Orzhov Cluestone

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Commander 2015 Common
Dragon's Maze Common

Combos Browse all

Orzhov Cluestone

Artifact

: Add or to your mana pool.

, , Sacrifice Orzhov Cluestone: Draw a card.

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Orzhov Cluestone Discussion

acht_deck_manager on athreos deck

1 month ago

Looks like you're trying to heavily leverage Odric, Lunarch Marshal based on your description. If so, you might want to take advantage of tutor (black has some decent options) to find more ways of getting him and then also getting him back should he die.

Examples of black tutor include Diabolic Tutor and Liliana Vess. There are loads more (and certainly much costlier options) but these are reasonably common to see.

Graveyard recursion - sure your opponent may not want to take the 3 life hit for letting something go to your graveyard, but my experience is that opponents will if the creatures worth letting die. Inexpensive recursion includes things like Phyrexian Reclamation to get the cards back in hand. Other spells like Unburial Rites can be great (especially since it has flashback and puts it on to the battlefield). Sun Titan is a monster at recurring low CMC permanents and has vigilance to boot!

Then there are some value creatures you might want to consider:

  • Vampire Nighthawk has flying, deathtouch, AND lifelink (to meet your deck goals). He's a low CMC drop, and rarely disappoints me in any game I have him show up in.
  • Aerial Responder is another 3 ability creature for low CMC.
  • Burnished Hart provides a blocker you can use to block then sacrifice to get lands (2 on to the field tapped!) This is great value in a color that doesn't have loads of mana ramp. And, with a little recursion or an opponent not willing to lose the life you can use him many times.

Then there's draw. Every deck that can have reasonable draw ought to. Sweepers, Draw, Control, etc. aren't uncommon in commander. You need to make sure you've got a plan for keeping that hand restocked. Here's some cards I like to use for this when on a budget in black:

Building on the earlier recommendation of sweepers, one I always like to include is Merciless Eviction. In your deck choosing creatures probably isn't a great idea, but the ability to exile all artifacts, planeswalkers, or enchantments can definitely come in handy

Another great budget value card I'd recommend is Brave the Sands. In an aggressive deck, and especially one with lots of flying, vigilance is a great ability to have. If your opponent can't block your fliers than being able to swing relentlessly without worrying about your blocking situation is a pretty awesome state to be in.

Mana Rocks: I see you have Orzhov Cluestone. I'd recommend picking up an Orzhov Signet if you get a chance and adding it in too or maybe replacing the cluestone with it.

Other fun things you might want to think about:

  • Whip of Erebos - gives everything lifelink and its ability can be nice to bring something back for a turn at an opportune moment.

You might be a bit low on your land count without other ramp or mana rocks to account for it. Armillary Sphere and Wayfarer's Bauble are example artifacts that can help prevent this. Sword of the Animist is another personal favorite in decks that don't have better ramp arsenal. It appears you have Unknown Shores maybe for mana fixing, but if that's the case I'd almost recommend Tainted Field as a better example. There's also Rupture Spire and Transguild Promenade if you want mana fixing although they certainly can slow down your rhythm to account for the costs. Otherwise the next tier of lands I'd recommend start to include things like Temple of Silence and Isolated Chapel

Overall for a first build it's definitely a start. If you want to see a very different take on Athreos feel free to check out my build at Grim Reaper Friends . Hope you can find something helpful out of the suggestions. I love commander as a format and hope that you will too

Lunastune on Cleric Army

2 months ago

imo i'd say Fiend Hunter is superior to Avacynian Missionaries  Flip in regards to its effect with the singlular equipment in the deck

not totally sure what you feel like doing with your deck so I can't make too many suggestions about the deck other than probably cutting some lands for other cards and adding in more mana ramp since you have pretty much none, mana ramp is a bit hard in a deck that doesn't use green but there are some options

you could use the Soul Sisters Soul Warden Soul's Attendant and Auriok Champion but the last one is pretty pricey, they do give lifegain on all creatures entering the battlefield not just your own

i think you could replace Sigil of the Empty Throne with Angelic Accord since your deck is to gain life, it sort of utilizes it. You could also use an Archangel of Thune to weaponize lifegain, or use the Sanguine Bond +Exquisite Blood combo it might not be friendly but it isn't that bad

you could add in tutors:Demonic Tutor, Vampiric Tutor, Diabolic Tutor, Beseech the Queen is a decent card for 3 mana mid game Sorin, Grim Nemesis is fairly good here i'd think but better if it hits a higher cost card, i dont think he'd live long enough to pump enough value out though.

Evolving Wilds and Terramorphic Expanse can fix mana but in a 2 color not overly needed

Ghost Quarter + Flagstones of Trokair = 2 Plains tutor which isnt too bad i guess abet one is tapped

Gift of Estates, Land Tax i guess is technically ramp Knight of the White Orchid can be a solid card since someone's bound to have more lands

Artifact Land tutors: Armillary Sphere, Solemn Simulacrum, Expedition Map

i mean you could add in some mana rocks to give ramp like: Charcoal Diamond, Marble Diamond not very fast but mana ramp

not really mana rocks just cost reducers, still a bit slow though: Pearl Medallion, Jet Medallion

Slower monocolor rocks: Tooth of Ramos, Thunder Totem, Skull of Ramos not as good as commander's sphere or manalith

Guild Manarocks: Orzhov Cluestone, Orzhov Keyrune, Orzhov Signet

Colorless Mana: Obligitory Sol Ring then Dreamstone Hedron, Everflowing Chalice, Hedron Archive, Mind Stone, Thran Dynamo, Thought Vessel

not very easy on the wallet but solid rock here: Mana Crypt

Any color ones: Manalith, Commander's Sphere, Darksteel Ingot, Doubling Cube(doubles all the Mana you have for 2), Cryptolith Fragment  Flip(doesnt really flip though), Corrupted Grafstone, Gilded Lotus, Fellwar Stone

nobu_the_bard on Kambal

5 months ago

Addressing specific things now... I'm focusing on things to think about cutting to make room for lands.

Listing some observations, if I overlooked something this will make it obvious.

*Missed this guy when I made my first post, drat. That's why I did this summation, in case I missed something else.

You have some things that look like they are intended to work together, with limited support to find the pieces (I only saw one tutor). You need to think about if you're serious about keeping all of these. I think they are okay on their own, just not incredible.

  • Crown of Empires + Scepter of Empires + Throne of Empires : This is a fun set and I'd keep it if it's something you like, but you don't have enough tutors to make it likely you'll ever assemble it. If you're fine with that, great. The individual pieces are not incredible apart but not the worst.
  • Exquisite Blood + Sanguine Bond : This is a really common combo in mono-black, but again you'll have to luck into it. If you're serious about using it to win you need more tutors. If you just like the cards I don't blame you for running them though.
  • Infect stuff besides Skittles; Plague Myr, Priests of Norn, Decimator Web: These aren't likely to kill anyone with poison by themselves. Plague and Priests have little chance of connecting against a strong opponent (you don't have much evasion support since you're not aggro); Decimator will take forever and tons of mana to do it, Priests will probably hardly do anything interesting. There are much stronger alternatives. Skittles is pretty great on his own and can work excellent on offense or defense, so I'd keep him for now.

Now for some less good stuff, specific cards:

  • Manalith is the most boring mana rock possible. There are tons of 3-drop mana rocks that are better than Manalith. You want either cheaper than 3 mana, or you want it do more than Manalith does at 3. Off the top of my head, cheapish examples: Commander's Sphere, Darksteel Ingot, Orzhov Cluestone, Orzhov Signet, Mind Stone
  • Transgress the Mind and similar single target discard effects are hard to use in multiplayer (though this is one of the better ones if you really like them). It is difficult to know ahead of time which players have hands worth casting these on, and entirely possible you won't do much damage with them. Discard and mill effects also draw tons of aggro from less experienced players. Consider also discard runs in opposition to how your commander works (they can't play spells they're discarding after all) unless you're specifically going after creatures with the discard effects.
  • Mind Sludge is similar, only targets one player. If they have a huuuge hand it can do a lot of damage maybe, but then they're probably a blue player late in the game, which means they have Counterspell or something. If they aren't a blue player, they've probably got graveyard shenanigans going on, so this won't hurt them. Syphon Mind is awesome though (mostly for the card draw and maybe priming other players' graveyards for Rise from the Grave etc).
  • Reassembling Skeleton is great but he's not really doing his job here. He's a reusable guy to sacrifice! If you just want him as a defender, look up Brood of Cockroaches or Endless Cockroaches who are better at that.
  • Unholy Hunger is terrible. You'd be better served by Murder. It's way too expensive for what it does. Actually I'd look for something that is either more thorough or more flexible, like Utter End or Sever the Bloodline.
  • Elixir of Immortality never does its intended job in most decks. Unless you honestly think you're going to have a game last so long that you play through your entire deck, don't bother. If you have some group hug deck throwing your deck into your hand, you're going to play one of your combos and win, not fiddle with this. If you're worried about getting milled, chances are it'll end up in your graveyard, not your hand, anyway.

Things to look up!

  • Exsanguinate is a popular Orzhov finisher that scales up to the game state. Even if you can't finish everyone off with it, its extremely efficient at funnelling everyone else's resources into you.
  • Anything with extort works, I like Blind Obedience in particular. All of your later plays suck players dry slowly.
  • Phyrexian Reclamation is cheap, uses your obscene life tank as a fuel, and makes it hard to get rid of your creatures.

That's all I can think of. I hope it is of some use. I don't expect you to cut all of it I just want you thinking. My Orzhov deck is Ayli, Eternal Cleric EDH but it needs some updating on tappedout, if you wanted to see where I got the experience.

lu5t on

7 months ago

Heliod, God of the Sun would be good to run as well.I'd swap Orzhov Cluestone for Thran Dynamo

Maybe drop on the field removal like Seal of Doom

Milkey on Teysa Envoy of ghost nacho

8 months ago

Orzhov Signet, Orzhov Cluestone, Orzhov Keyrune, Commander's Sphere

Todas esas shets son posibles ramp de artefacto, los que encuentro mas recomendables son el Signet y el Sphere

Assault Suit, Hedron Matrix, Quietus Spike, Fireshrieker, Inquisitor's Flail, Mask of Avacyn, Champion's Helm, Chariot of Victory

Estas shets son equipamientos (ahi teni que ver si te inclinay mas pa los enchantment o estas weas). Personalmente encuentro que los primeros tres son la caga

Sigarda's Aid, Hyena Umbra, Gift of Immortality, Luminarch Ascension, Battle Mastery, Fountain Watch

Estas son las vols de enchantment (junto con los sorcery y criaturas de abajo).

Unburial Rites, Retether, Three Dreams

Sorceries, el primero es un renimator 2x1 asi que es la cumbia. Las otras dos son cerdas en cuanto a auras

Emeria Shepherd, Indomitable Archangel, Solemn Simulacrum, Kor Cartographer, World Queller, Puresteel Paladin, Archon of Justice, Evershrike, Silent Sentinel

El shepherd es buena en si misma, el archangel y paladin depende si te vay en la artefactos, sentinel depende si te vay en la equip, simulacro y cartographer son ramp de tierras si creis que te falta. El queller, archon y evershrike son tipo anti sheoldred (junto con el luminarch y el gift of immortality)

Ajani, Caller of the Pride

PW con -3 que hace pene

Creo que las unicas sobre $5 us son el champion's helm, luminarch, paladin y ajani

Nagoto on Sacrifice everything!

1 year ago

God_of_Thunder on Zurgo Facesmasher

1 year ago

REMOVE:Boros Keyrune, Bitter Feud, Gift of Orzhova, Holy Mantle, Pestilence, Retreat to Valakut, Unquestioned Authority, Untamed Hunger, Pestilence Demon, Mortuary Mire, Shambling Vent, Dirge of Dread, Extinguish All Hope, Necromantic Selection

POTENTIAL ADDITIONS:Burnished Hart, Orzhov Signet, Rakdos Signet, Boros Signet, Thran Dynamo, Gilded Lotus, Skeletal Scrying, Utter End, Day of Judgment, Lightning Greaves, Swiftfoot Boots, Crux of Fate, Sword of Vengeance, Inquisitor's Flail, Argentum Armor, Savage Beating, Phyrexian Arena, Temple of the False God, Rogue's Passage, Promise of Power, Greed, Gods Willing, Brave the Elements

NOTES: I would definitely swap the keyrunes for the signets bare minimum. Signets are cheaper to play and they give you the same effect essentially. Heck, I'd even play the cluestone cycle (Boros Cluestone, Orzhov Cluestone, and Rakdos Cluestone) over the keyrunes because if worse comes to worst you can sacrifice the cluestones to draw a card, which wont be the worst thing considering how light you are on card draw and the abilities on the keyrunes are pretty much useless in Commander. I realize my list of adds are longer than what I would remove, but I'm leaving the final list up to you. Also, I would aim for 38 lands in the deck. You don't have hardly enough ramp to play less than 38 lands.

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