Meteor Crater

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Planeshift (PLS) Rare

Combos Browse all

Meteor Crater

Land

Tap: Choose a color of a permanent you control. Add one mana of that color to your mana pool.

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Meteor Crater Discussion

Daedalus19876 on Ishai/Reyhan Partnered EDH

4 days ago

Now that I finally have a chance to look at this... :)

Your removal package seems pretty good. I'd still always try to include a Beast Within, and I think Condemn is the weakest link in this deck's removal (since often you want to remove something that's not attacking).

Since all of your birds will have flying, Gravitational Shift and Favorable Winds seem very good.

Your color-fixing looks pretty good overall. Rupture Spire is a second copy of Transguild Promenade, and I'd generally use Reflecting Pool over Meteor Crater (since the latter requires you to already have cast the spell in question to be able to get use out of the land). Chromatic Lantern and Coalition Relic also help a LOT.

I've built budget landbases like this before, if you want to take a look at this deck's manabase: *RETIRED* An Hour of Wolves: Tazri EDH

Speaking of budgets, I'd cut Cavern of Souls most likely. It's not SUPER relevant in the deck, and it's nearly $50 :(

I saw Karakas in your maybeboard, but I'm afraid to tell you that it's banned in EDH :(

If this turns out to be fully tribal, you could run Cover of Darkness to great effect.

The one big thing you're missing here is draw effects. If the deck turns out to be creature-heavy, you could try cards like Shamanic Revelation or Kindred Discovery or Distant Melody. Otherwise, effects like Abundance, Sylvan Library, Rhystic Study, etc can help a lot :)

Hope that's useful commentary! :) I'll take another look when you've messed with the deck a bit more.

TheMagicKid on garytheman

2 months ago

Hey me again.

Which land do you think would be better for Meren? Glimmervoid, Meteor Crater or Spire of Industry

Also thinking of adding Protean Hulk think it would work well, what do you think I should take out?

Meren Deck: http://tappedout.net/mtg-decks/meren-of-clan-nel-toth-combo-commander/

Also I think Gemstone Mine would work well in Atraxa.

DaringApprentice on Beware The Monk!

9 months ago

For card draw, Rhystic Study is an EDH classic. In my budget Shu Yun deck, I'm using Mystic Remora, Desolate Lighthouse, Key to the City, and Jori En, Ruin Diver, and for other types of card advantage, I'm using Mind's Desire, Past in Flames, Charmbreaker Devils, Narset, Enlightened Master, Elite Arcanist, and Kaho, Minamo Historian.

For making your mana base more reliable, try replacing your basic lands with more lands that can produce or fetch a land that can produce any of the three colors in the deck. My suggestion would be to include Command Tower and some of the following: Mystic Monastery, Terramorphic Expanse, Ash Barrens, Vivid Creek, Vivid Crag, Vivid Meadow, Myriad Landscape, Grand Coliseum, Exotic Orchard, City of Brass, Forbidden Orchard, Meteor Crater, Thran Quarry.

sweetaction on Scion's undead assault

11 months ago

A few suggestions:

You have an average CMC of 3.85 which is on the low end for EDH. (this can be good and allows for less ramp) however you have a non-negligible amount of cards in the 6-8 cmc range.

You currently only have 33 lands. I would suggest you increase that to 37 or 38. Exploration and Burgeoning do you no good if land never makes it's way into your hand. So you need a good amount of ramp and draw. Generally I suggest a deck to have 37 lands, and 7 pieces of ramp as a minimum starting point. You are running 13 pieces of ramp, with two ways to cheat cards into play (Belbe's Portal and Dragon Arch are both fantastic).

Your inclusion of ramp cards such as: Birds of Paradise, Yavimaya Elder, Seek the Horizon is great.

I personally would replace all of the signets with rocks that add better value, utility, tap for any color of mana or replace them with land ramp.

As an example, you could replace these :

  1. Azorius Signet
  2. Orzhov Signet
  3. Rakdos Signet
  4. Gruul Signet
  5. Izzet Signet

with:

  1. Kodama's Reach or Cultivate (functional reprints of each other)
  2. Fellwar Stone
  3. Expedition Map (Note, this fetches ANY LAND, be that Command Tower or some utility land like Rogue's Passage
  4. Skyshroud Claim (Lands enter untapped with this, which is huge value.
  5. Gilded Lotus (sure it costs five the turn you play it but it still taps for 3 and EDH this is a big bump in mana at a very reasonable cost)

You might want to also include others that tap for any color of mana such as Spectral Searchlight

From a land perspective you have a reasonable base. Your lands are evenly split but could go heavier into the colors you are running more of. Basically what I am trying to say is, either focus on land ramp with your Burgeoning type strategy (which means you need more land and card draw so you have land in hand) or a mana rock/ land into play strategy (which would then mean you don't really need Burgeoning.

For ideas of lands, I have started puting together a "land base" deck list. You can check that out here: 5 color mana base

Five color lands you might consider:

  1. Meteor Crater
  2. Mirrodin's Core
  3. Reflecting Pool
  4. Ancient Ziggurat
  5. Cavern of Souls (Really strong in a tribal deck)

Utility Lands you might consider:

  1. Strip Mine, Ghost Quarter, Tectonic Edge gives you the utility to remove other peoples good utility land
  2. Volrath's Stronghold good recursion utility on a land
  3. Homeward Path
  4. Mikokoro, Center of the Sea
  5. Winding Canyons
  6. Yavimaya Hollow

Since you are running snow covered lands you should be running Scrying Sheets

Regarding removal, you might want a few more removal cards. I like your inclusion of Profaner of the Dead as a low cost Cyclonic Rift

Other card thoughts:

Sarkhan Unbroken exudes awesomeness in this deck.

Regarding recursion, Debtors' Knell is my all time favorite recursion spell, and if it stays in play works crazy value with your general's abilities.

I am sure I can come up with other suggestions, but before I ramble any more than I have, I should ask, is there anything in particular you are looking to tweak?

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