|Commander / EDH||Legal|
Printings View all
|Vintage Masters (VMA)||Rare|
|Masters Edition IV (ME4)||Rare|
|Masters Edition III (ME3)||Rare|
|Revised Edition (3ED)||Rare|
|Unlimited Edition (2ED)||Rare|
|Collector's Edition (CED)||Rare|
|International Collector's Edition (CEI)||Rare|
|Limited Edition Beta (LEB)||Rare|
|Limited Edition Alpha (LEA)||Rare|
Combos Browse all
Land — Mountain Plains
(: Add or to your mana pool.)
Price & Acquistion Set Price Alerts
|Have (7)||TheDuggernaught , Azdranax , CoolBeansBrattah , Matgic , HelixSnapHelix , miracle , MagnaAura|
|Want (12)||Mrbiscuit22 , brokendwarf , Bad_Dog , Fergernuggets , aeonstoremyliver , JeremyTheMiner , Mousemke , LTmiller , pskinn01 , rockleemyhero , Spinalripper , ryuzaki32667|
3 weeks ago
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!!
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.
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.
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!
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).
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.
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.
1 month ago
@Tyrant-Thanatos: In 2-color decks they make your draws more consistent by acting as additional copies of the lands they fetch. Would you rather have 4 Plateaus in your deck or 8+? If your deck is built such that it wants to be able to consistently generate any of , , or on turns 2 and 3 or risk conking out, then the difference could matter significantly. Losing 3-4 life is better than losing to mana screw.
But I definitely agree that the "thinning" effect is a myth. The value of fetches is how they allow for consistent color generation from your land draws.
1 month ago
Azdranax Your argument seems to hinge almost entirely on decks that run more than 2 colors. Arid Mesa is in no way better at color fixing than Plateau or Sacred Foundry in a strictly RW deck. And yet... people run them anyways. And they claim, for the thinning. Overrated is exactly what they are. Useful in a lot of decks? Yes. But I've literally watched people run then in fucking mono-color decks for the thinning effect. What else can I call that but overrated?
1 month ago
While I agree with the basic premise of "not every deck should be running fetch lands," I could spend quite some time assailing the flawed conceptual details and the lack of mathematical details included in this specific argument. It's late, so I'm not going to spend the time, but I'll simply say Magic players could learn a great deal about statistical probability from poker players, rather than attempting to take a macro-analysis approach by utilizing a hypergeometric function or running a Monte Carlo simulation, as random statistical probability is far more important than simulated statistical certainty when playing Magic (as well as poker).
As noted in the attached article, which is quite dated but mathematically accurate, telling players the mean statistical number of lands in your opening hand is 2.33 based on a 60 card 40/20 spell to land distribution is much less meaningful (in my opinion) than telling players you'll start the game with either 2 or 3 lands in your opening hand in roughly 60% of your games. Cards don't come in fractions in actual gameplay, so understanding the potential benefits of the random statistics, especially in early turns, becomes much more relevant than knowing you'll be nearly mathematically certain to draw an additional spell by turn 20, which based on a 1,000,000 simulation scenario becomes valueless.
Ultimately, the greatest value of the fetch lands has been and always will be color fixing, as having the ability to play the correct spells in your early turns means more than anything in Magic, especially in the deeper formats of Modern and Legacy. Fetch lands supersede even original dual lands in effectiveness for color fixing, as an Arid Mesa can become any dual or shock with mountain or plains in their super type (7 of the 10 dual/shock versions available to fetch). Meanwhile, a Plateau is just that, and a Sacred Foundry is just that, still minus 2-life to use immediately. Having the exact color(s) you need the turn you play the fetch is almost always worth the 1-life paid. It's why the value of fetches has held fairly steady despite the significant reprint in MM3 - they'll always be in demand, as they should be for competitive players.
Finally, as pointed out by several other commenters, the deck thinning effect, while modest in many cases, always results in an improvement in statistical odds to draw a non-land card...ALWAYS - no matter how small. Any insinuation that it does not is simply incorrect; there may be diminishing returns as the number of lands declines, but there is still always a statistical decrease in the likelihood of land draw when using a fetch land. If that's your only reason for playing them, then I'd agree - the juice isn't worth the squeeze, so to speak, but it's the all-in-one utility of the fetch lands that make them so important to so many decks. Saying they are overrated is simply erroneous.
1 month ago
So.... if you take out all those lands like Scrubland and Bayou and whatnot, this deck is less than $200. If you want this deck, but at a lower power level and MUCH lower cost, cut these:
2 months ago
Muddle the Mixture over Daze, since your blue sources may not be Islands
Scrubland over Plateau, since RW are your least important colors
Putrid Imp over Lotleth Troll, for better Ad Naus
Fast mana and ramp like Mana Crypt, Chrome Mox, and Deathrite Shaman
Looking again, I am not seeing much use for the Unburial Rites line, since it also relies on Nooze mana. The reason you run two outlets is to get around incidental exile. On that note, can't Nooze already use the activated abilities of the elementals you mill? You could replace one of them with Scorched Rusalka and sac Horde to Nooze. Better yet, you could use Spikeshot Elder so you don't have to pass priority or you can use the Deathrite Shaman I mentioned earlier with the Devoted Druid untap to drain your opponents out.
I'll get you more feedback when I have the chance.
2 months ago
Okay, lets also address error number 2 as well. Playing Ruination with a Blood Moon in play will still absolutely destroy all non-basic lands, despite them only being considered mountains for mana production purposes. The land super-type is not changed by Blood Moon, otherwise the replacement text would specifically state "become basic mountains" - and as we all know, there are plenty of non-basic mountains available, including Plateau, Sacred Foundry, Taiga, Stomping Ground, Volcanic Island, Steam Vents, Badlands, Blood Crypt, etc. As such, the lands affected by Blood Moon have the sub-type replacement of Mountain, but remain non-basic lands otherwise (i.e. Darksteel Citadel would still be considered an indestructible artifact, despite producing red mana as a mountain, and count toward affinity, if applicable). They do not count as basics, and Gauntlet of Power will not impact their mana production either.
2 months ago
No. Unless the supertype basic is used in the text, you are not limited to just basic lands - Savannah and Temple Garden and Canopy Vista or even lands that have just one of the two types like Tropical Island or Plateau - all of these and more can be fetched by Karametra (offer available only if call in the next 15 minutes!) Call 555-Karametra right now!