Mystic Monastery

Legality

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

Printings View all

Set Rarity
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.

: Add , , or to your mana pool.

Price & Acquistion Set Price Alerts

C17

C16

KTK

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Recent Decks

Mystic Monastery Discussion

Saljen on Sliver Me Timbers Xerxes

2 months ago

Here's some land recommendations, because playing 5 colors is hard without the right lands:

Ancient Ziggurat, Command Tower, Crystal Quarry, Frontier Bivouac (run all 10 of the tri-colored tap lands, they're cheap and good), Mystic Monastery, Nomad Outpost, Opulent Palace, Rupture Spire, Sandsteppe Citadel, Savage Lands, Seaside Citadel, Shimmering Grotto, Sliver Hive, Transguild Promenade.

You should drop all your basic lands down to 1 of each type. Running 5x Vivid lands and 10x Tri-color lands, and 1 of each basic land takes up 20 land slots. The rest should be land that some how taps for all colors.

I run a pretty low budget Slivers list, with Hivelord as the commander as well. Here's some cards that could up the power level of your deck without crazy monetary investment:

Primal Rage and Shared Triumph offer buffs to all of your Slivers. Spirit of Resistance makes you invincible if you have Sliver Hivelord in play. Unearth is a solid way to return some of your best Slivers to play after removal. Harsh Sustenance is solid removal with the added benefit of life gain. Obelisk of Urd is a good way to pump up your Slivers. Domri Rade is a planeswalker that works really well with Slivers. Gives you consistent removal as well as draw. The ultimate makes it real difficult to lose games.

Hyrs on Help My Narset Deck

2 months ago

Narset Suggestions:

This isn't super sorted, but I tried to keep similar effects together, sorted by cost as well.

General Tip - Since Narset can only cast things whenever they could be cast, instants are a big advantage

About Wraths - You won't want to cast them with Narset out, but it's better than dying(probably get 4-6)

Things to cut:

any equipment - equipment is okay, but since you don't get the equip cost for free you want to focus on low equip costs, or things that protect narset

about aura's - normally they're just card disadvantage but narset probably offsets that

bounce lands - (like Boros Garrison) are usually a little awkward and slow, in three colors you're better off with basics

Aether Gale - tricky since it needs six targets and that won't always be possible

Sea God's Revenge - bounce that only targets creatures usually isn't worth it in EDH, probably better to have hard removal

Breath of Fury - while decent if you have the creatures (and you have some token generation) it's probably not consistent enough, just run sorcs that give extra combats

Dissipation Field - often gives too much value to opponents, maybe even being a lure (lightmine field might be a decent replacement)

Dismiss Into Dreams - you're not targeting that often, and if you are it should be removal anyways

Assemble the Legion - Seems to slow to be effective

Throne of the God-Pharaoh - Need to go wide for this to be really effective

Suggestions:

_cheap$$(around or less than a dollar): _

Swords to Plowshares(removal) - excellent creature removal, cheap if you happen to draw it

Crib Swap(removal) - still exiles a creature outright, but 3cmc

Banishing Stroke (removal, tuck, utility) - expensive hard cast without narset/miracle but tucking is often better than destroying(worse than exiling)

Relentless Assault(extra combats) - Extra attack steps with Narset is dumb, do it

Fury of the Horde(extra combats) - extra attack steps (they're the best)

Boros Charm(protection, burn) - versatile, keeps narset alive

Return to Dust(utility removal) - Exiling artifacts and enchantments is better than not

Vandalblast(Mass artifact removal) - not an exciting card, but taking out only opponents artifacts cripples some decks

Sunforger(tutor/equipment) - only good if you have enough cards it can search for, is mana intensive but if you have enough cards it can fetch it'll be worth it

Lightmine Field(pillowfort/defense) - Narset can attack through it, and keeps token swarms off your back

Crawlspace(pillowfort/defense) - Against, stops large swarms, still you'll probably get hit by the two biggest creatures

Counterflux(counterspell) - strong counterspell, wins counter wars

Render Silent(counterspell) - Makes people sad, locks them out of whole turns

Insidious Will(counterspell, spell copy) - versatile, let's you copy stronger effects from narset as well

Reverberate(spell copy) - often is what you need it to be, can be a counterspell or raw value, great for piggybacking on green ramp

Wild Ricochet(spell copy) - copy a spell, twice!

Spelltwine(spell copy, recursion) - recursion is great since you're putting so much stuff in your graveyard

Call to Mind (recursion) - you have spells, may as well re-use the best ones

Mystic Retrieval (recursion) - same but with flashback!

Mirari(spell copying) - copying any instant or sorcery for three is a pretty good deal if you don't have to pay for the spell already

Clone Legion(wincon) - With how many etb creatures people run, this can be a game ender, or enough raw value to put you ahead

Blatant Thievery(card advantage, removal) - stealing things makes people mad, but it's very effective

Journeyer's Kite(ramp) - slower than rocks, but more reliable, a slow and steady way to get mana

Thaumatic Compass  Flip(ramp, utility) - like kite but only until 7 mana, then it's a nice form of creature protection

Brass's Bounty(ramp) - only good if you need a lot of mana one time

Chain Reaction(mass removal) - board dependent, and kills narset, sometimes you need more wraths

Day of Judgment(mass removal) - very strong

Final Judgment(mass removal) - against some decks destroying all creatures isn't enough, exiling is

_LANDS(can be boring, but are often a big part of how your deck performs): _

Command Tower - Must have in three colors

Mystic Monastery - Tapped lands aren't great, tri-color tap lands in your color are

Rogue's Passage(unblockable) - Being colorless is bad, being unblockable is good

not so cheap$$(around three or more dollars):

Path to Exile(removal) - a second StP, not all decks need it, but it is strong

Darksteel Plate(protection) - keeps your commander safer, isn't super powerful, cheap equip

Rite of Replication(wincon, value) - You still have to pay the kicker but this card is incredible

Waves of Aggression(extra combats) - take extra combats, plus you can play it from the graveyard

Wrath of God(mass removal) - it's the best, but day of judgment is as good 99% of the time

Austere Command(mass removal) - hit's only what you need it to hit, can ignore narset if necessary

Cyclonic Rift(mass removal) - one sided, but you have to pay for the kicker with narset, still can steal games

Blasphemous Act(mass removal) - often one mana

bee_pun on The Oprah of EDH

3 months ago

Loonmoon18Thank you for your comment, you are totally right. How many lands would you recommend? Also, I just bought a Chromatic Lantern to put in and that should help as well. After reading your comment, I'm thinking of going to 36 lands. I'll add Mystic Monastery, Shivan Reef, and Adarkar Wastes. Do you know of any others that are good for fixing that won't break the bank?

Bchong on Breya Combo

4 months ago

Holy crap this deck is almost exactly like mine 2 months ago...

Anyways here is a few suggestions

Mana Rocks: Fellwar Stone Mana Vault Mana Crypt Commander's Sphere Grim Monolith Any of these are amazing to have.

Mana reducers: Foundry Inspector Helm of Awakening

Creatures: Scrap Trawler (this combos with Krark-Clan Ironworks) Vedalken Archmage Riddlesmith Quicksmith Genius

Artifacts: Sensei's Divining Top Paradox Engine Codex Shredder (you can keep grabbing Open the Vaults with this while sacing everything this will make you win)

Sorcery: Scrap Mastery Gamble Winds of Change

Removal: Fragmentize By Force Vandalblast

Enchantments: Mystic Remora Artificer's Intuition Blind Obedience

Instants: Lim-Dul's Vault Frantic Search Brainstorm Opt

Lands: Mana Confluence Crystal Vein

Cards to take out: Baleful Strix Chief Engineer Phyrexian Arena Mystic Monastery Nomad Outpost Arcane Sanctum Evolving Wilds Painful Truths Slobad, Goblin Tinkerer Fact or Fiction Terramorphic Expanse

Some of these suggestions probably look weird to you...

For creatures: my suggestions are purely value creatures, but your creatures just aren't good enough because with Strix it is too mana entensive and with Chief you don't have enough creatures and Slobad isn't good because you aren't playing eggs or a deck that can effectively use his sac ability... this means that you are purely using his ability to protect your stuff.

For lands: tap lands just aren't good enough and evolving wilds isn't good enough either... having things come in tapped is terrible.

For everything else there is better stuff around for you to put in instead

One of the things about your deck is that it doesn't use the graveyard to its fullest extent. Artifacts are one of the best archetypes to abuse the graveyard and Scrap Trawler is another screw up that WOTC printed. If you add cards like Chromatic Star or Ichor Wellspring you are effectively dig through your entire deck with just Krark-Clan Ironworks. Self mill is an incredibly powerful thing to do in this game, cards like Yawgmoth's Will or even Scrap Trawler are some of the most degenerate things in the game. Because your graveyard effectively becomes your hand. And you don't really have to do much more to your deck to abuse these effects.

Another thing your deck isn't doing is abusing wheel effects, you have Notion Thief and Windfall should just make you win. You also really need to put in Isochron Scepter Because it is such a utility engine and another wincon for you deck to easily put in. And just put in Ad Nauseam while your curve is pretty high, drawing 10 cards at instant speed still wins you the game. You should also be playing Paradox Engine it will make you randomly win as it is basically a Omniscience but 5 mana and artifacts can generally abuse it.

babushkasara on The Ur-Dragon

5 months ago

Well at a glance I can see that you have only two creatures below 4 CMC and they're Birds of Paradise and Urborg Elf, so depending on what kind of decks you play against, that might be an issue.

Is mana/ramp/color fixing a problem you encounter? The three-color tap lands (Jungle Shrine, Mystic Monastery, etc. might be good for you, or perhaps the lairs (Rith's Grove, Treva's Ruins, etc.). Sylvan Caryatid is better than Urborg Elf in that respect. Commander's Sphere is mana and card draw. Oh, Command Tower will help. There's also Cultivate and Rampant Growth, for more Kodama's Reach-type effects.

Also, in 5 colors you have access to all the awesome modal charms like Boros Charm and Naya Charm and Bant Charm (obviously there's a lot of options, but those are some good ones for starters). They offer utility in a very flexible way.

You've got a bunch of cards that kind of want an to do different things. I'd suggest taking a look at what you want your deck's win condition to be and tailor it a bit more towards achieving it specifically. For example, is Revel in Riches an important part of your strategy, because if you aren't going specifically for treasures, there's better ways of fixing your mana. I realize you also have Hellkite Tyrant, so if you play against a lot of Pirate decks, that might actually be a pretty ok strategy.

By the way, your list currently has 2 Cyclonic Rifts.

mathijsderouck on Equipped city

5 months ago

I would also like to replace the Mystic Monasterys by Glimmervoids but I don't own them :-(

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