New Benalia


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2015 (C15) Uncommon
Commander 2013 (C13) Uncommon
Duel Decks: Heroes vs. Monsters (DDL) Uncommon
Duel Decks: Venser vs. Koth (DDI) Uncommon
Future Sight (FUT) Uncommon

Combos Browse all

New Benalia


New Benalia enters the battlefield tapped.

When New Benalia enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

: Add to your mana pool.

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Recent Decks

New Benalia Discussion

Trotticus on Card creation challenge

14 hours ago

New Benalia, Seat of Heroes

Legendary Land

New Benalia, Seat of Heroes enters the battlefield tapped.

: Add .

Whenever you use mana produced by New Benalia, Seat of Heroes to cast a historic spell, put a +1/+1 counter on a creature you control, or a loyalty counter on target planeswalker you control.

Art: New Benalia has flourished after rebuilding, tall buildings in the background incorporate large stained glass windows similar to those in the New Benalia art, and a squadron of 'heroes' salute a statue of Gerrard Capashen in the foreground.

I dunno a lot about Dominaria, so do forgive me if I mucked up something.

Lets do another cycle! Make four 1 mana 1/1s that represent four different civilisations on an original plane in the multiverse. Include a description of the art and some flavour text that gives us a good idea about where they live.

QuirkyTurtle on Sigarda & Friends

2 weeks ago

Go down some basics for Stirring Wildwood, New Benalia, Secluded Steppe, and Tranquil Thicket? Temple of the False God is also a possibility along with Desert of the Indomitable and Desert of the True. If there is any way to discard cards reliably, Riftstone Portal seems like a good choice. Growing Rites of Itlimoc  Flip, Veteran Cathar, Duskwatch Recruiter  Flip, Karametra, God of Harvests, Oketra's Monument, Rhonas's Monument, Collective Blessing, Beastmaster Ascension, and Zendikar Resurgent all seem like good options. Krosan Grip, Return to Dust, and Swords to Plowshares are things I would definitely throw in if you can afford the extra few bucks.

DespairFaction on Yo War get over here

3 weeks ago

Hey its PJ from Commander Replay. You're deck looks to be in great shape, so I have a few suggestions that I think it will help trim some fat and add more punch.

First up the cards to cut. Id get rid of Mind's Eye The way this deck plays you're going to want to tap out your mana every turn and you don't really have time to leave mana open to try and draw, plus its clunky at 5cc. Also cut Reforge the Soul I find it to be too slow. You usually need to take an entire turn off to play it, so its just too slow and clunky. Wheel of fortune is great, but if you can't afford it just stick with magus of the wheel. The cost of 3 then 2 is much better than 5 all at once. Your card draw will come primary from Mask of Memory, Sword of Fire and Ice with Sunforger and Sword of the Animist also generating card advantage. Next I personally would cut the Ancient Den, Great Furnace and Mox Opal package since you don't want your lands getting taken down by vandalblast. I would use Thought Vessel in place of mox opal. Next up cut Divine Reckoning its just never going to do what you want it to. Use a full board wipe instead. I would cut Gratuitous Violence its always been a bit too slow for me and the RRR is hard to get on turn 5. Next were going to cut Relic Seeker for open the armory, its a great card early but gets less good the longer the game goes, its usually one of the last cards i cut trying to get down to 99. Ive always found Savage Beating to be too slow.

Next up, the maybe cuts. Sword of Light and Shadow I have tried to live the light and shadow dream for a long time and it just usually doesn't come through. I have found that you really want higher creature counts to get good benefit out of it. Great card, but not the right home. Ive never had great experience with Assemble the Legion if you're having more success than me, keep it, if not cut it. Pay attention to The Immortal Sun and Alms Collector I haven't tested either of these, but if they are playing well keep them, if they aren't cut them.

Once you know what to cut, it frees up a lot of room. So you can use my suggestions for additions if you want to, or you can try out some other things that you want to. But here are the cards that I would add:

Duelist's HeritageIt will replace gratuitous violence nicely.Open the Armory will replace relic seeker. find your equipment immediately. Glorybringer is just insane with Aurelia. On turn 5 it kills most things. Balan, Wandering Knight, Kazuul's Toll Collector, Armory Automaton all 3 are great in equipment decks. Next up your sunforger package, Comeuppance and Sulfurous Blast are all stars for me. If sun forger with mistveil plains, comeuppance says you can't kill me in combat. Sulfurous is often one of the first things I go for after resolving sun forger, beyond obviously leaving up boros charm and teferis. Neheb, the Eternal gives you a second way to hit the aggravated assault combo, is a good beater, and even just some incidental extra mana is nice. And finally I would add in the full board wipe of you choice Blasphemous Act, Wrath of God All Is Dust and Ugin, the Spirit Dragon are all great choices. Pick the one best fits.

The mana base. Emeria, The Sky Ruin is a must. If they are in the budget khans fetches like Windswept Heath are really nice. If not, I would get the mirage fetches like Flood Plain. Focus on the white fetchlands since they get mistveil plains. Because you have 1 hit potential, Cathedral of War is a solid choice but it does have cost sometimes of being colorless. New Benalia is also solid.

Other things that I like a lot but aren't must includes. Bruse Tarl, Boorish Herder, Inferno Titan, Etali, Primal Storm. Treasonous Ogre is a card not many people know about, I've used it successfully, but I would make sure you have some life gain to balance it out.

Heres some personal preference things:I run Tithe and Gift of Estates in place of Weathered Wayfarer each have pros and cons. I like running Wear / Tear even though you can only cast half of it off sun forger. I prefer Swiftfoot Boots over Lightning Greavesbecause of the awkwardness of shroud.

I need to update it, theres a few cards I no longer use. but I have a very similar Aurelia list you can check it out here. Aurelia Weapons of War

For me with a deck like this, early game I focus on mask of memory and/or sword of the animist to generate some early advantage. These also don't draw as much artifact hate as the big hitters. Then ill bring down sun forger, feast and famine and fire and ice or argentum armor later to close things out.

Anyway hope these help!


JoeBlondie on Sram - Senior Enchantress

1 month ago


Sword of Feast and Famine well, I said that I wouldn't include swords. I don't have them on paper but I use them online. On paper this is replaced by Loxodon Warhammer. In EDH this is the strongest sword probably, it enables very productive turns and directly attacks the opponent's hand.

Sword of Fire and Ice second best sword, preferable in some matchups. Draws cards and kills dorks. Nothing particular to say. I feel that the 2-equip cost of the swords is very important for the deck in 1v1. Tipically you want to T2 sram, T3 sword and draw, T4 try to equip. If opponent doesn't kill sram it's all good, but even if they do, you have 2 mana open to play something else and mitigate the tempo loss. Most cards in the deck are 2 cmc so you should be able to do that on average. This is not possible with Warhammer, Godsend and Strata Scyte, which are the main substitutes for the swords.

Aven Mindcensor decent hatebear, flier, can hold a sword, can be recurred by Sun Titan and can be eaten by skullclamp. Pretty much all we want from our 2-3 cmc creatures.

Phyrexian Revoker same as above, except he doesn't fly. Instead, he is tutorable and more easily recurrable and he is a good target for Restoration Angel. Ability is almost always relevant and can stop/slow down some very bad things.

Felidar Cub a second copy of kami of ancient law

Monk Idealist a second copy of Auramancer

Solemn Simulacrum In general I don't like sad robot very much. There are better things to do at 4 mana. However, in this deck he almost always has a purpose. He ramps, blocks, can hold a sword very well and doesn't care about removal. Can be recurred by a bunch of things, tutored (bad play, but still..) and is part of a wonky combo with emeria shepherd and any altar that allows you to basically fetch all plains from deck to field, draw half your deck while filling the yard or generating pseudo infinite mana. Also, decent (kinda..) target for Resto Angel or Gift of Immortality. There is always something that sad robot can do.

Reveillark well, we could run the obvious Karmic Guide + Reveillark combo. The problem is that being mono white we don't really have a way to tutor the combo consistently (even adding Recruiter of the Guard we could tutor only half of it). And without the combo I don't see Karmic Guide as a very strong play that justifies occupying a 5 mana slot. On the other hand, I think Reveillark is good enough to include. It brings back 2 creatures (most of our guys are good targets) or can live without asking you to invest a whole other turn of mana into it. Flies, decent body, great target for Resto Angel.

Altar of Dementia and Ashnod's Altar these two bad boys turn opponents' removal into something useful, even saving from exile. But their purpose is not only defensive. When paired with some other pieces (Gift of Immortality, Deathrender, skullclamp) they can start some nice value engines, even degenerating into combo when Deathrender is involved. Ashnod clearly does it while generating mana, while Dementia can fill the yard of nice targets for our many recursion cards.

Arrest better pacifism

Aura of Silence powerful card, can be staxy and buy you time, prevents things from being played, and if the opponent plays a threat into it, you can easily call the bluff and wait for the real threat. It can berecurred in a bunch of ways, including Sun Titan, tutored by Enlightened Tutor and can trigger Mesa Enchantress. Lots of applications for it.

Seal of Cleansing weaker but cheaper version of Aura of Silence.

Day of Judgment second copy of Wrath of God, mitigates the scarsity of mass removal.

Finally, a bunch of lands. Homeward Path for the occasional pesky blue decks that want to play with your cards, Ancient Den and Darksteel Citadel can be tutored in desperate situations, but mostly are there to enable a faster activation of Puresteel Paladin, Ghost Quarter to blow up the annoying Maze of Ith or to stop the usual broken ramp lands, Inventors' Fair for the hypotetical tutor and New Benalia for the occasional T1 scry 1 which is nice

Ohda on Myr Warmachine

1 month ago

Hi there !

Loving the vibe to the deck so far !

I think March of the Machines would be great with some darksteel artifacts like Darksteel Forge.

I would also consider Glimmervoid instead of New Benalia

xyr0s on The Venser Deck

1 month ago

Exchange New Benalia for Temple of Enlightenment - I think it's strictly better. Also, avoid bouncelands (like Azorius Chancery). They are really bad, unless you have a plan for them, and that plan includes Amulet of Vigor. Just try and see what happens to your mana, if you play it turn 2, and it is then destroyed.

Jace, the Mind Sculptor is a great card. It is actually so great, that it is banned in modern. For some reason, this doesn't show up as a "deck illegal" notice here, but... sry mate, it's banned.

In my opinion you have too high costed cards compared to lands. Sure, Everflowing Chalice helps, but with just 20 lands, and many of those entering the battlefield tapped, it'll take forever until you can do anything, and you don't really have the control pieces to keep going for that long. You could send cards like Meddling Mage and Witchbane Orb of to the sidboard, since playing the mage without knowing what to target isn't particularly good, and the orb is useful only in some matches.

Not a fan of Mistmeadow Witch. If you hold back mana to protectively blink a creature of yours, those 4 mana are locked up not unlike what happens to control decks that play overpriced counterspells. Have you considered playing Restoration Angel instead? It also works as a beater and a fairly decent blocker...

Dorotheus on

1 month ago

Mana base needs as much work as you can give it to get that consistency really, the scry lands New Benalia and Temple of Silence are probably super not worth anything otherwise just Nykthos, Shrine to Nyx for the devotion you end up building up, which is probably like $7 at more stores. Enduring Ideal works well with Nykthos and basically once cast, makes winning inevitable, usually, as long as you have enough of a toolbox, and is a personal choice.
I disagree that Blind Obedience is better, but they both are different enough too. Blind Obedience can set off your triggers, and slow non-creature artifacts also.
Porphyry Nodes is probably one of the better overall additions you can make to replace Sol Ring since it's not ever been modern legal, or Ajani's Mantra.
Hand hate is good, Duress, Inquisition of Kozilek, but the combo you are trying to achieve is disrupted by an opponent's Leyline of Sanctity so you need a way to deal with that which you do, just Cast Out is probably better majority of the time to Banishing Light because of cycling and flash, and Stasis Snare for devotion if you go that route, but only hits creatures if you need to, but flash, otherwise Journey to Nowhere can be great.

If any of that ends up being worth too much or too expensive, eh, you'll figure something out.

Good Luck.

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