Needle Spires

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Hero Legal
Heirloom Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Casual Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Oath of the Gatewatch (OGW) Rare

Combos Browse all

Needle Spires

Land

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

Argy on Unfinished Kaalia needs HELP

23 hours ago

You can check out the version I built after getting lots of tips from this site.

It has worked well in lots of games I have played.

1x Akoum Refuge
1x Badlands
1x Blood Crypt
1x Bloodfell Caves
1x Bojuka Bog
1x Boros Garrison
1x Command Tower
1x Evolving Wilds
1x Godless Shrine
1x Molten Slagheap
3x Mountain
1x Nomad Outpost
1x Orzhov Basilica
2x Plains
1x Plateau
1x Rakdos Carnarium
1x Rogue's Passage
1x Rupture Spire
1x Sacred Foundry
1x Scoured Barrens
1x Scrubland
3x Swamp
1x Temple of Malice
1x Temple of Triumph
1x Vivid Crag
1x Vivid Marsh
1x Vivid Meadow
1x Volrath's Stronghold
1x Wind-Scarred Crag
1x Lavaclaw Reaches
1x Needle Spires
1x Shambling Vent
1x Temple of Silence

1x Akroma's Vengeance
1x Diabolic Tutor
1x Dreadbore
1x Earthquake
1x Evincar's Justice
1x Mob Rule
1x Syphon Flesh
1x Syphon Mind

1x Boros Signet
1x Darksteel Ingot
1x Lightning Greaves
1x Loreseeker's Stone
1x Mardu Banner
1x Orzhov Signet
1x Rakdos Signet
1x Sol Ring

1x Akroma, Angel of Fury
1x Angel of Despair
1x Angelic Arbiter
1x Archfiend of Depravity
1x Aurelia, the Warleader
1x Avacyn, Angel of Hope
1x Baneslayer Angel
1x Basandra, Battle Seraph
1x Bladewing the Risen
1x Bloodgift Demon
1x Boros Guildmage
1x Dragonlord Kolaghan
1x Duergar Hedge-Mage
1x Fallen Angel
1x Flamerush Rider
1x Gisela, Blade of Goldnight
1x Iona, Shield of Emeria
1x Lightning Mauler
1x Mana-Charged Dragon
1x Master of Cruelties
1x Mother of Runes
1x Oros, the Avenger
1x Razorjaw Oni
1x Resolute Archangel
1x Rune-Scarred Demon
1x Shattered Angel
1x Tariel, Reckoner of Souls

1x Anguished Unmaking
1x Bathe in Light
1x Congregate
1x Crackling Doom
1x Master Warcraft
1x Orim's Thunder
1x Path to Exile
1x Return to Dust
1x Sulfurous Blast
1x Swords to Plowshares
1x Wrecking Ball

1x Necropotence
1x Palace Siege
1x Righteous Cause
1x Stranglehold
1x Vow of Duty
1x Vow of Lightning
1x Vow of Malice

The Vows could be removed for:

Demonic Tutor
Diabolic Tutor
Grim Tutor

greatdevourer on Charge of the Light Brigade

1 week ago

So, let's work on making this deck a bit better. Don't get me wrong, this deck is good, but there are a couple of things that we can swap to make it better. Some of these you may not agree with. But consider the ideas behind the recommendations.

For the mana base, look at Temple of Triumph, Battlefield Forge, Ancient Amphitheater, Needle Spires, Wind-Scarred Crag, Vivid Meadow, Vivid Crag, Boros Guildgate, Opal Palace and Command Tower. I think you should get a many lands that tap for both colors into the deck as you can afford. Secluded Steppe and Reliquary Tower should probably come out to make room for better lands. Plateau and Rugged Prairie are just too expensive to really recommend.

Replace Armillary Sphere with a Burnished Hart which has a better synergy in the deck. A 2/2 attacker or blocker that can be equipped and can be recurrred with Sun Titan seems really good.

Ride Down just seems like a crappy spot removal card. If you need more removal, consider a good old Wrath of God, Blasphemous Act, the new Star of Extinction as a board wipes.

Vessel of Endless Rest should be swapped with a Boros Signet. The Boros Signet hits a turn earlier, allows you to convert colorless mana from the Ghost Quarter, Reliquary Tower, Rogue's Passage, Seraph Sanctuary, Slayers' Stronghold, and the Sunhome, Fortress of the Legion. If you want to keep the Vessel of Endless Rest, then I would still recommend adding the Boros Signet anyway.

Akroma, Angel of Fury has always been a weak version of Akroma, Angel of Wrath and I've never really felt that it was that good a card. Her 'can't be countered' is nice but the morph ability seems tacked on just to fit the Time Spiral block's mechanic themes and not to make the card better.

Mikaeus, the Lunarch is ok, but you really aren't utilizing a +1/+1 counter theme in this deck and he feels a little slow. The X casting cost makes him more situational.

Tajic, Blade of the Legion is an underwhelming 2/2 for 4 mana. Yes, the indestructible is nice, but I've never really been in a situation where I was happy to draw that card. I just feel that there are better creatures.

Combat Celebrant is stuck with the horrible Exert mechanic. Why would I ever swing out and leave myself stuck not being able to untap my lands the next turn? Too risky. Especially in a multi-player environment. Just bad, cut it. World at War, Waves of Aggression, Scourge of the Throne, and Aggravated Assault would be much better options for multiple combat phases.

I know I previously recommended the Ranger of Eos but I don't think this deck is going for quick creatures. This deck is more about dropping bombs and making people deal with your threats. So the Ranger of Eos, Mikaeus, the Lunarch may not really fit this theme as well as other cards. After looking over the deck some more and looking at some of the options below, we may have to cut the Whitemane Lion and the Flametongue Kavu to make some room.

True Conviction, is a 'wins more' card. The card is strong, but only helps in a few situations. Let look at three different situations to see how interacts with the board state.
1: You have 4 or 5 creatures in play and you are attacking each turn. You are applying a significant ammount of combat damage to your opponents. You have a good chance of winning the game in the next couple of turns, depending on blockers. Does a True Conviction help in this situation? Not really. Can you win without it? Why cast it?
2: You have 4 or 5 creatures on the field, and a True Conviction. Someone board wipes with a Final Judgement. The next turn you get a creature on the field. The True Conviction gives your dude life link and double strike. This time it will help you stay in the game a bit longer and rebuild faster.
3: You have 4 or 5 creatures on the field. Someone board wipes with a Final Judgement. This time, instead of drawing a blocker, you top deck the True Conviction. Is this what you need now? No. You need boots on the ground, a blocker.
What do you think? And, before you ask, yes, I'll be reconsidering this card in my Brion Stoutarm deck.

Alright. Now that we've looked at things to cut, lets look at some options.
Angrath's Marauders would act as an additional Gisela, Blade of Goldnight. Firebrand Archer and Harsh Mentor are good ways to ping each opponent. Archetype of Aggression, Archetype of Courage, Odric, Lunarch Marshal could be really broken and dramtically alter combat. Homura, Human Ascendant works well with Brion Stoutarm and Gideon's Avenger could be outrageous. Kumano, Master Yamabushi has never let me down. Aegis of the Gods and Magus of the Moat provide some defensive options. The Defy Death and Herald of War you already have to provide you with a lot of resiliency and flexibilty with the addition of a Angel of Glory's Rise. Vanquisher's Banner would be really go in this deck naming either 'Human' or 'Angel'.

And thanks to all of the work I've put in on making suggestions to your deck, I've got to go back and update my Brion Stoutarm deck. So check back on that deck in a week or so. As always, temper these suggestions with your budget, collection, and play style. Feel free to let me know what you think of these recommendations.

rephlektive on Madcap Reanimator

1 month ago

Sweltering Suns Could take Koz's place otherwise Ixalan has some nice burn stuff coming.budget lands is rough, most expensive right now is Inspiring Vantage..Ixalan also has a black/red land coming out so Smoldering Marsh is covered coming out.Foreboding Ruins maybe replace with another Canyon Slough(?) Needle Spires I would put another in, i'm usually short on white mana it seems.You can cut the Fatal Pushes too if you don't have them, never to return, ixalan removal.. the deck as i have it right now totaled 98.75 from tcgplayer.com when i purchased it about a month ago.

timmyt1000 on Boros/Kalemne

1 month ago

So the first thing I would do is clean up the mana base a little and add some more mana rocks to help you cast your spells on time i noticed you have a lot of enter the battles field tapped land so I suggested some better ones and cut a couple. So far the total on suggested changes it $22.61. ill look over the removal and card draw next let me know what you think.

BioProfDude on Gideon Intro Deck Upgraded

1 month ago

As the stated in the previous comment, I would replace Stone Quarry with either Needle Spires, or, even better as Needle Spires will only be legal in Standard format until September 29, Inspiring Vantage. If you don't care about staying "legal" in a particular format, then Needle Spires is fine.

Otherwise, I agree with the previous comment. Good start! Good luck with the deck!

Smileycorp on Gideon Intro Deck Upgraded

2 months ago

I would replace Stone Quarry with Needle Spires and replace Trial of Zeal with Abrade.

I also think Thraben Inspector and Expedition Envoy are worth trying to fit in, maybe by cutting a land or two. Gideon is only 5 mana, so 22-3 lands should be enough.

But ultimately, just running more Gideons is also a good choice.

Oloro_Magic on Boros Aggro - Competitive Humans & Tokens

2 months ago

Okay so I just finished my first round of matches (there are a couple matchups I have yet to test against for various reasons but I'll try to get to those as well) and so far this is how the deck has performed.

  • vs. U/B Turns 0-2

(Preface: this is a personal deck of mine and one I have been fine-tuning for quite some time for competitive play, so experience was likely a factor) First game turns had a nut draw where it was able to combo off and take 7 consecutive turns starting turn 5, well timed Gigadrowse and Cryptic Command before that ensured your deck couldn't do much. Game 2 was equally not close, turns was able to flip a Thing in the Ice  Flip and combo off the next turn. (Also I have been really testing my turns deck against shadow so you know, and you ran into the hate I have in place for that deck.)

  • vs. G/W Death & Taxes 0-2

(Another one of my personal decks and a deck I have tons of experience with) Game one D&T had two operating Aether Vial, simply got out ran. Game two was long and grinding going 20 turns. Eventually lost to Ramunap Excavator and Ghost Quarter lock and simply didn't have enough blockers to withstand a full swing.

  • vs. Titan Shift 2-1

This result surprised me. I expected that Titan Shift would set up its combo quick enough to beat the agro but I was wrong. Game one a Scapeshift with three active Valakut, the Molten Pinnacle killed your deck easily. Sided in some removal and Aurelia, the Warleader and was able to kill quickly both times before Titan Shift had a chance to combo.

  • vs. Grixis Shadow 0-2

(Preface: Though I hate the Death's Shadow deck I have play tested it a lot and I am pretty experienced with it due to its place in the meta and me having to know my matchups) Not much to say here, simply wasn't able to out agro the best agro deck in the format. Shadow held onto its counters for burn spells and won with Snapcaster Mage and Death's Shadow beats.

  • vs. Oath of Nissa Bant Superfriends 2-0

This is another one of my personal decks but from the moment the match started it felt a turn behind. Game one Superfriends started out mana screwed but just as the Superfriends deck was setting up its lock and stabilizing a well timed Always Watching was able to pump some tokens and get in for exact damage (if this didn't happen the deck would have lost so you know). Game two Superfriends was mana flooded, won without difficulty.

  • vs. 4-color Aikido 0-2

Another personal deck of mine. Aikido is a lifegain deck that punishes you for having creatures, both games simply couldn't keep up with the lifegain.

  • vs. Mono-White Flicker 2-1

Mono-white flicker is a comb deck that aims to go infinite in a number of ways using Felidar Guardian and Panharmonicon. Game one was quick enough and won before Flicker was able to set up its combo. Game two lost to infinite life combo, conceded on the spot as the flicker deck would have created infinite tokens next turn. Game three well timed removal on combo pieces was able to outpace the flicker deck.

  • vs. Infect 2-1

Not much to say here, game one got caught without removal in hand Path to Exile, that didn't happen again.

  • vs. Eldrazi Tron 1-2

Won game one by the virtue of bad topdecks from the Tron deck, it had assembled tron but had no threats to play with its mana. Game two lost to turn two Thought-Knot Seer, followed on curve by Reality Smasher and Endbringer. Game three lost to a Karn Liberated in combination with Reality Smasher, All Is Dust, and Walking Ballista.

  • vs. U/B Faeries 2-1

A personal favorite deck of mine but a deck that has gone years without a serious upgrade. Game one a very large Champion of the Parish was able to beat down. Game two lost to double Bitterblossom followed with a Scion of Oona, and Cryptic Command's aimed at tapping down attackers. Game three was able to land a Hanweir Garrison on the play (if I hadn't been on the play Spellstutter Sprite would have countered it). The tokens generated this way were able to win the game with Always Watching , even when faeries had Bitterblossom (this match was close the final game final life total was 5).

  • vs. Merfolk Aggro 0-2

Arguably the third or even second best agro deck in the format (Shadow and Affinity are genrally considered the best), the islandwalk and Merrow Reejerey really hurt both games as did a flashed in Harbinger of the Tides returning a large Student of Warfare to my hand before swinging for game. This matchup felt winnable just got unlucky with Merfolk's draws.

  • Conlusion

So that is what I have tested so far, I still want to test the deck against Knightfall, Burn, Affinity, and Control, hopefully Friday some of the players I know who play those decks will be there and I can test for you. Overall though the deck did well, the mana base was honestly a little painful, I really think you want Inspiring Vantage in the deck, it is just a great land and Mikokoro, Center of the Sea was completely a dead card; it was never needed. I would replace it with something like Needle Spires as creatures are always nice, or Ghost Quarter (sometimes I just wished I had it in the deck but that is just me).

cerealkyra on God sent Anya and her army to destroy

2 months ago

Maybe some duals/mana fixing to help smooth the mana base out?
Temple of Triumph
Needle Spires
Battlefield Forge

I'd be scared of not hitting a 4th or 5th land with only 31 in R/W, where you lack the ability to draw cards en-masse.

I'm suprised you omitted (I assume for flavour reasons) Heartless Hidetsugu, he usually puts everyone below 20, putting Anya in full-on murder-mode with one activation. Sunhome, Fortress of the Legion should help Anya or another large flyer finish of any straglers.

Always Watching seems sweet in a deck where you tap out to slam a bunch of big angels.

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