Mystic Monastery

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2019 (C19) Uncommon
Commander 2017 (C17) Uncommon
Commander 2016 (C16) Uncommon
Khans of Tarkir (KTK) Uncommon
Duel Decks: Speed vs. Cunning (DDN) Uncommon

Combos Browse all

Mystic Monastery

Land

Mystic Monastery enters the battlefield tapped.

: Gain , , or .

Browse Alters

Mystic Monastery Discussion

multimedia on jodah

1 month ago

Hey, looks good for your first Commander deck. You haven't finished the manabase? Nice Ugin, the Spirit Dragon :)

What's the max budget for your deck? I ask because you haven't allocated yet for lands in the manabase. 35x basic lands is not going to work when you want to pay for spells. When playing five colors the manabase and the amount of color fixing you have in your deck is very important. If you don't make these things priority to focus on getting right then your deck will have a difficult time functioning when playing so many colors.

You have a good start by including the budget land ramp spells ( Cultivate , Sakura-Tribe Elder ), but you're going to want a lot more than just these spells for both ramp and more importantly for color fixing. You can build a five color manabase on a budget with basic lands using some dual lands that have interaction with basic lands, Tri lands and other budget lands.

Here's an example:


This example manabase is not ideal by any means, but it's low budget and a starting point for future upgrades. Sunken, Glade or Stream are dual lands that Farseek can search for since they're two different land types. Being able to land ramp with a dual land with Farseek makes Farseek better and helps with color fixing.

A budget manabase like this example can use color fixing from other nonland sources. Signets and other budget mana rocks that can make colored mana and ramp are options.

With Signets you can pay for the colorless mana cost with mana from any source such as a land. That mana then turns into two different colors of mana. For example if you have two Signets on the battlefield and two lands then that mana can be four different colors of mana. In this manabase example there's more green sources than others that's because green is the enabler color to help to get all the other colors with land ramp and mana dorks. There's more green than the rest because you consistently want to have green mana in the early game.

Joiner Adept lets you tap lands for any color of mana which is great color fixing when playing five colors. Chromatic Lantern is a more expensive price card that does the same thing and it's better because it also ramps. Faeburrow Elder and Paradise Druid are called mana dorks and either one can tap to make different colors of mana. Faeburrow by itself can tap to make two mana . With Jodah, Archmage Eternal on the battlefield it can make four mana . If you have Jodah and have a permanent on the battlefield that's black then Faeburrow can tap to make all five colors of mana.

Fertile Ground is an example of another source of color fixing/ramp that's different than the rest. It's an aura that enchants a land you control. When the enchanted land is tapped it makes two colors of mana; one mana that the land could produce and another mana of any color you choose.


Color fixing sources that also ramp are better than ones that don't. If you can as the saying goes "kill two birds with one stone" then it can help your deck. Including most cards that can do two different things you want are better than cards that can only do one thing you want. For example Cultivate ramps and color fixes since it can find two different basic lands. Izzet Signet taps to ramp and color fix two different colors of mana. Renegade Map only color fixes, it doesn't ramp because it only puts the land you search for into your hand not onto the battlefield and it can't tap to make mana.

Sylvan Scrying is one exception since it can tutor (search your library) for any one land and put it into your hand. That's powerful and helpful to have when you can get a land that can make any color of mana such as Command Tower or better yet Cascading Cataracts which can tap along with five other sources of mana of any colors to make all five different colors of mana. This land makes it easy to be able to make five different colors to cast spells with Jodah. Cataracts is good with ramp from mana rocks.

I have suggested a lot of cards which means if you want to include them then you'll have to make many cuts. I'm not going to give you suggestions of cuts now, but if you're interested in any of these suggestions then I offer to help to make cuts. This is the nature of building budget many colored decks in Commander; have to allocate a lot of deck spots to cards to help the manabase and to make sure your deck can function, so you can reliably cast cards. Good luck with your deck.

rupertmarquez on Mono-Blue Delver (2019 Modern)

2 months ago

heckproof:

I thought about the possibilities of Mystic Monastery in this deck, and concluded that the deck doesn't want to get to 4 lands practically ever. To be fair, a 17-land count is a bit low for the synergy to be more consistent. Maybe in a deck running 20+ lands this would be a game winning combo, but in this deck it just isn't viable enough. The land will end up being a tap land more often than not.

multimedia on Sliver EDH v1.0

2 months ago

Hey, saw your forum topic asking for help. Nice $850+ budget, but the manabase doesn't look like you have this high of a budget. You have $130 Sliver Queen and are playing Vivid lands?

Lots of good advice here about Slivers, but no one has said anything about the manabase? You can improve the manabase even on a budget, but if you're willing to spend some then great, but either way you can make it better. The Vivid lands ( Vivid Grove ) are not good. Even if you were playing proliferate which you're not; there are much better land options. The ETB tapped Fetch lands ( Flood Plain ) are also not good unless you are able to fetch dual lands that can consistently ETB untapped which you don't have here.

The Battle lands ( Cinder Glade ) are good budget dual lands, but only if you're playing a lot of basic lands. There's only 10 basic lands here which means consistently a Battle land won't ETB untapped and when you fetch one it will also ETB tapped. When you need five colors these Fetch lands are too slow and are not helping enough if all they're fetching is a basic land or a Battle land. Consider the Shock lands ( Overgrown Tomb )? You can fetch a Shock land and have it ETB untapped for the cost of 2 life. They could replace the Vivid lands.

If not willing or can't afford to add the Shock lands then another option to consider is adding the Tri lands ( Jungle Shrine ) replacing the Vivid lands and ETB tapped Fetch lands. Tri lands also ETB tapped and are not ideal, but they can make one of three different colors the next turn. Unlike the Vivid lands they can be tapped each turn after to make a different color of mana. The Vivid lands will run out of counters and then they become really useless in a five color deck.

Manabase changes to consider.

Add the Shock lands, cut the Vivid lands:

OR budget

Add the Tri lands, cut the Vivid lands and ETB tapped Fetch lands.

Consider land tutors: Crop Rotation and/or Sylvan Scrying ? There's several Rainbow lands ( Command Tower ) here that they can tutor for which can be helpful for color fixing. Fellwar Stone is a good two drop mana rock. Good luck with your deck.

Metia on Deck does not contain a lapdance *ding* Sliver EDH

2 months ago

Umm, well I can't offer my exact land selection to you as it involves revised duals I can say this:

Fetches are your friend, seriously. In a 5 color deck having fetches rarely make me sad, so I would run the full contingent:

  • Polluted Delta
  • Flooded Strand
  • Wooded Foothills
  • Bloodstained Mire
  • Arid Mesa
  • Marsh Flats
  • Scalding Tarn
  • Misty Rainforest
  • Verdant Catacombs


  • Options:

    There are Mirage fetches as well, a whole friendly color cycle of them, they are 'slow' but they can still grab shock lands, and cost no life: Rocky Tar Pit , Bad River , Flood Plain , Grasslands , Mountain Valley These also have the benefit of being absurdly cheap. That being said, if you do not have access to these, I'll offer some other suggestions.

    Go up to 42-44 lands. Sure the curve hits 3/4, but I don't think the ideal is to hit 4 lands and be pleased with life, so I would suggest adding lands, and increasing consistency by removing some of the etb tapped lands:


    Here are some 'simple' 1:1 conversions for cards I think would suit the deck better.
  • Kindred Dominance -> Woodland Cemetery
  • Coat of Arms -> The Immortal Sun
  • Intruder Alarm -> Dreamstone Hedron
  • Armageddon -> Hour of Promise
  • Fellwar Stone -> Mutavault
  • Arcane Sanctum -> Sulfur Falls
  • Crumbling Necropolis -> Clifftop Retreat
  • Savage Lands -> Isolated Chapel
  • Seaside Citadel -> Hinterland Harbor
  • Frontier Bivouac -> Rootbound Crag
  • Mystic Monastery -> Sunpetal Grove
  • Nomad Outpost -> Drowned Catacomb
  • Opulent Palace -> Glacial Fortress
  • Sandsteppe Citadel -> Dragonskull Summit
  • Exotic Orchard -> Reflecting Pool
  • Door of Destinies -> Vanquisher's Banner
  • Aphetto Dredging -> Icon of Ancestry
  • Amoeboid Changeling -> Unsettled Mariner



  • Honestly I hate the Terminate and some of the other choices but I am exhausted so I thought I would offer some help as opposed to trying to offer more and simply not posting.

    eliakimras on Chrome Dragon Tribal

    2 months ago

    I would go Rampant Growth , Farseek , Cultivate , Kodama's Reach , Commander's Sphere and Darksteel Ingot over Explosive Vegetation , Nissa's Renewal and Gilded Lotus . Most dragons are 6 CMC, therefore you should focus on getting 5 mana on turn 3 or 4.

    I would also lower the number of lands to 37-38 and rely more on mana accelerants (at least 10). Since white and blue are minority on this deck, you might replace Arcane Sanctum , Mystic Monastery and Seaside Citadel with Vivid Crag , Vivid Marsh and Vivid Grove .

    I noticed my Ur-Dragon is 37% red, and I have many 2-3 CMC green ramp, so I set a rule: every tapland must produce green (so I can cast any 2 CMC ramp spell on turn 2) and every other nonbasic land must produce red (so I can cast the red cost reducer shamans and the RRR dragons on curve).

    CommanderNeyo on $10 Controlled Burn, Arcane Edition! [UltraBudget]

    3 months ago

    By the way, you can't have 6 of Mystic Monastery , only 4

    KongMing on $10 Controlled Burn, Arcane Edition! [UltraBudget]

    4 months ago

    Eh, the increased cost really is a reason to dismiss it for this deck, though. And it's still Turn 3 or 4 before I can swing or block with the elementals, which are only 1/1s. Not really that 'fast' compared to other modern human or elf decks, even budget ones. I don't benefit from ETB, death or attack triggers either, so spawning more creatures doesn't do much for me.

    Guttersnipe's damage happens the moment I cast the spell, whether that spell gets countered or not. It also hits all opponents for 2 damage, which is a huge difference in a 4-player game.

    I don't want to dismiss this too quickly, and I also want to see the damage potential, so let's set up two similar situations. I hit 'Playtest' for the deck, and am using a sample hand it has generated. Thermo-Alchemist , Guttersnipe , Gelectrode , Toils of Night and Day , Mystic Monastery , Plains x2.

    Okay, not bad. Let's play a second hand side by side, replacing the Guttersnipe with Young Pyromancer . I'll denote them as [GS] and [YP].

    [GS] Turn 1 :: Draw Blessed Breath , play Mystic Monastery, pass.

    [YP] Turn 1 :: Draw Blessed Breath, play Mystic Monastery, pass.

    [GS] Turn 2 :: Draw Toils of Night and Day (oh boy), play Plains, cast Thermo-Alchemist, pass.

    [YP] Turn 2 :: Draw Toils of Night and Day, play Plains, cast Thermo-Alchemist, pass.

    [GS] Turn 3 :: Draw Mountain, play Mountain, cast Gelectrode, pass. (Ping opponent with TA on their end step.)

    [YP] Turn 3 :: Draw Mountain, play Mountain, cast Young Pyromancer, pass. (Ping opponent with TA on their end step.)

    Pausing here to asses board states. The nice thing about YP here is the extra W mana I have leftover right now, so I can cast Blessed Breath to protect my creatures, and get an elemental out of the deal. With the GS board, I'm playing Gelectrode first to get it unsick, and so I can play GS next turn and be able to Blessed Breath like I am with YP this turn.

    [GS] Turn 4 :: Draw Reach Through Mists , play Plains, cast Guttersnipe, pass. (Either Blessed Breath or Reach Through Mists as needed, generating a total of 6 damage to a single opponent or 14 damage to 3 opponents.)

    [YP] Turn 4 :: Draw Reach Through Mists , play Plains, pass. (Use Toils of Night and Day to tap down attacker and get an extra untap out of TA, splice on protection for a blocker if needed. If not, just Reach Through Mists, splice as needed. Can also use Toils to untap Mystic Monastery to give an extra blue mana to cast Reach. If we cast one spell, we generate a 1/1 elemental and a total of 2 damage against a single opponent or a total of 6 damage to 3 opponents. Two spells gives us 2 elementals, 3 damage or 9 damage.)

    Let's pretend we had to use Blessed Breath to protect our creatures in both cases. So YP will in effect cast Toils with BB spliced, untapping Mystic Monastery, and then casting Reach at end step to draw an Island.

    [GS] Turn 5 :: Draw Island, play Island, cast Reach Through Mists drawing Peer Through Depths , generate 6 damage to a single opponent, 14 to three. Cast Toils of Night and Day on Mystic Monastery and Island, generate 4 damage to a single opponent, 10 to three. Cast Peer Through Depths, revealing Island, GS, Mountain, Peer Through Depths, and Reach Through Mists, selecting Reach Through Mists and generating 4 damage to a single opponent, 10 to three. (A single opponent with no lifegain will now be dead.) Cast Reach Through Mists, generating 4 damage to a single opponent, 7 to two, drawing Evolving Wilds . Pass.

    [YP] Turn 5 :: Draw Peer Through Depths, play Island, etc...

    From here, you can see that as a Burn deck, there's no way Young Pyromancer can outdamage Guttersnipe in the early game. Even if you're going cantrips, Guttersnipe can still rack up more damage. The tap triggers and the protection in the deck help deal with oncoming aggro, so the tokens aren't as necessary as blockers as they might initially seem.

    Maybe I'll make a $15 deck that features some of the cards people have been suggesting, because those would all synergize well together, lol.

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    Mystic Monastery occurrence in decks from the last year

    Commander / EDH:

    All decks: 0.05%

    RUW (Jeskai, America): 14.69%