|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Rare|
|Fate Reforged (FRF)||Rare|
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- Monastery Siege vs Storm
- Do you have to pay 4 mana for two Monastery Sieges in play?
- If i have 2 monastery siege in play and they are both khans,does it mean i draw 3,then discard 2?
- How do Qjutai Exemplars, Clever Impersonators copied as Ojutai Exemplars, and board wipes you cast affect each other?
- If I have multiple cards that increase the amount of cards I draw, do they all trigger at the same time?
As Monaster Siege enters the battlefield, choose Khans or Dragons.
- Khans — At the beginning of your draw step, draw an additional card, then discard a card.
- Dragons — Spells your opponents cast that target you or a permanent you control cost more to cast.
Price & Acquistion Set Price Alerts
Monastery Siege Discussion
4 weeks ago
1 month ago
Monastery Siege is a card that I was considering when I was building the deck from scratch. I do agree with you that drawing and then discarding is significantly better than the surveil 1 of Search for Azcanta Flip.
There is, however, a big issue that kept me from including the Siege in the deck. The Khans ability is mandatory, it's not a may. With the enchantment on the table, you will have to loot every turn. This won't be a problem in the early game, when you will have plenty of cards to discard. In the mid to late game, however, when you will have fewer and fewer cards in hand (this deck doesn't generate too much card advantage, since we are mainly looting) and your creatures will already be in the graveyard, choosing a card to dump will be painful. Imagine a situation where you have two counterspells, a removal spell and a land in hand. Generally speaking you want as much mana as possible to activate Lazav more than once each turn, so the land won't be an easy discard. This means that you will have to get rid of a spell, and that's a real pity because they are very useful. On top of that, this unpleasant situation will happen again every subsequent turn that you have the Siege on the field. Overall, I think that the enchantment will end up doing more harm than good.
Search for Azcanta Flip is less explosive, but much more efficient in the long term. We can sculpt the top of our deck for our first turns of the game, and once the enchantment flips we have an extra land that can help us dig some extra cards to find the answers we need.
CCBM on Gargageddon
1 month ago
It isn't typically very slow and even when it is, Simian Spirit Guide is in there to speed things up.
Typical line of play is turn 1 suspend Greater Gargadon or play a fetch land and crack it on your opponents end step. On your next turn this lets you play two borderposts which then sets you up for a turn 3 where you put them to zero lands, zero creatures and possibly very few cards in hand.
After that, which is happening turn 3 typically, you just play a game winning card like Nahiri, the Harbinger, Metalwork Colossus or Chandra, Torch of Defiance. If you don't have a threat you play a way to speed up finding one like Supreme Will or Monastery Siege while also hoping to Restore Balance them to keep them from doing anything.
Overall, when the deck does what it wants to do, it can be very powerful and surprisingly fast.
1 month ago
I also mulled brewing around with surveil and overgrowth with Sidisi. My conclusion was you want more surveil than overgrowth because of the wording of Sidisi's token making ability. Overgrowth should be more payoffs.
At a glance, and imo, you have way too many creatures (and not really the best ones either, don't just add em because they have 1 of the 2 keywords), too many lands, no ramp, and little interaction to slow/mess with opponents.
In my decks I aim for 36 lands, 10 ramp, 10 card advantage, 10 interaction, 3 wraths, which leaves 30 slots for my theme (I emphasize cards that pull double-duty, like Price of Fame would be both CA and interaction).
For lands: I would cut the guild gates for Evolving Wilds, etc. so you can definitely have the mana you need because both will come in tapped anyway. 3-color decks can be tricky to get the right mana when you need it.
For ramp: since overgrowth is a consideration Sakura-Tribe Elder, Dawntreader Elk and Yavimaya Granger all get lands out and go to the graveyard. Sorceries like Farseek, etc. let you get ahead too and I would suggest choosing ones that are CMC<2 because the goal (I assume) is to have Sidisi out on T3.
For interaction: I always try to have a few answers for different types of threats. So Naturalize for enchantments and artifacts, Arcane Denial to counter but also draw a card, Tormod's Crypt to hose a graveyard, Doom Blade to kill creatures, etc. It all depends on what your friends are playing and what you need to answer, so the final ratios will reflect that.
I'd be happy to look at this again to see how it progresses!
2 months ago
First, FWIW, in my experience Muldrotha isn't a win-fast commander. It just isn't her strategy - she's 6 cmc and wants a big graveyard; if you play her, you're playing to win the long game.
That aside, I think you have a great start. I agree with Bchong about taking out the "when creature dies everyone loses a life" cards, unless you're going to go all-in on Grave Pact effects. IMO, the best way to speed up Muldroth is increasing the number of cards that (1) filter your hand - e.g. Monastery Siege or Rummaging Wizard, and (2) sac/swap effects like Hell's Caretaker.
Last, I'll point out you've got cards like Counterspell and Blue Sun's Zenith but Secrets of the Dead in your maybeboard... Any effect you can get with a permanent should use the permanent (especially since you're also not playing with Archaeomancer).
2 months ago
I know you said not going for mill but Fleet Swallower fits with flavor!
Fog Bank is just always fun to have on your side!
My friend runs a deck similar to this with Thassa, God of the Sea as his commander, and it's fun. +1 Nice build!
3 months ago
Nice build there. My suggestions: Take out the Hydroforms and replace them with Simic Charms. Yes, Hydroform does make flying, but Simic Charm is much more adaptable, especially for an aggro/control build - bounce their big creatures to not only stop them winning but also to pave the way for your aggro, make your creatures bigger and stop the burn. I would also reccommend taking out Frilled Oculus, because if you want aggro there are creatures you can pump more than once a turn.Berserk is a good card if you can deal lethal damage with it. If you want aggro, I would recommend taking out some of the evolve creatures - they are for the long game as you play them but they don't get big until much later on, unless you are playing larger creatures every turn or have a big token combo on. Also on the aggro, if you want to go full on, take out all the evolve and control aspects and put in things like mutagenic growth and prdator's strike. Just look at the infect decks (like mine below) for some nice pump spells. Since you don't care about legality (although it works much better for infect), Invigorate is good for that little extra damage. On top of the pump spells, run Wild Defiance to really get the damage racking up. If you are looking for more control, run some walls (e.g. Fog Bank and Glacial Wall) to trigger evolve. For card advantage or pseudo-hexproof run Monastery Siege and Pore Over the Pages. For counterspells, run Counterspell, Rewind, Arcane Denial and Remand. If you have a higher budget, run Voidslime and Mana Drain instead of Rewind and Arcane Denial also, Venser, Shaper Savant. If you want elementals, any out of Nissa, Sage Animist Flip, Nissa, Steward of Elements, Nissa, Worldwaker or Nissa, Genesis Mage is a really good option. Also on lands, if you have enough mana, run Liege of the Tangle and some unblockable spells (also see my infect decks below). Also, run more lands - 12 lands is NOT ENOUGH! I recommend a playset of Simic Signets and at least one Gilded Lotus, and possible Simic Keyrune and Thornwood Falls instead of or as well as Simic Guildgate. Run a minimum of 20 lands unless your deck is at least 1/3 mana rocks. This is a nice idea, so I hope I have improved it for you.
3 months ago
Well I love the card Aura Shards but atm you don't have the creatures to make it viable. If you wan it to be viable then you could add planeswalkers that create tokens such as Freyalise, Llanowar's Fury, Elspeth, Sun's Champion, or Elspeth, Knight-Errant (the second one would be a great include to give all your enchantments indestructible!). I would consider removing Propaganda and Ghostly Prison for Dueling Grounds and Silent Arbiter. Personally I feel you only need to run either Exploration or Burgeoning, really depends on the number of opponents you have but this may be just a personal choice so you could remove one of those for something. With Estrid I can see why cards like Dawn's Reflection, Market Festival, Fertile Ground, Overgrowth, Song of the Dryads, Urban Burgeoning, and Verdant Haven would be appealing but I still feel like they aren't the greatest of options. I would consider swapping them out for some better options like Mirari's Wake, Rhystic Study, and Sylvan Library. I ran Oath of Jace for a while in my planeswalker build but unless you can really recur its etb effect the scrying wasn't as helpful as I though it would be. Instead some walkers like Venser, the Sojourner, Teferi, Hero of Dominaria, and Tamiyo, the Moon Sage are great walkers with great ultimates that can completely ruin opponents. Also maybe consider Dovin Bann. Nissa, Vastwood Seer Flip, Nissa, Vital Force, Garruk Wildspeaker (if you decide to keep the enchantments which give extra mana this guy would work well)
Stasis, Stasis Orb, Winter Orb, Eidolon of Rhetoric, Exploration/Burgeoning, Dawn's Reflection , Market Festival, Fertile Ground, Overgrowth, Song of the Dryads, Urban Burgeoning, Verdant Haven * ( at least 2 or three of these), Authority of the Consuls, Clever Impersonator, Ghostly Prison, Propaganda, Oath of Jace, Herald of the Pantheon, Heroic Intervention, Monastery Siege, Seal of Cleansing
Add: Cyclonic Rift, Sylvan Library, Mirari's Wake, Rhystic Study, Freyalise, Llanowar's Fury, Elspeth, Sun's Champion, Elspeth, Knight-Errant, Venser, the Sojourner, Teferi, Hero of Dominaria, Tamiyo, the Moon Sage, Peacekeeper, Silent Arbiter, Dovin Bann, Nissa, Vastwood Seer Flip, Nissa, Vital Force, Garruk Wildspeaker, Dueling Grounds, Austere Command, Teferi's Protection, River's Rebuke, Inexorable Tide
These are some suggestions I would give for add ins and remove some might think differently from me on this so it would be nice to see others opinions :) If you want other suggestions I would be happy to give them to you!