|Commander / EDH||Legal|
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|Mercadian Masques (MMQ)||Uncommon|
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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.
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Mercadian Bazaar Discussion
4 months 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:
7 months 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.
1 year 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:
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.
1 year ago
how about Command Beacon Contested War Zone Cathedral of War Dark Depths Dormant Volcano Forgotten Cave Ghost Quarter Hall of the Bandit Lord Haunted Fengraf Homeward Path (Just in case someone steals ur stuff) Madblind Mountain Maze of Ith Mercadian Bazaar Mikokoro, Center of the Sea Miren, the Moaning Well Mutavault Nykthos, Shrine to Nyx Opal Palace Reliquary Tower Rogue's Passage Strip Mine Thespian's Stage Valakut, the Molten Pinnacle