Mirrodin's Core

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern 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
Conspiracy (CNS) Uncommon
Darksteel (DST) Uncommon

Combos Browse all

Mirrodin's Core

Land

: Add to your mana pool.

: Put a charge counter on Mirrodin's Core.

, Remove a charge counter from Mirrodin's Core: Add one mana of any color to your mana pool.

Mirrodin's Core Discussion

Wrathhawk on Atraxa Proliferate

1 month ago

Wow, multimedia, thanks for the insights and detailed response!

I agree that I need to add more lands. My EDH group uses Partial Paris mulligan rules, so we can usually run with a little less land than normal, however I've been doing test draws and seem to be a little short on land, even for that.

I love the Forgotten Ancient + Sage of Hours combo that you suggested and will be adding that in. I can see Forgotten Ancient being used with many other creatures as well. I will also be adding in Exotic Orchard , Opal Palace , and Mirrodin's Core . I didn't realize how inexpensive these were.

The Sylvan Caryatid is in because I already own that card. The same goes for the check-lands that you mentioned at the end of your comment.

I agree with the first 10 cards on your list for suggested cutting, although many of the dual (gain 1 life) lands are there because I already own them. I would prefer to have more pay 1 life (or pay 2 when ETB) dual lands to fuel the initial counter on Font of Agonies , but they are expensive.

I'm going to keep Volrath, the Shapestealer because I like the idea of using -1/-1 counters (along with proliferate) as a way to incapacitate opposing commanders and certain other creatures (without actually killing them and having them brought back). Plus, Volrath's ability to copy ANY creature that has a counter on it gives it great versatility with some of the creatures my group uses ( Gisela, Blade of Goldnight , for example).

I think I'll also keep The Wanderer in place of adding Swords to Plowshares , Beast Within , and the like, mainly because of her additional passive ability, hoping that I can proliferate fast enough to keep her alive. That card along with Lux Cannon and Font of Agonies are my main way of dealing with single threats until Venser or Teferi's ultimate abilities come online.

I'll make the updates a little later this evening and see how the test draws go.

Thanks for your help!

multimedia on Atraxa Proliferate

1 month ago

Hey, overall well done. It's pretty difficult to make a budget Atraxa deck when you're including cards such as Season and Teferi, good job.

No basic lands is strange and 28 total lands is pretty low. I think basic lands are better than lands such as Guildgates, Blossoming Sands, Thornwood Falls, Dismal Backwater, etc. With four colors and not having any Fetch lands because of the low budget then you need more lands. My advice is play 36 lands, adding 11 basic lands: 5x Forest, 2x Swamp, 2x Island, 2x Plains

Budget cards to consider adding:

The majority of these cards can be repeatable sources of counters which is good with proliferate. Just about all these cards use counters in some way. More cards that can put a counter on Atraxa are helpful since then she can proliferate herself. Forgotten Ancient is repeatable source of a lot of counters since you put a counter on it each time a player casts a spell this includes your opponents. You can then at your upkeep move those counters around and put them on any other creatures you control. Combine Ancient and proliferate with Sage of Hours for a budget repeatable way to take extra turns. Taking extra turns is powerful with Planeswalkers and when you can attack with Atraxa who herself is big from counters.


Cards to consider cutting:

  • Blossoming Sands
  • Dismal Backwater
  • Graypelt Refuge
  • Rupture Spire
  • Simic Guildgate
  • Thornwood Falls
  • Shimmering Grotto
  • Grixis Illusionist
  • Scute Mob
  • Simic Initiate
  • Ainok Bond-Kin
  • Sylvan Caryatid
  • Rosethorn Acolyte
  • Abzan Battle Priest
  • Oneirophage
  • Volrath, the Shapestealer
  • Ethereal Armor
  • Tezzeret, Master of Metal
  • The Wanderer
  • Ancient Animus
  • Battlefield Promotion
  • Choking Fumes
  • Hindervines
  • Courage in Crisis

To make room for $9 of price cut Sylvan Caryatid . There's nothing wrong with Caryatid, it's a fine card, but $9 can be better spent such as Sol Ring and Eladamri's Call , etc. The Pioneer format is here and as a result the legal Fast lands have spiked in price. They're no longer budget options for manabases and honestly they aren't very good lands in Commander especially not for their new inflated prices since they will consistently ETB tapped in 99 card singleton Commander. Seachrome Coast , Razorverge Thicket , Botanical Sanctum can be cut to clear a lot of price if you want that.

Kyaaadaa on Turbo Atraxa

1 month ago

Mirrodin's Core was a card I always ran in my Atraxa deck. It doesn't come into play tapped (even though the mana you get on the turn you play it is colorless). But once you put the counter on it, it basically becomes a Gemstone Mine . Cheap 25 cent option.

jpsuchecki on All Your Deck Are Belong To Us

3 months ago

Idk if I could help you make your deck more "janky" but I have some suggestions for cards you could use to get multiple colors. Astral Cornucopia , Mirrodin's Core , Pyramid of the Pantheon , or Mirage Mirror .

multimedia on Atraxa queen of misfortune

3 months ago

Hey, nice start, several good cards and interactions here.

The manabase alone tells me this is a budget deck, but there's some budget upgrades to consider for the manabase. Your relying on basic lands which is fine on a budget, but if playing a lot of basic lands then consider adding lands that have interaction with basic lands?

Stream, Hollow and Vista have interaction with Farseek . Farseek being a two drop land ramp spell that can get a dual land is good when playing four colors. Other budget lands to consider adding:


Additional mana sources that use counters thus have interaction with proliferate is helpful ramp:

If going heavy on the +1/+1 counters theme then consider these cards that are within the budget here:

Cards that give you repeatable sources of counters should be priority over cards that only give you a one time source of counters. Repeatable effects especially if they don't cost any mana are very good in Commander.


More repeatable sources of proliferate can be helpful:

Other good budget cards to consider adding:

I offer more advice if you would like. Good luck with your deck.

multimedia on Breed Lethality with some upgrades

3 months ago

Hey, nice upgrade of the precon, but consider cutting a lot of the fat for more low mana cost support?

There's 16 four drops here includes Atraxa and there's 12 five drops. This is too many four/five drops especially four drops because the main one you want to play is Atraxa since she's in the Command Zone. My advice is consider cutting a lot of these four and five drops for lower CMC cards that are within the budget here?

Higher mana cost cards to consider cutting:

  • Enduring Scalelord
  • Ajani, Valiant Protector
  • Armorcraft Judge
  • Citadel Siege
  • Fuel for the Cause
  • Herald of Secret Streams
  • Ishai, Ojutai Dragonspeaker
  • Angel of Invention
  • Cauldron of Souls
  • Elite Scaleguard
  • Inexorable Tide
  • Verdurous Gearhulk
  • Vulturous Zombie
  • Ajani Goldmane
  • Bloodspore Thrinax

Other cards to consider adding:

Other cards to consider cutting:

  • Vivid Grove
  • Vivid Meadow
  • Vivid Marsh
  • 1x Plains
  • 1x Forest
  • Servant of the Scale
  • Tuskguard Captain
  • Hungering Hydra
  • Darksteel Ingot
  • Mortify
  • Putrefy

I offer more advice if you have questions about any of these suggestions. Good luck with your deck.

Vulnoth on Scarecrow

3 months ago

Alright, let's get back in the field.

'Crow Support

Lords and Anthems

A longtime staple for tribes, dating all the way back to Zombie Master , and almost every tribe wants them. Since you're looking to put a lot of 'Crows on board, Lords of course buff them, and enables your ability to close a game without depending on commander damage. Some come with bells and whistles, and depending on what build you want, not all of these will make the cut. Anthems help with this as well, but vanilla Anthems won't give you the same mileage as a Lord. Nevertheless, it's worth considering everything at your disposal.

Adaptive Automaton - A standard Lord that mixes with any tribe, and maybe not ideal for Reaper, Lords are just good in general

Brass Herald - A little costly, but a recruiter and Lord in one is a nice option; I would only be comfortable recommending this if your creature count is high

Metallic Mimic - A de facto Lord, and is prime for ETB abuse

Etchings of the Chosen - Making your general hard to deal with should always be welcome

Radiant Destiny - I think Vigilance is a little too vanilla to make the cut in EDH, but it's worth considering

Shared Triumph - As far as Anthems go, this one is sold mostly by its appealing mana cost

Door of Destinies - Given that you will cast a lot of Scarecrows, Door will put in work

Icon of Ancestry , Vanquisher's Banner - An Anthem that can also access more advantage will serve you well

Other Support

Cover of Darkness - I think Cover is a little too Voltron-ish for King, but it's an option

Kindred Boon - Mostly just protection for King and at least is worth considering

Steely Resolve - Tribe-wide Shroud seems very good for any tribe that can use it

That Which Was Taken - Protection for anything, plus synergizes with Artifact support

Advantage Generation

Draw

Drawing is strange in EDH. Not everything good is usable here since you still want to find synergy, but there are plenty of options, and most of them will serve you well on a budget.

Deep Analysis - Its initial cost can be rough, but Flashback is great,

Dig Through Time - Given how long EDH games can go, Dig usually has plenty of Delve fodder to be affordable

Distant Melody - A decent choice for any EDH tribal

Thoughtcast - Solid in anything Artifacts

Greed - It's an option

Mind Stone - Doubles over as a mana rock, but its draw ability is mainly what you want for late game

Slate of Ancestry - It's " Distant Melody " on an Artifact

Thopter Spy Network - Generates fodder and enables draws, and while maybe not great, is nice nonetheless

Tutors and the Like

Consistency in function is crucial to your deck, and depending on who all you play with, the tempo of games could afford you time for otherwise less ideal options.

Scheming Symmetry - Better with more people at the table, but is an option

Planar Portal - Maybe a little costly, but it tutors anything and is a personal favorite

Planar Bridge - Even more costly than Portal, but can just churn a permanent out of the deck

Whir of Invention - Since Tinker will never be legal, this is what you got

Saheeli's Directive - Costly, but powerful, plus it gives a little extra utility to Artifacts that you don't immediately have use for or don't tap

Lands

I'm no expert in juggling lands for multicolor EDH, but there are some solid good stuff lands for such a format. This is probably where most of your attention is going to go because Shocks, Fetches, and the like are outside your budget, leaving you working with more strict cards. I'm including transforming cards because the Land forms are mostly what will concern you, although keep in mind their original forms should provide some utility as well.

Arch of Orazca - A colorless land can suck, but one that can keep cards in hand is worth noting

Command Tower - Don't question it

Glimmervoid - Staple for Artifact EDH

Growing Rites of Itlimoc  Flip - Can grab a creature, easily transforms, and if you manage that, it can be a nice mana source

Journey to Eternity  Flip - Production of any mana and reanimation is nice, and in a format where everything dies, transforming it shouldn't be hard

Mirrodin's Core - Super budget and requires some planning, but is flexible

Opal Palace - Decent fixing, plus it softens the pain of casting your general for the sixth time in a game

Path of Ancestry Color fixing with perks for casting your general

Storm the Vault  Flip - In Artifact EDH, it transforms for almost nothing into Tolarian Academy , and I guess it can also produce any mana

What to Ditch

This is where I start to fall off, since I've only ever built Voltron and Superfriends EDH decks. But I do have solid overall advice for deck building, period: consider what cards bring to the table. If you find that a card doesn't quite work well, look for something to better get this machine working. Try to get as much synergy out of your cards as possible, so things with linear and okay-ish function may not be worth keeping. Always test and see what happens. A lot of things that are good on paper don't iron out in practice, and likewise things that don't iron out on paper are great in practice.

Hopefully this all helps you find your way with the deck. Of course, since I'm no expert in this field, feel free to do further research for tips and cards. There are plenty of other King EDH decks on TappedOut, and people love to build things differently, so there likely are going to be things I've missed that someone else considers a no-brainer inclusion. Additionally, utilize Google and MTGSalvation for more ideas. Lastly, deckcycling puts it on the front page for people to see, and possibly give you a hand. There's a lot of room to build here, and there are likewise a lot of people who can advise you.

BobbyBlue on Mono red dragons w/ Lathliss *under construction*

3 months ago

I'm not sure I understand the purpose of Mirrodin's Core in a mono-coloured deck. Is there a use that I'm missing where it's better to have a Mirrodin's Core than a Mountain ?

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Mirrodin's Core occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%