|Commander / EDH||Legal|
Printings View all
|Commander (2016 Edition)||Uncommon|
|Khans of Tarkir||Uncommon|
|Duel Decks: Speed vs. Cunning||Uncommon|
Combos Browse all
Mystic Monastery enters the battlefield tapped.
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Mystic Monastery Discussion
2 weeks ago
3 weeks ago
1 month ago
2 months ago
So here's the cuts I personally would make, and why.
Sydri, Galvanic Genius. While a great card, she demands that you run cards that would make her abilities useful, such as Staff of Nin/Caltrops. She doesn't push you toward any combos, and is more likely to get your artifacts destroyed before they're relevant.
Mindslaver is great in 1v1,but in multiplayer, it'll put a big target on your head, which means you'll have to fight 3 others. While controlling someone for a turn seems great, it's much more likely to get you hated out just for it's potential.
Venser, the Sojourner. Same reason as Panharmonicon, your deck lacks any need for blink effects, outside of the obvious one (Eldrazi Displacer). While not useless, he certainly doesn't do as much as your other planeswalkers.
Daretti, Ingenious Iconoclast. As sweet as he is, your commander has built-in creature generation, and removal, making him rather obsolete. Similar to Sydri and Venser, he doesn't push you towards your combos either (however if you have extra card slots, he's the first card I'd return to the maindeck).
Thopter Assembly/Wurmcoil Engine. Thopter Assembly requires you to pay 6 mana for 6 thopters, which seems nice, but being a combo deck, the kind of grindy value this card provides serves no purpose towards finishing out a game. wurmcoil fits into the same theme of being really good if you just want to grind out some value, but otherwise doesn't really do anything to push your game plan (the lifelink is nice though).
Training Grounds. Reducing a 2 cost ability to a 1 cost ability. From what I can see of your decklist, the only card getting full value out of Training Grounds is Eldrazi Displacer, which is used in your infinite combo with Breya, meaning the cheaper ability won't really accomplish anything.
Mystic Monastery/Crumbling Necropolis. If there's a card or two on here you don't want to remove, I could see removing one of these lands. Red being your least used colour, and with your manabase being fairly solid, you should be fine going to 37 lands.
Anyways, definite +1 from me, and I wish you the best of luck with you deck.
2 months ago
This is also a more stable mana base that works well with the general
Bounce Lands (First thing I would change)
All Colour Lands
2 months ago
Fair enough--the flavor is incredible. In color and on flavor, the monks need a Mystic Monastery--perhaps in place of one of the Yamabushi's Flames or Reality Shifts? Enlightenment is not so simple to find.
The way is not difficult for those without preferences.--Jianzhi Sengcan
2 months ago
Dredge4life, I'm going to give a breakdown of what I would do with this deck if I wanted to add an additional $200-$220 like what you're doing at Breya, Combo Carapace. Hopefully this gives you some ideas.
The key areas of interest for improvement here are the ability to tutor for combo pieces, the manabase and the creature base. Making all these areas better will dramatically help this deck. Additional costs broken down like this:
- $60-$70 to improve the manabase.
- $140+ to improve combo with tutors as well as adding other strong combo pieces and additional card upgrades, especially to the creature base.
Making the manabase better would be my first step; using an entire land base that doesn't come into play tapped except 1-3x Tri lands with an emphasis on lands that make blue because blue is the dominate color, the rest of the colors can be splashed.
- Tri lands: Arcane Sanctum, Crumbling Necropolis, Mystic Monastery
- Shock lands: Blood Crypt, Godless Shrine, Hallowed Fountain, Steam Vents, Watery Grave
- Pain lands: Caves of Koilos, Shivan Reef, Underground River, Sulfurous Springs, Battlefield Forge
- Check lands: Glacial Fortress, Sulfur Falls, Drowned Catacomb
- Odyssey Filter lands: Skycloud Expanse
- All five Arifact lands including Darksteel Citadel
- Lands that can make any color of mana Mana Confluence, City of Brass, Reflecting Pool, Command Tower
- Inventors' Fair
- 4-5 Island and 1-2x of each other basic land colors.
This is the $103 manabase I would use:
- 1x Ancient Den
- 1x Arcane Sanctum
- 1x Battlefield Forge
- 1x Blood Crypt
- 1x Caves of Koilos
- 1x City of Brass
- 1x Command Tower
- 1x Crumbling Necropolis
- 1x Darksteel Citadel
- 1x Drowned Catacomb
- 1x Glacial Fortress
- 1x Godless Shrine
- 1x Great Furnace
- 1x Hallowed Fountain
- 1x Inventors' Fair
- 5x Island
- 1x Mana Confluence
- 1x Mountain
- 1x Mystic Monastery
- 1x Plains
- 1x Reflecting Pool
- 1x Seat of the Synod
- 1x Shivan Reef
- 1x Skycloud Expanse
- 1x Steam Vents
- 1x Sulfur Falls
- 1x Sulfurous Springs
- 1x Swamp
- 1x Underground River
- 1x Vault of Whispers
- 1x Watery Grave
Both our decks are trying to win with combo, but the biggest problem I'm having with combo is having enough unconditional tutors to find the combo pieces. Additional tutors I would add are: Demonic Tutor, Enlightened Tutor and Reshape. This gives a better tutor base of:
All these changes/upgrades/additions would make this deck cost ~$320.