Opal Palace

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology Vol. II (CM2) Common
Commander 2017 (C17) Common
Commander Anthology (CM1) Common
Commander 2016 (C16) Common
Commander 2013 (C13) Common

Combos Browse all

Opal Palace

Land

: Add to your mana pool.

, : Add to your mana pool one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters the battlefield with a number of +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.

Price & Acquistion Set Price Alerts

C17

C16

C13

Ebay

Opal Palace Discussion

Jhornback1 on Mayael the Anima

18 hours ago

Im glad to see a new player building a 3 color deck! Many new players stick to the 1 or 2 color builds to keep it simple. I see where you are going with your deck, but I have a few suggestions. Many of these are things you will see in tons of decks as "staple cards" while playing with other people. I am sticking to budget suggestions you can add in for $10-15 and can be used in any deck if you choose to build another.

  • I do agree that you should take advantage of the green in your deck to add some ramp spells. Llanowar Elves, Cultivate and Skyshroud Claim are all recent reprints that would be budget buys for the deck.

-Your land base needs a little work since you are running three colors, but once again you can do this on a budget! Any of the bounce lands from Iconic Masters are all super cheap and help with color fixing. Boros Garrison, Gruul Turf and Selesnya Sanctuary give you 2 colors and bounce a land so you dont miss the following land drop if you're short. Also any of the tapped dual lands from M19 will work too, theyre not fast but they work. I would also look into getting Command Tower, Opal Palace, Evolving Wilds and Myriad Landscape. These are some budget staple cards you will learn along the way from play experience. Also you can lose 1-2 lands to free up space for other cards. 36-37 lands is your standard land count.

-I see why you like the idea of the cards that say on your next end step lose the game since you're running Exquisite Archangel but its alot of focus on something that can be shut down and then you lose! Since your spells are not permanents, you cant give the "game ending effects" to your opponents. I would take them out for other spells or some artifacts to help boost you ramp/speed. Put in a Sol Ring (staple in all EDH decks) or some signets: Gruul Signet, Selesnya Signet or Boros Signet.

-Put in a few more creatures to get value from Mayael the Anima's ability. A lot of new cards are 5 or more power with some enter the battlefield effects like Demanding Dragon.

Those are my budget build ideas for you to work on, I like the deck and the commander. While you're playing with people write down names of cards or take a picture of cards that you see people playing that would work in your deck. You'd be surprised at some of the budget cards that are really powerful with the right commander! Let me know if you have questions about anything, and welcome to the wonderful world of EDH!!!

Feyamius on Mistmeadow Witch Pauper Commander

1 day ago

First, run Path of Ancestry and Opal Palace. With your Ghostly Flicker, Halimar Depths (and maybe even Sejiri Steppe) could be twice as good. Azorius Cluestone is nothing to sniff at as well, providing card draw in the late game.

Then ditch Curse of Chains for Afterlife.

I don't think Wormfang Drake does anything for you, as well as the support of Expedition Raptor with you flickering your stuff all the time. Speaking of it: I'd not deny myself the value of Displace in this deck. Therefor, you don't need Aether Spellbomb.

And did you know that Breath of Life has an expensive brother called False Defeat?

Mokan on Valduk - Why not ALL the archetypes?!

1 day ago

I'm really glad you enjoy the deck! First things first - card mentions. You can mention a card in any way with this method. I'm gonna use round brackets - ( ) - and then square ones - [ ] - so you can see.

((Krenko, Mob Boss|Alternative name))

Alternative name

As for the menace suggestion - giving my elementals evasion isn't a matter as complex as looking for more keyword abilities to slap onto them. Just juice 'em up with damage, and Trample will do the rest! (how red that sounds :DD) But it really is simpler to just make them bigger; with enough damage, they become virtually pointless to block, and nobody wants to trade into tokens that will get exiled.

I have multiple ways to ramp, actually (I've thought long and hard of what to put in as ramp); it's just that a bit of them are disguised as synergistic pieces: Ashnod's Altar, Dowsing Dagger  Flip, Sword of the Animist, Semblance Anvil; there's also Sol Ring, Thran Dynamo, Gilded Lotus, Myriad Landscape and Shrine of the Forsaken Gods.

I am the only person on our tables to ever cast a counterspell, so REB is less than necessary :DD

Finally, the deal with Opal Palace is a pure case of maths. Another simple part of the deck is that usually, after casting your commander, you'd use your mana to pay equip costs, so it's a case for whether that mana goes better to put +1 counters or to equip. The average equip cost in the deck is 1.82, so I'd roughly amount 1 mana to almost half an elemental, 47% of a keyword and about 1.28 points in stats. If I'm casting my commander for the second or third time in a game, Opal Palace is kinda worth it's 1 manna investment. Also, if it isn't worth, I can always tap it for colorless, and if by some hellish chance I'm color screwed, I can fix myself with its second ability.

I hope I didn't rant for too long; Happy brewing! :DD

babushkasara on Valduk - Why not ALL the archetypes?!

1 day ago

I'm only halfway through reading the description and I already love it. Related note: how do you have partial card names linked? I'm super jealous of that ability.

Regarding recommendations, I know you're creature-light, but my Krenko goblin tribal deck has really enjoyed Caterwauling Boggart and an elemental tribal deck also seems an appropriate home. While they already have trample, menace can be really useful in getting through more damage.

You also don't have much in the way of ramp. Obviously, your deck is fairly low CMC, but a Commander's Sphere or Mind Stone ramps you early and gives card draw later.

Depending on your meta, Red Elemental Blast could be good removal and/or protection.

I don't love Opal Palace because the +1/+1 counters don't seem to matter incredibly much and it doesn't produce red on its own. This is especially important since so many of your red cards have double or triple mana requirements.

yeoman67 on Trailer Trash Ayli

1 week ago

K gonna try to build it into a value sac outlet, recursion plan. If you like it look at Shirei, Shinzo’s Caretaker who also can the the same strat.

Mana base changes boring I know

Desert of the True/Desert of the Glorified- Secluded Steppe\Barren Moor

Forsaken Sanctuary- Tainted Field

Orzhov Guildgate- Orzhov Basilica

Now onto cards to add

Command Tower, Scoured Barrens, Isolated Chapel, Vault of the Archangel, Bojuka Bog, Caves of Koilos, High Market, Temple of the False God, Shambling Vent

land base like this you have 3 tapped lands so a pretty fast mana base. I would say 1 of the land destruction lands ie Ghost Quarter would be a good addition, while over budget Urborg, Tomb of Yawgmoth is the best. Non budget options Fetid Heath, Godless Shrine,Westvale Abbey  Flip, Cabal Coffers.

Cards to ditch

Rogue's Passage, Blighted Fen, Opal Palace

8 other mana soucres Orzhov Signet, Sol Ring, Orzhov Cluestone, Burnished Hart, Hedron Archive, Darksteel Ingot, Commander's Sphere, Sword of the Animist

Removal package 5 pieces of spot removal in Utter End, Swords to Plowshares, Mortify, Anguished Unmaking and Unmake can target all toss Vindicate IF you can grab it. 3 board wipes Dusk, Fumigate, Day of Judgment Will post again am sleepy

RazortoothMtg on Marchesa, The Black Rose - Primer

3 weeks ago

What are your thoughts on Commander 2018 cards for this deck so far? To me the only thing that sticks out is Forge of Heroes for Opal Palace #2. Nothing else seems super exciting.

SynergyBuild on Aurelia Lockdown Voltron

1 month ago

I mean, I don't see how this is stax, I see some very good cards, like Gamble, Imperial Recruiter, and Enlightened Tutor, but in terms of prison/stax, you only run about 6 cards: Thalia, Heretic Cathar, Ghostly Prison, Linvala, Keeper of Silence, Aura of Silence, Blind Obedience, and Cataclysm.

I'd suggest you drop the cards like Bruse Tarl, Boorish Herder and Elesh Norn, Grand Cenobite for much more powerful stax cards. Also I'd think running some more tutors for Helm of the Host (the instant win) would be useful.

Recruiter of the Guard might also be good, as it is a second Imperial Recruiter.

Other cards I'd suggest you run:

Steelshaper's Gift - fetches Helm of the Host

Open the Armory - fetches Helm of the Host

Godo, Bandit Warlord - cheats out Helm of the Host and also acts as a wincon with Helm of the Host if Aurelia, the Warleader got Nevermored.

Thalia, Guardian of Thraben - hurts storm builds and greedy manabases more than your deck.

Glowrider - see Thalia, Guardian of Thraben

Vryn Wingmare - see Thalia, Guardian of Thraben

Ruination - You run enough basics that a 3-4 colored deck will crumble.

Armageddon - Aurelia, the Warleader makes this thing basically a win, as you can probably beat face enough to kill one person before they rebuild, whilst rebuilding on your own. At that point with a couple more stax cards you might be able to drop your opponents all together. Use Ravages of War as well if you can afford one.

Crucible of Worlds - With a lot of land-destruction, or fetchlands, this card gives you constant land drops, allowing you to rebuild like nothing ever happened a few turns after an Armageddon or Cataclysm. Acts as a half Sun Titan in some cases. Strip Mine/Wasteland make it really good too.

World Queller - this card is godly. It can be used as land destruction every turn, and with a Sun Titan or Crucible of Worlds, you might not notice it's effect, but can name planeswalkers while you have none to get rid of a pesky Ugin/Karn/Nicol Bolas. It can of course remove pesky artifacts or enchantments, and still beat face a bit.

Thorn of Amethyst - see Thalia, Guardian of Thraben

Sphere of Resistance - see Thalia, Guardian of Thraben

Cursed Totem - shuts off mana dorks that get around the constant Armageddon effects.

Damping Sphere - hurts Gaea's Cradle, and any deck that tries to storm off will fail.

Trinisphere - This deck has a pretty high CMC, so this card might barely affect it. It will totally hurt the elf player, the storm player, and any other low-cmc player.

Aven Mindcensor - This doesn't affect you, but hurts your opponents fetch lands, tutors, or any other searches.

Luminarch Ascension - Acts as a powerful alternate win condition if you lock out you opponents.

Kazuul, Tyrant of the Cliffs - Big Ghostly Prison, makes token decks squirm.

Magus of the Moon - If you run enough basic lands, this card won't affect you very much, because of the artifact mana you have. Other decks may crumble to it.

Blood Moon - see Magus of the Moon

Rule of Law - Shuts off storm, and this deck can abuse it by using cards like Stoneforge Mystic, equipments, Stonehewer Giant, and Weathered Wayfarer instead of casting spells.

Ethersworn Canonist - see Rule of Law

Eidolon of Rhetoric - see Rule of Law

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Otherwise I'd only suggest you run some more rocks (Mox Diamond/Chrome Mox/Mana Crypt and all of the legal fetchlands like Windswept Heath, Marsh Flats, Flooded Strand, Bloodstained Mire, Wooded Foothills, Scalding Tarn)

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Cards to drop for this stuff:

Argentum Armor, Extraplanar Lens, Loxodon Warhammer, Mask of Memory, Sword of War and Peace, Tenza, Godo's Maul, Elspeth, Knight-Errant, Puresteel Paladin, Gisela, Blade of Goldnight, Elesh Norn, Grand Cenobite, Bruse Tarl, Boorish Herder, Balefire Liege, Avacyn, Angel of Hope, Archangel of Tithes, Angelic Arbiter, 2-3 lands.

Otherwise, it terms of lands, drop Sunhome, Fortress of the Legion, Temple of the False God, Boros Garrison, Emeria, The Sky Ruin, Opal Palace, Rogue's Passage, Clifftop Retreat, and some basic mountains, add the remaining 6 fetchlands, and that should be about it!

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