Mercadian Bazaar

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mercadian Bazaar

Land

Mercadian Bazaar enters the battlefield tapped.

Tap: Put a storage counter on Mercadian Bazaar.

Tap, Remove any number of storage counters from Mercadian Bazaar: Add (Red) to your mana pool for each storage counter removed this way.

DreadKhan on Sauron, The Dark Lord Commander Deck

3 months ago

I feel like this deck should look pretty hard at Relic of Sauron, it's one of the best mana rocks for a Grixis deck, it also offers card draw and a discard outlet when you don't need the mana. I also feel like you might want more ramp, but I'm not sure I'd shave the land count too much further. I do have much higher average MV decks with similar land counts, they tend to run a lot of ramp though!

I've always liked the idea of evasive Changelings in this deck, the best being Changeling Outcast, but Mistwalker is also good, Mothdust Changeling less so but still interesting, evasion is really good on an Army in here. Taurean Mauler might be worth throwing in too, any of these is infinitely better than trying to use a token as the base for your army. Amoeboid Changeling can make any creature an army (to trigger Sauron). You might even try Maskwood Nexus, you can always choose not to wheel your hand away if you're happy with it (could be an issue if you're getting in with several armies in a turn).

Since Sauron discards your hand before he draws a new one you might want to look into some recursion effects, Black is very good at that kind of thing. Sheoldred, Whispering One is a nice easy-button recursion card that also hassles your opponents, but she is slow and a ton of mana, but you can reanimate her with something like Animate Dead or Reanimate. Since Sauron can make you a new token whenever someone casts a spell (if you don't already have one) you could use sacrifice based recursion effectively, Hell's Caretaker could do some work. These are just a few low hanging fruit, if you need a bunch more (or cheaper ones) I could probably rattle off more.

With this much built in discard you might look at the better Delve cards, Treasure Cruise and Dig Through Time come to mind immediately, both are pretty good card draw if you don't have to pay any generic mana in.

Mask of Griselbrand can work well as a draw source, it also gives two useful abilities for an Army. Not sure if this is too out there, but you could try Shinka, the Bloodsoaked Keep and Shizo, Death's Storehouse, if you make an Army your Ringbearer it becomes Legendary, meaning these lands don't just help Sauron (but making Sauron unblockable is inherently good in a deck like this because he has 7 power and he's a 3 hit kill). Fear from Shizo is probably better than First Strike in most metas, but First Strike is a very useful effect. Rogue's Passage is a nice budget card that can let Sauron or an Army get in each turn. I really have enjoyed using Scavenged Brawler, it would be very good with your Commander (if he can get in twice he can kill someone, regardless of their life total), but it'll also be useful with a good sized Army token, those key word abilities are pretty sweet in my experience. Dauthi Embrace is a nifty old card that can be very sneaky, you can use it to help opponents get in, not just to protect your creature from blockers. If you plan to attack and are in Red you might benefit from Berserkers' Onslaught, double strike on your entire board can be a very powerful effect.

If you want a way to protect Sauron from most board wipes, I really love Gift of Doom, this gem of a card can be cast as a Morph for 3 mana, after which you can sacrifice a creature to attach the aura to a creature (note that this method doesn't target the creature it attaches to, so you can get around Shroud on your creature) at literally any time you have priority iirc. It's also not a spell or ability, so you can use it in response to something with Split Second. Indestructible is very good, but if you can get Deathtouch on a creature with trample it only takes 1 point of damage to 'destroy' any creature (regardless of whether or not it dies), the rest goes over, so it has great synergy with Scavenged Brawler (and other Trample sources). You can always cast it for 5 mana, and it's not a terrible card in that form, but the Morph effect is one of the best ways to protect an individual creature (or to turn your opponent's block attempt into a blood bath).

Finally, Mercadian Bazaar, Subterranean Hangar, and Saprazzan Cove are my spiciest ideas for a deck like this, I will take no offense if you laugh at them, but you might be surprised by what they can do in a deck with a 6 mana Commander. I use the first two as well as two Fallen Empires storage lands (which I wouldn't encourage you to use unless you want gray hair) in my Rakdos deck, I play them as ramp cards, and it's openly hilarious how useful they can be if you really want to cheese out a big Commander (or recast them repeatedly).

Hope some of this brainstorming is helpful, Sauron is a pretty strong Commander that attracts a fair bit of attention afaik.

treeforcorvus on Mardu Vehicles Commander

7 months ago

This deck looks really cool! I really love how incredibly affordable your deck is. For a few more dollars you can add amazing improvements that will significantly improve your deck's power. There's two cards, however, that are a must:

First, Sunforger will cast ANY instant you run, allowing answers straight from your deck AND enables Vial Smasher the Fierce if used outside your turn. Path of Mettle  Flip is a decent repellant, but only if you flip it. More likely it will be an inconsistent killer or chip damage, which will only antagonize your foes, and worse it doesn't synergize with either Partner. Sunforger also makes Akiri and Jor kadeen happy, and its versatility will serve you more accurately.

Second, Mistveil Plains (searchable by Oreskos Explorer btw) pairs spectacularly with Sunforger, allowing you to recycle spent instants. Spectacular.

I recommend these replacements, which give big improvements:

*First of all, Sun Titan and Teshar, Ancestor's Apostle will almost always better targets to reanimate. Second, compare Pyre Zombie to Torment of Hailfire: For 7BB (the cost of return/cast/sac), you'd get 7 instances of "Each opponent loses 3 life unless that player sacrifices a nonland permanent or discards a card". While Hailfire is a prohibitively expensive card, it still highlights how inefficient Pyre Zombie is without your reanimators. Considering the # of vehicles you run, Greasefang is much better.

DreadKhan on Kaervek of the CMC!

1 year ago

Allure of the Unknown (funny with your Commander out if they take something big, you might be able to politic with it in some metas) and Protection Racket seem really good with this deck. For a big MV critter to sneak out, Dragon Tyrant can deal a lot of damage with it's Double Strike and Firebreathing, I guess 10 MV might not be big enough at this point though.

They seem bad but I find that in a slow deck there are few better ways to heap up mana in Rakdos than Mercadian Bazaar and Subterranean Hangar. I even run the Fallen Empires Storages, which are much worse but can still let you play a big drop pretty early. I get that you don't plan to cast any of these big spells, but I feel like if you start with any Storage land in your opener you'll be able to cast one by turn 6 or 7 pretty reliably (when you might be at 12 or 13 mana for a single burst), which is early enough to bother with in most metas. If you're playing Eldrazi Titans and Blightsteel, casting them unexpectedly early can just win a game sometimes, these lands can let you do this more often.

Cool idea for a build.

Ocelot44 on Kamahl, Pit Fighter [[Primer]]

5 years ago

Darksteel Garrison seems weak to me because you're spending 5 mana on a glorified Darksteel Citadel crossed with Cathedral of War when you really could just be running said cards. Speaking of which, if you REALLY needed another indestructible land, you could run Cascading Cataracts, although its usefulness is limited in a monocolor deck.

I get that Madblind Mountain is cute with Sensei's Divining Top, but unless you're running Scroll Rack and at least a few more cards that care about deck manipulation, it's not worth losing a tempo by having your land per turn come in tapped.

Your land spots in general seem weak tbh. Looming Spires, Dwarven Ruins, and Mercadian Bazaar do not do enough to be worth losing tempo.

If you're looking for more worthwhile utility lands, I'd suggest Hall of the Bandit Lord, Hanweir Battlements, and Flamekin Village if you wanted to give your commander haste, Inventors' Fair for artifact tutoring, Geier Reach Sanitarium and Mikokoro, Center of the Sea for draw, and Rogue's Passage for giving Kamahl unblockable

Once again, I know you love only relying on Kamahl for attacking, but Valduk, Keeper of the Flame could really be hilarious in this deck because of all the equipment!

Lastly, I believe Trading Post, Goblin Welder, and Buried Ruin could all be very useful for recurring your important artifacts

Keep up the good work! This deck looks very annoying to play against :)

finallegend on

6 years ago

I definately understand the struggles of Boros... I have a Kalemne, Disciple of Iroas EDH deck called We're the Titans, We are Strong - Kalemne. Some suggestions as far as ramping would be something like:

  • Caged Sun - effectively doubles the amount of one color mana you can produce per turn

  • Fountain of Cho/Mercadian Bazaar - obscure land that enters the battle field tapped and can either be tapped to add how much mana you can add later or be dumped to bring out the big guns.

ComboCrazy on Fumiko the Lowblood

6 years ago

Cleaver Riot, baby. Not consistent, and a bit expensive, but overall it's absolutely hilarious when your creatures are guaranteed to get through. Also Generator Servant is veeerry nice ramp. Also, there's great synergy here with Five-Alarm Fire, since you'll get at least two or three blaze counters per turn. I'd maybe remove Orcish Oriflamme for it, since you've got a lot of similar effects and CMC 4 is by far the most common on your mana curve, which clashes with your commander. Actually, maybe try to cut down on 4 drops in general actually, and add something like Fire Diamond or Iron Myr in order to ramp straight to 4 asap. I also noticed that your land base conflicts a bit with itself. Valakut requires lots of mountains, and you're running Blood Moon, so I'd maximize the number of mountains you're using. I'd cut Dwarven Hold and Mercadian Bazaar, simply because they take two turns before tapping for even one mana, so they're actually far inferior to basic lands. Shivan Gorge and Temple of the False God are also subpar lands for an aggressive deck, they're too slow. Just having mountains around to fuel Valakut's trigger will likely deal more damage than shivan gorge anyways, and it also taps for red mana.

finallegend on

7 years ago

Seems like this deck can get pretty intense pretty quickly, the only thing I can think of would be somethings to potentially assist in your ramp. Some of these include:

Garruk Wildspeaker - his +1 give you more access to lands and his ultimate is essentially Overrun. For your hydras that do not have trample, this could become a game finisher.

Everflowing Chalice - would be nice if it had an XX cost instead of a multikicker 2, but still can provide a lot of mana the later in the match you go.

Dwarven Hold/Hollow Trees - strange little lands that I discovered from some cards that I had inherited. You have to be patient with them, but if you do it definitely can pay off. Benefit can increase with either Doubling Season, Doubling Cube or Caged Sun.

Mercadian Bazaar/Rushwood Grove - similar to the previous lands I mentioned that I only found out about when researching what the green equivalent to dwarven hold was. Same benefits mentioned previously, but could synergize well with Garruk Wildspeaker if you choose to add him.