|Commander / EDH||Legal|
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Basic Land — Plains
(: Add to your mana pool.)
Price & Acquistion
|Have (39)||mtgmanatee , rkarhade97 , maR2307 , NorthernCrow , Mogar , xXThormentXx , plof , Friedrice24 , MonoRedBomb.Com , Unjust_DiabIo , frederiklw , Atroxreaper , acbooster , TrackerD , Mousemke , rhinoloupe , mcstang1986 , Va1mar , Axtel , Blue_Otaku_No.1 , HydraOoze , meowCat1234 , Azdranax , LegendDeer , DarkMagician , Candyman949 , Lucretian , Kravian , DudeMan1031 , TheBl0b , gildan_bladeborn , TheRealPeaches , tahavin , pskinn01 , AaronKeeling , ZombieSam , Sprx101 , Yawkcorb ,|
|Want (11)||Turtlelover73 , Blind_Guardian , Jose_Arrogantio , theelk801 , MisterRoach , Big-Foot , TheBl0b , chicagobearz , Bulldawg1310 , rockleemyhero , PhotogenicParasympathetic|
53 minutes ago
1 day ago
I'm looking to trade them for Unstable forest for an EDH I'm working on!
Thanks to all! Happy Holidays and Happy Trading!
3 days ago
So I actually bought more than I thought I would be buying. I have bought 2 Ranging Raptors, 3 Regisaur Alpha, 1 Raptor Hatchling, and 3 Otepec Huntmaster. I'll be taking out 3 Thrash of Raptors, 1 Ravenous Daggertooth, 1 Drover of the Mighty, 1 Bellowing Aegisaur, and 3 Raging Swordtooth. Just for convenience, I put 6 Mountain 6 Plains and 7 Forest. I kept the rest of my lands the same. I should be getting my cards in about a week.
5 days ago
Adding a 5-7 more fetch lands would make the Sun Titan much more powerful aswell.
I do get the confusion though, the deck lacks a clear victory plan, instead relying on powerful cards to threaten the boardstate all by themself.I would advise to focus on a few engines and one of two victory conditions, in this deck Purphoros, God of the Forge and the token generators appears to be the strongest candidate.
It looks like the deck might struggle with it's mana curve aswell, having a high average cmc and possibly not enough ramp to get there in time.
To make room for some of these changes I would start by taking a long hard look at your planeswalkers, they appear to be slow to impact the board and few of them plays well with your general strategy.
Only one of them looks like it's powerful enough to matter on it's own, that would be Elspeth, Sun's Champion
5 days ago
I recently started playing modern. I started with black white tokens. 4 Caves of Koilos4 Isolated Chapel4 Godless Shrine11 Plains4 Intangible Virtue3 Honor of the Pure4 Raise the Alarm4 Gather the Townsfolk4 Lingering Souls4 Spectral Procession2 Sram's Expertise4 Path to Exile3 Zealous Persecution2 Brave the Elements3 Smuggler's CopterSb to taste. i bought gr tron and jund after but i did well for months with the deck. Best was 5-0 worst was 2-3. Any questions just ask. Sorry for crappy formatting, haven't been on here in forever.
5 days ago
Hey everyone, first post here, so I apologize if this is the wrong place. I built this deck out of cards I had in my collection and a few singles.
It works really well at the kitchen table, especially if I manage to get a turn 3 Mirran Crusader into turn 4 Armored Ascension across the board. I've been thinking of upgrading it to make it a lot more aggressive, and was looking for suggestions that won't break the bank. Here's what I'm thinking of now:
-2 Leonin Sun Standard, +2 Honor of the Pure: I usually have better things to spend my mana on than the Leonin Sun Standard, and a lot of turns go by where it's not used. Honor of the Pure is passive and a nice buff.
-2 Armored Ascension, -2 Journey To Nowhere, +4 Path to Exile: Armored Ascension is slow and useless if the creature it's attached to is destroyed, and Journey To Nowhere can be removed. The only downside to Path To Exile is giving my opponent a land, but hopefully the game will be over before that's an issue.
-2 Armored Ascension, +2 Oblivion Ring: Again, Armored Ascension is slow and only buffs one creature, which makes it vulnerable to removal. Oblivion Ring is amazing for utility, since it can remove creatures, planeswalkers, enchantments, and artifacts.
-4 White Knight, +4 Knight of Meadowgrain: Protection from black comes in handy occasionally, but I feel like having the lifelink would let me play more aggressively without being very risky.
-2 Pentarch Paladin, -2 Plains, +4 Student of Warfare: Pentarch Paladin is very slow, can only remove one color, and has to tap himself to do it. I have a feeling that trimming the curve will let me get away with running two fewer lands than I normally do, and Student of Warfare is a really great card at any stage in the game.
I'm also looking into running Knight of the White Orchid. Not only is he decent by himself as a 2/2 First Strike for 2 mana, but he has the chance to give me an extra land, and I'm seeing him combo really well with Path To Exile, or even just playing him on curve in a match where I go second. Not really sure what I would get rid of for him though. Maybe Knight of the Holy Nimbus?
Aether Vial would be absolutely amazing, but too rich for my blood.
Can anyone give me some advice? Would these changes be good? Any other reccomendations? I also really need to work on a sideboard for it, I just haven't done it because I mostly play casual and no one else I play against runs one.
5 days ago
On the landbase, switch out 4x Plains for 4x Flagstones of Trokair, they are legendary, but when you legend rule them away you get a tapped plains, and you can just tap the Flagstones of Trokair for a white mana before you drop the second to get value out of it.
Keep in mind that Flagstones of Trokair also doesn't say basic plains, only plains, so a one of copy of Mistveil Plains won't be too bad, along with a few fetchlands like 4x Windswept Heath to tutor it up or just a normal untapped plains and it works out well.
After that you aren't running Horizon Canopy, which this deck seems to want a two of for case of mana flooding. Other than that the landbase seems fine, but here is what I would have it as:
3x Shefet Dunes
1 week ago
Very novel approach to Zur - I dig it a lot.
Lots of quality feedback above, so I will be brief here. I agree with lower curve + more removal (or exile effects) + more tutors. Maybe War Tax for that triple-fort feel.
- Have you tested with builds that emphasize themes like wizard tribal or mill? This is a pretty unique list, so I'd encourage playing around with your themes and sub-themes to test for optimal creature builds along different lines that work with Intruder Alarm.
- A little bit of recursion, in addition to counter-magic, might help bring back combo pieces you lose to counters and removal. Phyrexian Reclamation is a cool piece that Zur can fetch. Doomed Necromancer might be fun. Liliana, Death's Majesty and Liliana, the Last Hope can both bring back creatures or give you a zombie per turn.
- You might tighten up your land-base. This is something I learned to do better here. It seems like you can make more B and U than you need, but may not always have enough access to W. Perhaps consider cutting some UB lands for UW ones and cutting some clunky multi-color tap-lands for more Plains. The color pie on the side should have its inner and outer rings closely (though maybe not perfectly) aligned. You could begin by going to 2 Island, 2 Swamp, and 4 Plains, as well, to see what happens. You might also replace deserts and other cycling taplands with Plains and then find room for Pull from Tomorrow and Sphinx's Revelation in the deck.
I hope some of that made sense and might help.