|Commander / EDH||Legal|
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|Khans of Tarkir||Uncommon|
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Opulent Palace enters the battlefield tapped.
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Opulent Palace Discussion
4 hours ago
Do you get land screwed, color screwed or unable to play cards a lot of the time because lack of mana production? The Avg. CMC for this deck is 4.6, that's really high without playing any ramp. No Sol Ring? I'm kind of confused, do you not like ramp in Commander? Some of your Planeswalkers can ramp, but that doesn't help you if you can't play them.
My suggestions are to add ramp and improve the manabase by cutting a large portion of the come into play tapped dual lands. I understand that Planeswalkers are price expensive and they take up a huge portion of the total cost of this deck, but the manabase is really bad. It would help the deck a lot to fix it.
You're playing green you can advantage of land ramp spells. You can accommodate land ramp by cutting a large portion of the come into play tapped lands such as Elfhame Palace and other lands like it for Basic lands. For a budget manabase with green you're much better off playing more Basic lands and cards that can tutor for the Basic lands then lots of come into play tapped dual lands. The Tri lands are great: Arcane Sanctum, Seaside Citadel, Opulent Palace and Sandsteppe Citadel, but these lands are powerful enough that coming into play tapped while bad is fine. This will speed up over all game play because Basic lands enter play untapped. Other lands to consider are the BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream. The BFZ lands have good interaction with both Basic lands and Check lands, Sunpetal Grove, etc.
For a budget $30-$40 manabase I suggest playing:
- The four Tri lands
- Four Pain lands: Caves of Koilos, Llanowar Wastes, Underground River, Yavimaya Coast
- Four Check lands: Sunpetal Grove, Glacial Fortress, Isolated Chapel, Drowned Catacomb
- Three BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream
- Two Filter lands: Sungrass Prairie and Darkwater Catacombs
- Command Tower, Exotic Orchard, Forbidden Orchard, Ash Barrens, Dreadship Reef, Opal Palace
- 5 Plains, 4 Forest, 2 Island, 2 Swamp
Dreadship Reef is a land that uses counters, great with Atraxa. Opal Palace is good with Atraxa because if you use it to play her she gets a +1/+1 counter which she can start proliferating, growing herself.
I recommend this manabase and adding a ramp package of:
- Cultivate, Farseek and Kodama's Reach
- Sol Ring, Fellwar Stone
- Everflowing Chalice and Astral Cornucopia
Cornucopia and Chalice use counters which Atraxa can proliferate making these rocks pretty powerful. Even though your playing some board wipes that destroy all artifacts I still think having some artifact ramp is important to play Planeswalkers. It's more important to have the mana to play Walkers than wipe the board.
To make room for these ramp packages I recommend cutting some of the less powerful Planeswalkers because holy shit there's 28 total of them. Walkers like Jace, the Living Guildpact, Nissa, Voice of Zendikar, Kiora, the Crashing Wave, Gideon, Champion of Justice and Dovin Baan. Also Praetor's Counsel and Primal Surge are just too mana expensive for the deck. Nevinyrral's Disk, Decree of Pain and Terminus are too slow and your playing a lot of other better cheaper mana board wipes. Terminus while powerful needs some set-up to be, Brainstorm and you currently have no malipulation of the top of your library.
Good luck with your deck.
2 days ago
Very nice deck, I like it. Some cards that might interest you:Empty the Pits, Wonder, Endless Obedience, Satyr Wayfinder, Prized Amalgam, Splinterfright, Nyx Weaver, Sakura-Tribe Elder, Yavimaya Elder, Splendid Reclamation. Always remember to keep the creature count fairly high, so that sidisi can reliably produce Tokens. Also, you should probably try to upgrade your manabase, get some painlands/scrylands/Opulent Palace in there.
3 days ago
Opulent Palace Adds green. Not legal for Nekusar deck.
1 month ago
If you're sticking to the Wall theme, Drift of Phantasms can search for Fraying Sanity and is an 0/5 flyer. Overgrown Battlement and Axebane Guardian help the Wall cause and power out higher casting cost spells sooner, as well as activating Assault Formation while leaving your land free for other uses. Opulent Palace as well as the Axebane give you access to Black mana, which I would reccomend Mindgrind and Villainous Wealth. Fits like a glove.
2 months ago
Couple of thoughts:
the build is low on mana fixing/ramp and a bit low on lands as well. Command Tower makes all 3 colors and enters untapped, Chromatic Lantern allows all lands to make all 3, Commander's Sphere, Opulent Palace, Reflecting Pool, Darksteel Ingot, Sylvan Caryatid, Explosive Vegetation. Kruphix, God of Horizons over Omnath. Ideally at least 37 lands.
To remove: drop some creatures that require too much to be impactful. Like Omnath, who needs access to large amounts of mana. Stuff like that.
Just a few things that might help you execute your strategy more smoothly. Nice build, looks fun to play. +1
2 months ago
2 months ago
3 months ago
Tapped lands aren't great, especially when you need 3 colours and they produce 2, so I'd recommend that Thornwood Falls, Jungle Hollow and Dismal Backwater should be replaced with 4x Opulent Palace and a forest and island.
Rather than Curiosity use Mask of Memory, it sticks around if the creature is killed and can be played with any colour of mana.
Dead Weight is essentially a Disfigure that you can't cast on your opponents turn. You would be better served with 3 Disfigure.