coldsteel Heart , Wayfarer's Bauble , Knight of the White Orchid , Mox Diamond , Chrome Mox , Lotus Petal , Pearl Medallion and that's without going above 2 mana. No, some of these are not the best ramp, but that's how it works.

And white has decent tutoring whern it comes to equipment. I don't see why they need a bunch more unconditional draw power.

So, let's put this back on you for a second since you're the one who believes there's an issue. Assuming you would need say 10 different white ramp/draw cards to offset the cards already available. Try coming up with the 10 cards that aren't just functional reprints (think Nature's Lore vs Three Visits ) and that wont break other formats, but are still fair for both casual and competitive commander as well as the other eternal formats.

triproberts12 on Flash Gordon Historic Tribal

2 weeks ago

The big thing I see missing from this list is mana rocks. In a non-cEDH environment, you want about 45-50 of your cards to produce mana. I like to start with 37-38 lands and 7-8 rocks, then adjust based on what's in the deck. You'll want to max out on 2-mana rocks, since this deck wants to stick its commander early to hold up mana starting on turn 4, which is typically the turn where casual commander games get rolling. I'd start with Arcane Signet , Azorius Signet , Coldsteel Heart (makes snow mana!), Marble Diamond , Sky Diamond , and Talisman of Progress , then, if there's room, look at a couple of colorless utility rocks like MindStone or Thought Vessel . On the high end, I think any deck running Manifold Key should really consider Gilded Lotus .

I'd also run Arcum's Astrolabe , since you're running snow mana and it will give you both early fixing and historic triggers. Speaking of snow, if there was ever a deck for Heidar, Rimewind Master , this is it. You could also sub out Lawmage's Binding for On Thin Ice . Also, Marit Lage's Slumber is perfect for this deck, since it's snow and legendary themed. The final snow card I'd look at is Sunstone . Constant Mists is miserable to face down, and this is the snow equivalent.

Also, you're already running 6 2-mana instants, so I'd go for the Isochron Scepter + Dramatic Reversal package. Scepter is historic, plays nice with the instants you already have, and it's an easy way to include the "this game must end" win con that every deck should have tucked in somewhere to prevent 20-turn games of misery. Muddle the Mixture is the last card I'd finish out that package with, in addition to any other cool 2-mana instants you have in reserve. The other option for winning the game would be Chain Veil combo, but that is not something you want to put in the hands of a newer player.

As for lands, I would take out Evolving Wilds and Terramorphic Expanse. They're pretty bad in a 2-color deck that can get by on its mana rocks for fixing, and shuffling a 99-card deck is pure misery. If you want easy fixing that can be a snow permanent, Vesuva and Thespian's Stage are where it's at, and they're a great way to take advantage of a Cabal Coffers / Urborg, Tomb of Yawgmoth player.

Finally, I'd go poke around on the advanced search option on Scryfall. They've got everything from budget to color identity criteria, so it works well for EDH decks. Also check out the EDHREC page for Raff. Hope that helps!

Tyrant-Thanatos on White's issues in Commander

1 month ago

Secondly, when it comes to casual commander, the one thing I have learnt is that as a general rule, people suck at deckbuilding. That's not a dig at anyone in particular, but the common theme I notice is that people just don't want to devote deck slots to things like ramp or card advantage. They want to play all of the big, splahsy spells and as such their deck suffers. This especially goes for white. White has some very powerful creatures with quite board altering effects, however to offset it they are expensive to play.

Yet time and time again I see decks ruuning really heavy curves with minimal ramp or card advantage and then people wondering why their deck is running slowly. But they don't want to cut the big, fun spells to actually make their deck work properly. Again, I don't see how that is the fault of the colour pie.

This is where our experiences differ, and I can't refute what you have experienced with the format, and it's perfectly valid. It's just not what I've experienced. "Casual" commander, in my experience, involves crazy infinite combos, huge board presence, artifact ramp, etc. When I go down to my LGS to play commander night, and a guy sits down with Marchesa, the Black Rose , I can expect him to combo off turns 4-6 if nobody stops him. That's "casual", as I've experienced it. And that's not even a very optimized combo commander imo.

Within my personal playgroup, we tend not to be that... aggressive about our deckbuilding, because we do like big splashy spells, but we understand that we need to ramp into those spells for them to be viable. Even then things can happen, I can drop Bolas's Citadel turn 3-4, reveal Aetherflux Reservoir and just go off.

Now onto decks that are playing good artifact integration and yet are still falling behind, how many of these are then leveraging the stax effects that white offers? Because again, if you're not slwoing your opponents down because you choose to not run certain cards because they are "unfun", then that's on you.

The issue here isn't with "unfun" necessarily, it's with making yourself a target. With the level of decks I'm used to going up against, if I just drop a Rule of Law , I can expect that I probably won't get another turn this game. Because the moment I throw that on the stack, I have sent the message to the rest of the table that if they don't kill me ASAP, they have no chance. I do tend to run some of White's stax-type effects in my white decks, but I can't include too many or they'll clog up my hand because honestly, the important part with these kinds of cards in EDH isn't the deckbuilding, so much as it is the play sequencing. You have to play around the fact that these cards turn your opponents against you, and if you aren't prepared to deal with a 3v1, playing these cards will kill you.

I'm sure that there are some good white decks that still get outpaced by their bretheren of different colours. But at the end of the day, you're never going to strike a perfect symmerty with all colours and all commanders across all levels of play within a format.

This I agree with. The game will never be perfectly balanced. But as eternal formats go, the disparity between White/Red and Blue/Green/Black in EDH seems significantly larger than color disparity in other formats imo. It's enough that I've watched newbies catch on to it pretty fast. People with no previous knowledge of the format, getting into it, and figuring out that White is just bad.

Arcane Signet and a few other "command zone" based cards are not relevant in any format where there is no commander, however the kind of white based ramp you're descibing wouldn't fall within this.

Perhaps I've described it poorly then, because Arcane Signet is exactly what I want. I want to see it printed more, and I want to see more cards like it. It alone, in my experience in the short time I've had to play around with it, has done wonders to help close the gap on ramp between colors. It's actually better than most green ramp cards, unless your deck cares about lands specifically. Arcane Signet is available to all decks of all colors (barring mono-colorless), and provides colored ramp for 2. For green decks, this is often a slightly worse Nature's Lore . For decks weaker in ramp like White, it's just great. The closest comparison I can even find for it in White is Marble Diamond . And wow. Just wow.

give white some more powerful stax effects, preferably ones that got stronger based on the number of player still in the game

This is a pretty cool idea though! I'm not sure how this would work out exactly, but I'd be interested to see something like Undaunted becoming a White thing, as opposed to a one-off single-cycle throwaway keyword. The idea of fending off multiple foes at once has always been a pretty White concept imo, with cards like Guardian of the Gateless , Grasp of Fate , etc. It seems kind of ironic to me though that White would then struggle in a multiplayer format.

4to16characters on EDH Under $1 | Hapatra | -1/-1 Counters

1 month ago

Benthehen333 - Absolutely! Not a problem. Excited to see the "Still Budget Upgrade List" for sure! I'm hoping to branch out and get more fun "Budget" decks after I made my first EDH Deck modeled after a Voltron Kozilek, the Great Distortion . The deck is a little strong for my meta as well, with the exception of two other not budget decks. If you care to see it: Koz, Colorless EDH Deck

To answer your question I looked at The Tax Man Cometh by KayneMarco and I would prefer you didn't by Molesto-the-Egregious as references: Disruptive Student , Vodalian Mage , Disruptive Pitmage , Turn Aside , Approach of the Second Sun , Kasmina, Enigmatic Mentor , Dovin, Hand of Control , God-Pharaoh's Statue , Monastery Siege , War Tax , Lavinia, Azorius Renegade , Daxos of Meletis , Baird, Steward of Argive , Aven Mindcensor , Teyo, the Shieldmage , The Wanderer , Time Wipe , Foresee , Azor's Elocutors , and Marble Diamond are several Non-Land Sub $1 cards I saw in there as well. The list goes on, for sure. I didn't look into it beyond this but any W/U or Colorless card that let's you draw when an opponent draws would be fantastic. Mind's Eye would be a good Sub $5 card I know of, if there were to be upgrades in that deck.

Joe_Ken_ on Avacyn, Angel of Wraths

1 month ago

Maybe Marble Diamond for another white mana rock

Maybe also Urza's Incubator for the cost reduction on angels.

Optimator on Depala and her (Mostly) Dwarven crew

2 months ago

I like the direction and style you've got but you have almost no ramp and too few lands. Your average CMC is low but not that low. Statistically the player with the most mana wins. The prevailing wisdom is ~8 ramp pieces and you have one. The prevailing wisdom is 38 lands in the average baseline, though I prefer to go down to 36 and have solid low-CMC ramp. I'll go even lower if there is even more ramp--particularly 1-CMC mana dorks. None of those in Boros colors though.

I like where your removal and utility is.

I'd recommend some of these: Wayfarer's Bauble , Prismatic Lens , Star Compass , Boros Signet , Sol Ring , Talisman of Conviction , Fire Diamond , Marble Diamond , Coldsteel Heart , Mind Stone , Hedron Archive , Worn Powerstone , Darksteel Ingot . Creatures like Palladium Myr , Gold Myr , and Iron Myr are efficient and can serve double duty to crew vehicles, but they're susceptible to board wipes. Pros and cons.

HeroClub on Blades of Heaven (Angel Tribal)

2 months ago

looks fun but might not play very well. Angels are pretty mana hungry for the most part so the six or so ramp cards that i counted might not be enough. there are plenty of cheep mana rocks, cmc and $$ wise that you might want to consider. Star Compass Mind Stone Coldsteel Heart Fellwar Stone Marble Diamond Sword of the Animist since you already have a minor equipment theme going. I also might recommend easing off the "destroy all nonland permanents" board wipes as that might put you further back than your opponents. Cleansing Nova might be better. Arena rector might be better used in another deck since you only have 2 planeswalkers and dont have way that i could see to sacrifice her. relying on your opponents to block and kill might just strand her on the board just being a 4 mana 1/2. Your gameplan looks fairly honest so try not to get frustrated if you go up and get blown out by combo decks. Try to play more with other newish players and you should have tons of fun! also the green in Shalai, Voice of Plenty makes her illegal in mono white commander decks. :/ sorry

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Marble Diamond occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

White: 0.6%