Orzhov Basilica

Legality

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

Printings View all

Set Rarity
Commander 2018 (C18) Uncommon
Iconic Masters (IMA) Uncommon
Commander 2017 (C17) Common
Commander Anthology (CM1) Common
Commander 2016 (C16) Uncommon
Commander 2015 (C15) Common
Modern Masters 2015 Edition (MM2) Uncommon
Commander 2013 (C13) Common
MTG: Commander (CMD) Common
Guildpact (GPT) Common

Combos Browse all

Orzhov Basilica

Land

Orzhov Basilica enters the battlefield tapped.

When Orzhov Basilica enters the battlefield, return a land you control to its owner's hand.

: Gain .

Price & Acquistion Set Price Alerts

C18

IMA

C17

Ebay

Orzhov Basilica Discussion

MasterTaco on Anafenza V2

1 month ago

So with the theme of being aggro/removal, and keeping the deck at a budget I'll try and list some budget alternatives that can be upgrades, off the cards I can think of off the top of my head. I'm also noticing a trend with +1/+1 counters so I'll consider those as well

Remove:

Arbor Colossus: He's basically an 11 cost 9/9 that removes one single flying creature

Druid of the Cowl: Two drop mana dork that can be replaced by Llanowar Elves or Elvish Mystic. Though Druid of the Cowl has more toughness, playing one of the others turn 1 helps accelerate you better.

Experiment One: Cool one drop that gives himself counters and can regenerate, but the downside is that your deck does run a lot of creatures with similar low power/toughness creatures making this hard to get passed more than 3 counters without the aid of using resources on him.

Greenwarden of Murasa: I would keep him if you can't get your hands on a Eternal Witness because 3 > 6 mana wise.

Kabira Vindicator: Level up is a cool mechanic, but having to spend 4 mana to cast him and then another 6 mana to give your creatures +1/+1 is pretty bad. Glorious Anthem would already give them +1/+1 OR you can always get Gideon, Ally of Zendikar use his -4 ability immediately and have the emblem to have an almost permanent buff to your creatures.

Knight of Cliffhaven: Same reason as Kabira, 5 mana to have a flying 2/3 is pretty meh. and 14 mana total to have a flying, vigilant 4/4 is the worst.

Sunscorch Regent may not have vigilance, but he does have flying, and gets stronger the more spells that cast as well as gaining you life.

Master of Pearls: Has to be morphed and flipped to have any real usage. Overwhelming Stampede gives your creatures trample on top of whoever has the highest power on your board.

Nekrataal: 4 drop creature version of the 2 drop Terror. Avatar of Woe may not have the etb, but she can become a 2 drop pretty easy and can destroy a creature for you each turn.

Netcaster Spider: Would just replace this with

Longshot Squad, would synergize more with the deck and grants your other creatures +1/+1

Phytotitan

Salt Road Patrol: For aggro, this card is too slow and only boost itself.

Sporemound: You don't have any mana accelerators or extra land drop enablers

Scapeshift: This spells rocks if you Golgari Rot Farm, Selesnya Sanctuary, Orzhov Basilica

Oath of Ajani: Would replace with Abzan Ascendancy, one extra mana for the same first ability, but the second ability will have more usage since you don't run any planeswalkers in the deck which makes the oath just a dead card on the field.

Zendikar's Roil: As mentioned with Sporemound, an alternative with a better landfall effect is Rampaging Baloths

Consume the Meek: This kills your commander and most of your creatures

Cards I would consider adding:

Pir, Imaginative Rascal & Hardened Scales work almost the same way your Winding Constrictor work

Cathars' Crusade: Considered a staple in most creature decks that use +1/+1 counter things

Ivorytusk Fortress: The budget version of Seedborn Muse and synergy with counters

Forgotten Ancient: Allows itself to gain more counters on it while the game continues and can move them to other creatures

Retribution of the Ancients: Great kill enchantment that revolves around +1/+1 counters

Oran-Rief, the Vastwood: Just an all around decent land that gives counters to all your creatures that entered on the same turn.

DiabeticFire on Dakkon Blackblade Commander

1 month ago

For your lands, I would recommend you run 38. This number should be a mix of utility, mana fixing, and basics.

Utility: Reliquary Tower Homeward Path

Mana Fixing:

Fetches: Terramorphic Expanse, Evolving Wilds

Tri Color: Arcane Sanctum, Esper Panorama, Command Tower

Scry Lands: Temple of Deceit, Temple of Enlightenment, Temple of Silence

Bounce Lands: Azorius Chancery, Dimir Aqueduct, Orzhov Basilica

Check Lands: Drowned Catacomb, Glacial Fortress, Isolated Chapel

Gain Lands: Dismal Backwater, Scoured Barrens, Tranquil Cove

Guildgates: Azorius Guildgate, Dimir Guildgate, Orzhov Guildgate

Tap Lands: Forsaken Sanctuary, Meandering River, Submerged Boneyard

P.S. Hour of Devastation is not allowed in your deck.

ThunderThighs on Getting a Life

2 months ago

Maybe try Nyx-Fleece Ram, Orzhov Basilica, Staff of the Death Magus, Staff of the Sun Magus, Soulmender, Sungrace Pegasus, or Serene Steward

Using Serene Steward you can trigger its mana ability to buff every time you gain life. I use Athreos, God of Passage in my Orzhov deck as my commander

Most of these aren't standard legal but if you're just playing casually or looking for a commander deck

Boza on Pattern Recognition #84 - I ...

3 months ago

I really like the article. Landfall is great, but it is too dangerous. Playing lands is something you naturally do. Rewarding you for just playing the game normally has always been the most dangerous mechanic, since it can easily sour the experience.

For example, you do not see too many cards that say "whenever you draw a card" or at least not many powerful cards that reward you for drawing a card. Rewarding you for something you would do anyways has no opportunity cost - you do not give up anything to draw a card for the turn.

The same is with landfall - if you have a lot of cards with the landfall mechanic, you will not plan on skipping your land. You will play slightly more lands than normal and run a few Evolving Wilds and Orzhov Basilica to ensure you play a land every turn. But this is not really a cost - you are not giving up any deck functionallity to play such cards, except some CIPT lands.

That is why you do not see cards with large landfall bonuses. Cards that are competitively costed like Plated Geopede or Steppe Lynx have small effects, essentially becoming Kird Ape with a land.

Cards that have significant effects like Omnath, Locus of Rage and its swoll tokens are costed non-competitively at 7 mana.

Now that you mention Tireless Tracker I will mention that I hate it when wizards brings back old mechanics and keyword actions, only to not use them on cards. Why does TT not have landfall on it?

eliakimras on Kaalia Work in Progress

4 months 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.

Blainman on Jared who donates a bit more than he should

5 months ago

Sorry. That last comment was bad let me try again:

I would remove at first glance:

Azorius Chancery Dimir Aqueduct Forge of Heroes Orzhov Basilica Conundrum Sphinx Geode Golem Jeskai Infiltrator Loyal Subordinate Night Incarnate Ninja of the Deep Hours Phyrexian Delver Silent-Blade Oni Sphinx of Uthuun Varina, Lich Queen Yennett, Cryptic Sovereign Yuriko, the Tiger's Shadow Skull Storm AEthermage's Touch

These I chose either for the simple fact they don't go for the plan or are too slow. There are better cards that aren't that expensive.

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