Orzhov Basilica

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual 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
Iconic Masters (IMA) Uncommon
Commander 2017 (C17) Common
Commander Anthology (CMT) 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.

: Add to your mana pool.

Price & Acquistion Set Price Alerts

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Recent Decks

Orzhov Basilica Discussion

Spirits on Kaalia - Cheat A/D/D

4 days ago

Hi Elywood, Good start! Kaalia of the Vast is a really fun, albeit tier 3, commander that is the best!

Not sure of your budget, but here are some suggestion.

Alternative to Combo Win-Cons

The standard win-con in a Kaalia of the Vast which is not a combo is... Land Destruction! The idea being to use card's like Boros Charm, Avacyn, Angel of Hope, Teferi's Protection to protect yourself; OR have an A/D/D in hand that you can free cast that demands a response, but is hard to deal with no lands, like Hellkite Tyrant or Iona, Shield of Emeria. The key cards to this strategy are: Crucible of Worlds, Armageddon, Ravages of War, Cataclysm, Strip Mine, Waste land, Command Beacon. This is a HIGHLY viable strategy, people may not like facing your Kaalia of the Vast deck, but it definitely isn't a combo strategy.

Master of Cruelties has to be in there, attack with Kaalia of the Vast, drop in Master of Cruelties, during the declare blockers step their life becomes 1 (assuming he is unblocked), and Kaalia of the Vast hits for 2 finishing the player. Not a combo, a necessary Demon.

Another common strategy is multiple attack phases, non-combo, but with big A/D/D beaters, having multiple swings (especially with Vigilance is amazing way to deal damage). The key cards are: Hellkite Charger, Aggravated Assault, Sword of Feast and Famine, Aurelia, the Warleader, Seize the Day. There is a combo with Adarkar Valkyrie + Aurelia, the Warleader + sac outlet out of interest. Adarkar Valkyrie although not working properly with the Kaalia of the Vast mechanics, is still a great recursion angel. Reconnaissance is nice for this strategy too, as you can pull back your Kaalia of the Vast against block heavy decks, as well POST-damage, you can pull back EVERYONE, basically it gives all your creatures Vigilance.

Free A/D/D strategy, you have it with Sneak Attack, Quicksilver Amulet, Mimic Vat so your already there, try a Whip of Erebos gives all your creatures Lifelink, which increases your sustainability in drawn out games (non-combo strategy the only way to win is in a drawn-out game), plus give you another recursion engine. Could use a Sundial of the Infinite to keep them on the board permanently!!

Mana Sources

Lands: Blood Crypt, Godless Shrine, Sacred Foundry, Bloodstained Mire, Arid Mesa, Marsh Flats would be some nice improvements.

Rocks: Mana Crypt, Chromatic Lantern would be good.

$$$: Plateau, Scrubland, Badlands

Control

Angel of Despair is great at removal, Anguished Unmaking is necessary, Terminate at CMC2 is good as well.

Stranglehold is another good control mechanism, you have a few, can look at pairing it with Maralen of the Mornsong to lock down opponents draw. She has synergy with some other guys like Aven Mindcensor/Ob Nixilis, Unshackled. Eidolon of Rhetoric might stop a Sunforger cast depending on what you did earlier that turn, like a Haste Kaalia of the Vast for example, to consider, or in an Armageddon build will be very bad.

Out of the 99 Considerations

I'm not a huge fan of Reverberate/Shunt, you have Sunforger so I get it, but it will often just sit in your hand. And Kaalia of the Vast is usually splash , so not that valuable. Would rather have a Steel Hellkite or a Gisela, the Broken Blade, or heck, even a Wild Ricochet

Solemn Simulacrum really unnecessary land searching. Use mana-enablers instead.

Toxic Deluge is an all-star removal, but he removes Indestructible, so unless your facing that frequently in your play-groups, it will hurt you more than a Damnation, Wrath of God, or Rout will.

Boros Garrison/Orzhov Basilica I find it too slow without infinite combo, although it ramps, but you have lots of mana enablers. Field of Ruin colorless mana isn't great, don't need the search. Flamekin Village cost is too high, tapped+, try a Hall of the Bandit Lord. Shadowblood Ridge is also not great (I know it seems like it should be, but it's not!), Slayers' Stronghold is too expensive , use Hanweir Battlements instead, but even then it's borderline (but better), Smoldering Marsh isn't going to come in untapped when you need it, Temple of Malice/Temple of Silence I also don't like, but borderline for me would be my last cuts, Vivid Meadow is no.

Earnest Fellowship I wouldn't do this, might make it hard for you to block (which you have the big creatures that are hard to block already). A little too dangerous for my liking, let opponents pump their creatures, no need to do it for them, and block with your big guys.

Don't need Land Tax either, not enough basic lands. Wear could easily be an Anguished Unmaking and have better removal or a Vandalblast to get away from 1 for 1 play.

Devoted Caretaker I wish she provided protection period so could go unblockable. I think Mother of Runes is enough, but maybe theres someone that gives just protection and doesn't cost a and ? But it does permanents, so I get it.

Kothophed, Soul Hoarder will not be your friend some days during board wipe, but with so little drawing in Mardu, he's a fun one! I would run him in this type of build!

Coalition Relic I don't know it's worth it, give me a Chromatic Lantern any day.

Sun Titan is questionable, what are you bringing back? Lightning Greaves, Sunforger, Animate Dead, Necromancy only stuff. He's discretionary. High Mana cost but utility, he can combo with Fiend Hunter but again combos a different strategy (so can Karmic Guide btw).

Gilded Lotus seems highly unnecessary. Love the artwork on the Kokusho, the Evening Star always wanted him in.

Mana Distrubition

Right now, your 46%, 33%, 21% but your mana is 28%, 37%, 35%. In addition, Turn 1: 80%, 10%, 10%! / lands will be your best friends, but balancing / and / lands too. Avoid / that don't provide value, like Mountain, Shadowblood Ridge (awful), Smoldering Marsh, Temple of Malice.

Windswept Heath/Polluted Delta/Etc, the Off-Color fetches, can really help mana fix, pull a Sacred Foundry with Windswept Heath or a Godless Shrine with Polluted Delta / Etc.

Other Notables

Demonic Tutor doesn't get much better than that! Mortify can be a good utility removal the CMC3 makes it less attractive, Vampiric Tutor although inefficient to pull a Lightning Greaves or Gisela, Blade of Goldnight is still good enough. It's instant so at EOT pull what you need. Rakdos the Defiler can be fun in a Armageddon model. Fetid Heath/Rugged Prairie are not too shabby. Sensei's Divining Top can help look and top-deck the A/D/D you need, IF you have none in hand it can swap places so you don't miss Kaalia of the Vast drops. Cavern of Souls against Grixis/Izzet, Phyrexian Reclamation can keep you rolling once you run out of cards-in-hand, an alternate quasi-draw.

Very good Kaalia of the Vast non-combo deck, looks like a blast to play. Hopefully you found some of these ramblings useful.

hfvalenz on Kaalia of the Vast Prototype

1 week ago

Hey, I've never piloted a Kaalia deck, I have only played against her and from my experience, she gets the attention on the table most of the times and for good reason. People really know Kaalia. So I think that playing her has some key elements that could be improved.

Get her out fast fast fast.

In order to do that I'd replace these with basics and boost your speed since you're playing all those fetchlands.

Protecting her.

Kaalia has been around long time so people know how dangerous she can be.

  • Darksteel Plate could be useful, specially against wraths but it doesn't do much against bouncing or exiling, which is why Whispersilk Cloak could be a better alternative, and can help you avoid combat damage as well.
  • Mother of Runes will give her protection in response to whatever spot removal targetting her.
  • Grand Abolisher helps you avoid getting Kaalia countered.

If Kaalia has died several times, what now.

As you probably know, she will get focused and sometimes you just can't protect her enough. You need alternatives when this happens.

Other things I noticed

  • You lack card drawing. It's essential to have angels / demons / dragons on your hand on each of your attack phases. Phyrexian Arena and Necropotence. Watch out for Emrakuls on your meta with the latter. Some wheels could prove useful refilling your hand, though Wheel of Fortune is expensive, Winds of Change, Magus of the Wheel, Wheel of Fate and Dragon Mage are good alternatives.
  • On the same issue as above, Sire Of Insanity and Malfegor aren't helping you with that.
  • You have access to the best colors for removal. Ditch Soul Snare and Angelic Edict for the more versatile ones Vindicate, Anguished Unmaking or Utter End. Even Chaos Warp is a better alternative than the two I mentioned. Instant speed removal is crucial.
  • Same as above with sweepers. Wrath of God, Day of Judgment, Damnation are much better than Armageddon, because as it let's you a great advantage and all it also puts a huge target on your head, because you basically stop them from having fun at all. And in my experience, people tend to remember those who broke their lands, it's just the way it is. You don't need more hate, Kaalia will draw enough herself. On the borderline of this are Cataclysm and Rakdos the Defiler. The other Rakdos, Rakdos, Lord of Riots is a way better alternative. Imagine swinging with Kaalia, on her trigger putting RTR Rakdos, then on your second main you'll be able to cast a creature with it's cost reduced.
  • You have 4 instants now (more coming in the future I hope) and 3 creatures with activated abilities requiring mana. Price of Glory punish your for using those. I know it will punish counterspells as well, but there are some alternatives for that that won't draw the hate on your head, as stated above.
  • Lastly, I know I insisted a lot on avoid drawin unnecesary hate on you, but Ob Nixilis, Unshackled is another one to give some thought. People really love their ramping and tutoring. Though in this case I'm not saying you should remove him, just re-evaluate his inclusion.

I hope some of this suggestions help in any way.

ynot000 on Kaalia

1 week ago

definitely add like one or two lands, cut

Akoum Refuge

Boros Garrison

Orzhov Basilica

Rakdos Carnarium

Rupture Spire

Scoured Barrens

Shimmering Grotto

Stone Quarry

Vivid Crag

Vivid Marsh

Wind-Scarred Crag

if you don't have enough lands to replace all these, keep the ones you like most

cdkime on Sacrificial Lambs

1 week ago

Glad I could help with your Nekusar deck! Here is hoping I can be helpful here as well, and continue the illusion that I know what I am talking about.

To start, let's talk about your lands. I would recommend starting with 37-38 lands, to ensure you are consistently hitting your land drops. This number can be adjusted some, based on your ramp and mana curve, but this number should provide a strong starting point as you playtest the deck.

The least expensive, easiest method would be to add a number of basic lands. I would recommend adding as many BW lands which enter untapped as possible. Personally, I do not recommend lands that enter the battlefield tapped, such as Orzhov Basilica or (effectively) Evolving Wilds, as they place you a bit behind in the early games, where you want to drop a new card every turn. Rather than list the BW lands here, here is a link to the most helpful decklist on this website: All the lands in a sorted list. I highly recommend bookmarking this wonderful tool.

Some other useful lands to consider, though these are not really budget-friendly: Urborg, Tomb of Yawgmoth--this will turn all your non-mana producing lands into swamps, increasing the utility of cards like Rogue's Passage; Cabal Coffers a great card in any swamp-heavy deck--the utility of this card declines if you run many non-basic lands.

There are also a couple mana rocks you could use: Orzhov Signet is the most notable, since it is inexpensive, easy mana ramp. Orzhov Cluestone and Orzhov Keyrune are also decent options, as they each provide some extra utility. Costing three mana is a bit of a downside though.

To provide one final card to add: Crested Sunmare. This card allows you to quickly amass an army of indestructible 5/5s, particularly since you have methods of gaining life on each player's turn. At the very least, it provides you a sacrifice target which replaces itself.

I am a bit pressed for time now, but I'll review the decklist in more detail and try to find some cards you can cut.

MODANO. on BW: Lifestealer revision [1:00]

1 week ago

Hi Sjorpha and sorry for my late reply. I have been sick therefor I haven't been online for a while.

Funny you mention Scoured Barrens, I was actually looking at that specific land to slot in to my deck. I'm thinking of dropping some Plains and adding that instead of changing out the Forsaken Sanctuary.

In this setup I would have 4 Forsaken Sanctuary, 5 Plains, 4 Scoured Barrens. Would this be viable? I was also looking at Marsh Flats but it so damn expensive. What are your thoughts on Orzhov Basilica, Isolated Chapel or Orzhov Guildgate instead of Marsh Flats? And if so, should I drop Swamps or Plains in regards to the new land setup? (Mutavault and Ghost Quarter could be any of the three I mentioned as well)

Adding some 1 drops sounds good, even though it kinda goes against what I wanted in the first place (just having control instead of an Aggro deck). But maybe it is the best route to take. Guul Draz Assassin is almost too cool to not have :D and Vicious Conquistador looks to be a fit!

I will look in to adding the sideboard artifact/enchantments as well! First I need to put my hands on the cards that I am missing the main deck. Would be great to get your input on the land question.

Thank you once again for all your help! :) Much appriciated!

BioProfDude on Nightsky Aggro

2 weeks ago

I'd include 4x Orzhov Basilica. That would help even out the mana for this deck even more!

Cool deck! +1 from me!

Pheardemons on life in death

1 month ago

Not sure if you want the bigger body, but Lone Missionary does the same thing as Inspiring Cleric but for one less mana. It might be nice to have a better curve as to Lone Missionary, Vampire Nighthawk then to Herald of War.

Also, lands like Orzhov Basilica and Azorius Chancery are terrible lands in modern (with the exception of one deck that utilizes their bounce effect). If you're looking for other budget options (because this deck looks budgeted) you could look into Forsaken Sanctuary, Isolated Chapel, Choked Estuary, Drowned Catacomb, and Sunken Hollow. With all of the angels you play, you could also look into Seraph Sanctuary.

ynot000 on Danny's Oloro

1 month ago

Here are my land suggestions:

1x Adarkar Wastes

1x Blighted Cataract

1x Caves of Koilos

1x City of Brass

1x Command Tower

1x Sejiri Refuge

1x Drowned Catacomb

1x Fetid Pools

1x Glacial Fortress

1x Irrigated Farmland

1x Isolated Chapel

1x Maze of Ith - not really a land because it doesn't tap for mana, but it's a good card

1x Nimbus Maze

1x Path of Ancestry

1x River of Tears

1x Scoured Barrens

Here are the land cuts:

Which would leave you with a manabase of:

1x Adarkar Wastes

1x Arcane Sanctum

1x Blighted Cataract

1x Caves of Koilos

1x City of Brass

1x Command Tower

1x Dismal Backwater

1x Drowned Catacomb

1x Esper Panorama

1x Evolving Wilds

1x Fetid Pools

1x Glacial Fortress

1x Irrigated Farmland

2x Island

1x Isolated Chapel

1x Jwar Isle Refuge

1x Maze of Ith

1x Nimbus Maze

1x Opal Palace

1x Path of Ancestry

5x Plains

1x Prairie Stream

1x Reliquary Tower

1x River of Tears

1x Scoured Barrens

1x Shambling Vent

1x Sunken Hollow

3x Swamp

1x Temple of Deceit

1x Temple of Enlightenment

1x Temple of Silence

1x Temple of the False God

1x Tranquil Cove

1x Underground River

1x Vault of the Archangel

This manabase can largely be ported over to Zur, except for the lifegain taplands like Jwar Isle Refuge, which I think are generally just okay but are good in this deck because with Oloro out, you can play it and draw a card. I tried to keep the prices pretty low, because I didn't know your budget, but you can add Hallowed Fountain and stuff if you like (especially that one since it's cheap). Bad fetches like Bad River and Flood Plain get better if you spring for shocklands.

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