Nomad Outpost

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful 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

Nomad Outpost

Land

Nomad Outpost enters the battlefield tapped.

: Add , or to your mana pool.

Price & Acquistion Set Price Alerts

C17

C16

KTK

Ebay

Recent Decks

Nomad Outpost Discussion

eliakimras on Kaalia Work in Progress

2 weeks ago

Also, you need more dual lands to help paying for those extreme colored casting costs. Some cheap lands that might help: Terramorphic Expanse, Nomad Outpost, Rakdos Carnarium, Orzhov Basilica, Boros Garrison, Bloodfell Caves, Scoured Barrens, Wind-Scarred Crag, Exotic Orchard, Caves of Koilos, Battlefield Forge, Shadowblood Ridge. // Some pricier (but better) ones: Path of Ancestry, Canyon Slough, Smoldering Marsh, Dragonskull Summit, Isolated Chapel, Clifftop Retreat, Graven Cairns, Rugged Prairie. Try to not have more than 7 lands that always enter the battefield tapped, because you're trying to play a signet at turn 2.

catrule3564 on Alesha's sexy party!

3 weeks ago

First impression of the deck is that you don't have enough lands. I would add 2-3 more. Nomad Outpost and Command Tower are both cheap, must-have tri-lands. You could also consider utility lands like Ghost Quarter and Bojuka Bog

I would also play something like Ravenous Chupacabra instead of Unmake unless the exile/instant speed is really important to you.

If you are interested in another combo, Nim Deathmantle combos with your Ashnod's Altar and token producing creatures like Siege-Gang Commander for infinite death triggers/tokens/mana. Pia and Kiran Nalaar and Marionette Master are other good token makers. I think both are probably better than the Ponyback Brigade you have now.

Some cards that I think you could cut are Archfiend of Depravity, Death Denied, and Anarchist. You could also stand to trim a couple of your Alesha protecton/enablers because you don't always need one and they are poor in multiples.

Lihamyrsky on From dusk till dawn - Orzhov vampires

1 month ago

Yeah, I thought about adding Captivating Vampire when making this deck, but didn't think his second ability would be useful very often. Same with Indulgent Aristocrat.

Bloodline Keeper  Flip is something I might seriously consider in the future though, as well as Necropolis Regent.

Somehow I missed Guul Draz Assassin when searching for suitable creatures for this deck. Seems pretty cool. Another one to consider when I'm making some changes.

I'm also thinking about splashing some red in here, with 4x Stromkirk Captain. Nomad Outpost would be perfect land for the job.

StopShot on Delta Commander Format

1 month ago

For those unaware of the Pokémon TCG, the term "delta" refers to delta species that debuted in 2005. Some of the card-concepts typically associated in one color were color shifted to a different color to shake-up well established color themes and provide unique gameplay experiences.

Delta Commander or Planar Chaos EDH in MTG terms is to establish a game experience that accomplishes the same style of play noted above. Many players over the years have expressed how they wish a certain commander had color x instead of color y or that a different general was missing a color keeping it from reaching it's full potential or other players have expressed interest in a commander's unique abilities yet disliked the color combination it was associated with. Delta commander rectifies these desires and greater customization freedoms while still maintaining the importance of color identity found in a standard commander game.

Delta Commander mirrors the rules of standard EDH with a few simple rule changes. Decks are still 100 card singleton, 40 life each, 21 command damage is lethal, etc. etc. To color shift a deck you use the general that interests you and then you pick only 1 of the 10 lands listed below.

- Arcane Sanctum

- Crumbling Necropolis

- Frontier Bivouac

- Jungle Shrine

- Mystic Monastery

- Nomad Outpost

- Opulent Palace

- Sandsteppe Citadel

- Savage Lands

- Seaside Citadel

The land selected will represent the "Domain" your general resides in. The domain is not restricted by your general's color identity and will represent the color shift of your deck. When starting a game the Domain and your General will both start in the command zone indicating to your opponents what colors you are restricted to and vice versa for knowing what colors your opponents are running.

Color identity will work a little different in games:

-The color identity of your General will restrict you on what lands you can play.

-The color identity of your Domain will restrict you on what nonland cards you can play.

As you may have surmised players will be able to play their Domain from the command zone in order to help cast spells outside of their General's color identity. This makes the domain special since your other lands will only produce the colors of your general's color identity, which adds more depth to deck building as players will have to compromise for the right balance of on-colored and off-colored spells used in their deck.

EXAMPLE: Say Baral, Chief of Compliance is your General and Frontier Bivouac is his Domain. The lands in your deck can not contain any mana symbol other than and the spells in your deck can not contain any symbol other than . Hence in order to cast the Red and Green spells in this deck you'll be limited to just the Frontier Bivouac in order to cast them.* (*Typically there would be other ways to cast those spells, but the Domain will be the primary source due to it's consistency of being readily available in your command zone.)

Now that you're familiar with how a deck is color-shifted there are only three more rules to keep in mind to accommodate these changes.

.) The Domain will share many of the same properties as your commander such as being a able to play it from the Command Zone and being able to place it back in the Command Zone if the land is to change zones. There are only two exceptions: 1.) you can not play your Domain if you played another land that turn, and 2.) your Domain will not have a command tax to pay since lands aren't ever cast. (The land enters tapped which makes up for the lack of taxation.)

.) Another key difference is if any source (be it a land or mana-rock-etc.) is to produce one or more mana of any color instead that source will only produce any color of mana in your commander's color identity. This applies to cards such as Mana Confluence, Mana Bloom, Gilded Lotus, etc. This rule is in place to put greater emphasis on your Domain being the chief hallmark to casting off-color spells with. Do note however since your domain restricts the color identity of your spells you are allowed to use signets and other mana-producers that fit into your domain's color identity even if they're outside of your general's color identity.

EXAMPLE: If my General is and my Domain is I could still run cards like Fire Diamond, Moss Diamond, Talisman of Impulse, Gruul Signet for color fixing, but cards like Mana Confluence and Darksteel Ingot would only generate blue mana. This is so the Domain retains some level of importance being used in the deck.

.) The last additional rule to this format is unlike all your other lands your Domain will have "Protection from lands." This means your Domain can never be the target of effects from the likes of Strip Mine, Wasteland, or Ghost Quarter due to their abusability with other cards such as Crucible of Worlds or Life from the Loam. Do note this does not stop the effects of cards like Sinkhole, Blood Moon, or Spreading Seas being used. (Hence the importance of running color-fixing mana rocks.)

You have now read up on the rules of Delta Commander or Planar Chaos EDH. Please keep in mind that when building in this format that your general determines the color identity of your lands and your domain determines the color identity of your spells. While it's possible to have a general and a domain that share no colors your deck will likely run a lot better if your domain shares at least one or two colors with your general.

Bonus: If you were to build a deck for this format what general and domain would you build your deck around? What off-color synergies would you include in your deck?

Aragon_Neotrix on Stalkers of the Night

1 month ago

Mardu works just fine for Vampires however my problem with this deck is it isn't aggro enough to compete in modern.

You only have one drop 2 being your lord when you should have more and you have only 1 drop 1 and only 2 copies of it.

May I suggest Dusk Legion Zealot for draw and Vampire Lacerator for dealing with goblin guide and other early threats.

Personally I don't like Mav or Forerunner so I think those should be the ones you trade out for my suggestions.

Also I see that this is budget but you can still do better than Nomad Outpost.

Isolated Chapel and Dragonskull Summit are both cheap atm and Evolving Wilds at least thins your deck of lands.

Unclaimed Territory is also an option

Take out Augur Spree or whatever its called Put in Terminate or Dreadbore

Victim of Night is better than Murder

Hexaflexagon on EDH Angel

2 months ago

Have you thought about giving yourself a bit of extra budget? If you do, you probably might want to consider:

You might also want to get better mana bases with(I've put them into groups for ease of reading):

Shocklands

Sacred Foundry, Godless Shrine, Blood Crypt

Fetch Lands

Bloodstained Mire, Arid Mesa and Marsh Flats

Check Lands

Dragonskull Summit, Isolated Chapel and Clifftop Retreat

Fast Lands

Inspiring Vantage, Concealed Courtyard and Blackcleave Cliffs

Slow Lands and Misc

Smoldering Marsh and Nomad Outpost

Also, to get more views on your deck, try adding more tags to it, the same way you did with the Budget tag.

Good Luck!

JoeNathan37 on Mardu Dragon Tribal!

2 months ago

Something you will definitely want to change about your deck is the land count. You’ve only got 22 right now and most EDH decks run anywhere from 34-39, depending on the deck. Some go even higher (or lower) than that, but 22 just isn’t enough lands for a 100 card deck. I just noticed that you don’t actually have any basic lands so you may have just forgotten, but I would put in some basics and a few others, maybe Nomad Outpost and Luxury Suite for example.

Also in general (and this is at least partly personal preference) the Vivid lands aren’t very good and it would be better to have duals of some other type. The scary lands (Temple of Malice, Temple of Silence, and Temple of Triumph) are pretty good (and relatively cheap) options, as are pain lands (Sulfurous Springs, Caves of Koilos, and Battlefield Forge) among others. I have a Mardu Vampire deck that has a pretty good land base which you can check out if you want, maybe get some ideas for this one (deck is here: Edgar Markov tokens).

Another thing that you may not know (or it may not apply in your meta) is that planeswalkers generally aren’t that great in EDH. People tend to gang up on them and kill them off before they do much. Of the ones you have Ugin, the Spirit Dragon is definitely an exception, he’s amazing, but aside from him and maybe Sarkhan most of them don’t seem like they’d work very well in here (especially Tibalt, the Fiend-Blooded, he’s just terrible in general).

Something I try to think about when thinking about adding planeswalkers is will their non-ultimate abilities be useful to me. You will almost never get to a planeswalker’s ultimate so the other abilities have to be worth the cost of casting the walker and the cost of running it in the deck over something potentially better. For example, Ugin. His plus defends himself fairly well and can zap players if you need it to, and his minus ability (his best ability) is an absolutely amazing boardwipe. His ult is fantastic, but it’s not enough to run him since he probably won’t get there. Tibalt is an example of the exact opposite. His ult is great, yeah, but both his other abilities are horrible. The random discard from his plus hurts a lot, and the minus is costed much too highly to be worth using ever (seriously why is it -4 that’s ridiculous), and you have to uptick him twice to even use it once, three times if you want him to survive it.

Aside from that the deck looks pretty cool. Dragons are lots of fun, I play against several dragon decks fairly regularly and they’re always pretty awesome. Scourge of the Throne is another pretty good dragon I can think of off the top of my head, you may be interested in adding him. Good luck!

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