|Commander / EDH||Legal|
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Basic Land — Mountain
(: Add to your mana pool.)
Price & Acquistion
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10 hours ago
Remove- Elixir of Immortality- Fork in the Road- Call the Skybreaker- Firemind's Foresight- Forest- Mountain- Island- Izzet Chronarch- Talrand's Invocation- Trench Gorger- Charmbreaker Devils- Perpetual Timepiece- Vengeful Rebirth
Add- Rise from the Tides- Ulamog, the Infinite Gyre- Docent of Perfection- Mana Severance- Empty the Warrens- Young Pyromancer- Myriad Landscape- Naya Panorama- Grixis Panorama- Brain Freeze- Grapeshot- Skyshroud Claim- Vedalken Orrery
1 day ago
1 day ago
Because they left a Mountain up, Player 1 could also cast Dual Shot in response to the Hostage Taker targeting Raptor Hatchling. This would cause Player 1 to create the 3/3 Dinosaur token, and cause Hostage Taker's ability to fizzle as it's target is dead. Had they not left the Mountain up, they'd have to kill it on their turn, forcing the described outcome where Player 2 gets the 3/3 Dinosaur token.
2 days ago
3 days ago
You're already playing what's basically a Delver deck. You only need to make a few changes to have a pretty solid list. I'd change the following:
We need to cut some lands to improve the speed of the deck and lower the curve. Temple of Epiphany always comes into play tapped, so it's the most obvious candidate.
These just cost too much mana in comparison to some more efficient cards you could be using.
These don't help you fast enough and get nuked by every removal spell in the format, not to mention their mana cost.
These are good cards, but not necessarily stuff you want in excess. Mana Leak falls off after turn 3 or 4. Magma Spray is useful for dealing with Kitchen Finks, but 2 maindeck gets clunky when facing off midrange and control. As a side note, you may want to swap out Magma Spray completely for Pillar of Flame. You lose the ability to play it as an instant, but it means you can shoot planeswalkers or just burn people to death.
So what do we add?
You'll want multiple copies of each of these every game, so we should bump the number of each to 4.
+3x Young Pyromancer
This helps with the game plan of building up incremental value vs. your opponent's spells. Counter something? Get a 1/1. Draw a card? Get a 1/1. Unfortunately, Gitaxian Probe got banned, so this isn't a 4-of anymore like it was. Still, a really solid card.
This is probably stronger than Delver of Secrets as far as turn 1 plays go.
+4x Vapor Snag
Gets rid of big threats so you can counter them back on the way down. Alternatively, can be used to save one of your creatures from getting bamboozeled.
Really powerful to have in the main, whether it's protecting your creatures or stopping your opponent from killing you via Lightning Bolt. We don't want too many, however, because some decks it can be really clunky against.
As for your sideboard, I'd switch it around to look more like:
Hope this helps!
4 days ago
You can't not have red shock lands. Naya Burn really needs its red mana, while being able to still cast multicolored cards.
City of Brass is also a no-go, because you will end up paying more life than if you play fetches and shocks. Sometimes you also just go and get basic Mountain when you already have a Sacred Foundry and Stomping grounds in play. If you're having to pay several life each turn from City of Brass/Mana Confluence, you won't be able to race other burn decks, Death's Shadow, and so on.
Drop 2 Grim Lavamancers and add in 2 Monastery Swiftspear. Grim Lavamancer is really good, but you won't ever want more than 1 out at a time because that's about all you'll be able to activate. Monastery Swiftspear is the second best turn 1 play after Goblin Guide.
4 days ago
The_Baneslayer try again - not a bro.
4 days ago
Also wondering if Plea for Power might be cool to test.
I do think tightening the land-base some would be helpful, as suggested. Perhaps go own to 1 Island, cut the artifact lands for more Mountain and Swamp cards, and cut some UB and UR lands for more Mountain and Swamp cards or BR lands that don't come into play tapped. The issue isn't lands' ability to be fetched (or any individual land's ability to tap for this color or that) so much as it is having a deck that predictably provides you with the mana to cast the spells you are most likely to draw by color.