|Commander / EDH||Legal|
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|Oath of the Gatewatch (OGW)||Rare|
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Needle Spires enters the battlefield tapped.
: Add or to your mana pool.
: Needle Spires becomes a 2/1 red and white Elemental creature with double strike until end of turn. It's still a land.
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Needle Spires Discussion
3 weeks ago
1 month ago
Hi! Got some suggestions!
mana base suggestions:
- Arcane Lighthouse
- Battlefield Forge
- Boros Garrison
- Clifftop Retreat
- Command Beacon
- Command Tower
- Evolving Wilds
- Needle Spires
- Reflecting Pool
- Scavenger Grounds
- Temple of the False God
- Temple of Triumph
- Wind-Scarred Crag
Treasonous Ogre is good, use all that lifegain to fuel X-Spells!
Definitely try Sunforger!
Maybe start by cutting:
- Braid of Fire
- Extraplanar Lens
- Abbot of Keral Keep
- Bonfire of the Damned
- Subterranean Tremors
Hope some of this helps!
2 months ago
I feel like this deck is not focused enough on the theme of "make tons of tokens." You have a lot of cards that make tokens, but many of them don't really do it efficiently. Some examples:
Awaken the Sky Tyrant - makes only one token, and only if an opponent lets you make it.
Teysa, Envoy of Ghosts - makes tokens only if your opponents let you
Skyline Despot - makes one token per turn if your opponents let you (or if you leave back plenty of defense)
Ghirapur Gearcrafter - makes one token
Descent of the Dragons - this is secretly a one-shot anthem that doesn't let you attack the turn you cast it
Dragonmaster Outcast - makes one token per turn on turn 6+ if your opponents can't kill a 1/1
Kazuul, Tyrant of the Cliffs - makes tokens if your opponents let you
Custodi Soulbinders - makes tokens for 3 mana each if there are a decent number of creatures out when you cast it
You get the idea.
Personally I'd try to run five or six anthem effects and hit the token makers really hard. I counted thirteen anthem effects in this version of the deck. Also, one anthem effect comes to mind that you aren't running - Jazal Goldmane. That card should play better than either Mikaeus or Ravos (both of which I'd cut).
Efficient token makers you could run: White Sun's Zenith, Bitterblossom (harder to kill than Outcast), Secure the Wastes, Goblin Trenches, Storm Herd, Sacred Mesa, Requiem Angel, Elenda, the Dusk Rose, Thopter Assembly (if you don't run other Thopter makers), Hanweir Garrison, Rise of the Hobgoblins, Twilight Drover. I think Legion's Landing could potentially work in here too - it's inefficient from a mana perspective but it's a one-drop that shouldn't be too hard to flip and at that point it taps for mana. Which brings me to
Lands: There's quite a few lands that I think could play well here. Kjeldoran Outpost, Kher Keep, Vault of the Archangel, Hanweir Battlements (if you run the Garrison), or Windbrisk Heights. Creature lands are also secretly good here because they benefit from your anthems and let you mount an offense even when untapping on an empty board after a sweeper. Ghitu Encampment, Needle Spires, Lavaclaw Reaches, Shambling Vent, Mishra's Factory and so on.
Haste: If you're going to make a ton of tokens, you really want to bash with them right away, before your opponents can sweep your board. I like Hammer of Purphoros here because it makes tokens and Ogre Battledriver because it doubles as a pseudo-Anthem, but there's also Fervor, Anger, Akroma's Memorial and probably other cards I haven't thought of.
I definitely think there's potential for this deck concept. Just remember that Dragon tokens and anthems don't go in the same deck (except Crucible of Fire). Good luck!
2 months ago
I played against a Path of Mettle Flip deck at FNM (used my mono-black deck). The Path of Mettle Flip deck was phenomenal. I think Path of Mettle Flip is actually an upgrade from Ramunap Ruins. It's too bad the mana base for this deck is weak-- it needs another dual land that doesn't enter tapped, or if it enters tapped to at least have a good ability (like Needle Spires or similar).
2 months ago
Why not also include Needle Spires, Its a man land that's also in your colors.
2 months ago
I have been thinking a lot about "Man Lands" lately. On the plus side, they seem to add a lot of utility to decks by fixing mana flood and increasing creature count. On the other hand, they enter tapped and cannot be activated until mid game for the most part.
I feel like Inkmoth Nexus and Celestial Collonade make appearances in modern. But I recently brewed a deck Modern Dagger Burn where Creeping Tar Pit is a key card. I am working on an Izzet list with Wandering Fumarole and a Boros list with Needle Spires, but I wonder if they are any good.
In what ways are you using man lands and which are the best to brew with in Modern? Do you find these helpful and which ones are the best for Modern?
3 months ago
Well this is interesting!
Consider running more value lands for your Ulvenwald Hydra, like Geier Reach Sanitarium, Strip Mine, Arcane Lighthouse, Kor Haven, Treetop Village, Forbidding Watchtower, Raging Ravine, Stirring Wildwood, Needle Spires, Haunted Fengraf, Kessig Wolf Run, Kher Keep, Vitu-Ghazi, the City-Tree, Kjeldoran Outpost, Mishra's Factory, some snow basics and Mouth of Ronom, Nantuko Monastery, Slayers' Stronghold, Sunhome, Fortress of the Legion, and Throne of the High City...yes I did look at all the options. The manlands and token makers are probably the best.