|Commander / EDH||Legal|
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Prahv, Spires of Order
Tap: Add (1) to your mana pool.
(4)(White)(Blue), Tap: Prevent all damage a source of your choice would deal this turn.
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Prahv, Spires of Order Discussion
2 months ago
Imprisoned in the Moon, is a must have. Plus its dirt cheap.
4 months ago
I copied your deck and messed with the basic land ratio, and it looks like having 15 Islands and only 6 Plains is what you need to have a balanced mana base. Of course, this may not be necessary, but it may be something to consider.
Lastly, I'd say scrap Prahv, Spires of Order and put in Buried Ruin. Prahv is great for Azorius flavor and is a decent land in general, but I think Ruin is more synergistic with your "artifacts matter" build.
Anyway, I'm glad I could help at all with this deck! You did a great job with making Brago overlord of all, haha.
7 months ago
Okay, so I just have a buncha lands for you. Most to protect you, others to slow them down or support your lands.Kor Haven
The Isle of Wak-Wak
The Tabernacle at Penrell Vale
I hope you can use so of these ideas.
11 months ago
Shadow, I'm going to be a little verbose, but bear with me. I've been playing commander weekly with a small local playgroup for well over a year. It's casual, not competitive. So take my advice with that said.
It's more like midrange is a little different in commander. Your curve ends out much higher, since the game goes longer. You can't just stall a few turns and win by pecking away with 2-drop and 3-drop creatures, because your opponents have a total of 120 life you have to whittle away (if they're not attacking each other). Each card needs to have maximum impact on all players, since it's multiplayer. Politics is huge. Each playgroup is different, but in mine, you try not to "poke any bears" until you absolutely have to. You don't want to make all your opponents mad at you at once, and you also don't want to target one person so much that they decide to come after you, while the others sit back, develop their boardstates, and kill whatever's left of whichever one of you survives. It can be done if you're prepared to be enemy #1, with plenty of control elements. Spot removal is a fine line to walk. Use it sparingly, because while you stopped one person, there are 2 others you did not stop.
You need to have an idea of how you will win the game. Even if you are playing heavy control/stax, you either need to have a lock on all of your opponents to get them to concede or you need to have a few value cards that will get the job done after you've stalled. Big ones. Avacyn, Dragonlord Ojutai, (you've got a few - your 5/5's). Find ways to make them bigger - Hedron Matrix. With double strike (Fireshrieker or True Conviction). Or cards that will eventually make you an army (Sigil of the Empty Throne, Luminarch Ascension, Moonsilver Spear, Angelic Accord, Chasm Skulker.) You also have a few creatures that will get large as you slowly gain life, and could add Ajani's Pridemate. Can you get them through unblocked? Whispersilk Cloak, Prowler's Helm, Rogue's Passage. Don't forget you'll need to protect them: Mother of Runes (also helps with not being blocked), Mask of Avacyn, Swiftfoot Boots, Soul of New Phyrexia. If you focus on those, you'll want more lifegain triggers, like Shattered Angel (which is nuts in commander), Soul Warden, Soul's Attendant, Suture Priest. Find out what your playgroup thinks of infinite combos. If they're not completely frowned upon, you probably want to include 1 or 2 for when the game just needs to be over. Also see what your playgroup thinks of tutors. Most playgroups don't like a lot of tutoring, but some are ok with a little.
Midrange can be good in commander. Yisan, the Wanderer Bard is a mid-range commander but also combos and is ranked Tier 1. But he has a tutor for whatever card you need built in. Same with General Tazri. Oloro is Tier 2, but usually as a Pillowfort/Stax commander. Basically, you need to plan that pretty much whatever you draw will synergize with whatever else you've drawn, and particularly with your commander, since he is always available to you.
Drop: Pacifism, Aerial Responder, Skinrender, Prahv, Spires of Order, Liliana's Reaver, Astral Cornucopia (not very good in decks that aren't running proliferate. Which is another option). Lingering Souls probably also does not have enough impact, without more token support or more buffs like Dictate of Heliod and Spear of Heliod, unless you just want them as chump blockers. Commander is go big or go home.
Consider adding: Cliffhaven Vampire. Agent of Masks. Cage of Hands or Arrest or Quarantine Field. Or Crawlspace or Norn's Annex. Crypt Ghast or Kingpin's Pet or Treasury Thrull or Pontiff of Blight if you are planning to use extort to drain life. Gravitational Shift and maybe Archetype of Imagination or Stormtide Leviathan if you are planning to win by combat damage through flying. Plea for Guidance can tutor up Sanguine Bond + Exquisite Blood for infinite combo. Esper Panorama & Arcane Sanctum would fit this deck well.
Elixir of Immortality is great to get your graveyard back in your library, in case of mill or whatever. Sword of the Animist is good ramp, and Darksteel Ingot can be very useful. Also, the signets - Orzhov Signet, Dimir Signet, & Azorius Signet.
1 year ago
I suggest these:
I have a few friends that play cedh and I wanted to know how I could turn my Isperia deck into comp, but they shot me down on how Isperia isn't a reliable tutor or she is too slow or there are many better Azorius commanders. Cards like these have really helped and I have beaten their $3000 decks with my $100 pile of Isperia fun stuff. Like I chose to go Angels semi-tribal, but I have a lot of angel cards I won't throw in for value reasons. Stuff like Serra Avenger and Serra Angel seem to have no place, but tutoring for them and/or playing them helps me by giving me blockers and more options and time to think.
Also, consider Prahv, Spires of Order instead of Azorius Guildgate, which wastes a turn doing nothing while this can give you a colorless since you already have a ton of U/W giving lands and artifacts.
Archon of Redemption is really good and i hope that you try to find space for it. Insane life gain here.
AND HERE IS MY BIG FINISH
Wandering Eye-you have to reveal what you tutor anyway.
1 year ago
nice deck. Maybe more ramp and early blockers? Sakura-Tribe Elder, Thrummingbird, Viral Drake, Baleful Strix, signets, Solemn Simulacrum and Pilgrim's Eye all worth a playtest.Tezzeret's Gambit is a proliferate +2 cards that dont necessarily needs colored mana, seems like a perfect fit to this deck to me Also, utility lands: Creeping Tar Pit is great versus enemy planeswalkers, Maze of Ith, Mystifying Maze and Prahv, Spires of Order ] can keep you and your walkers alive to see another day, Calciform Pools, Saltcrusted Steppe and Dreadship Reef may be awesome if you wanna dive deeper in the proliferate route.Other than that, just add more controling effects and cut useless walkers that don't add much to the overall play
1 year ago
Prahv, Spires of Order, Oasis and Maze of Shadows are TERRIBLE cards, just play gain life lands, Glacial Chasm, Blinkmoth Well, Desert isn't great, other than manlands token lands like Kher Keep, Springjack Pasture, Vitu-Ghazi, the City-Tree and Khalni Garden are nice, Mirrorpool is seriously underrated, Quicksand can kill dark confidant, commanders or whatever, Rath's Edge is garbage, Skyline Cascade seems playable, Soaring Seacliff is a card, Valakut, the Molten Pinnacle is a great card for a slow burn deck, and an expensive ass card that's illegal in most formats The Tabernacle at Pendrell Vale. Really though the answer is manlands, hope this helped!
1 year ago
Hey there! I pilot a Lab Maniac-Based Control build of Oloro. While not the same archetype, there are definitely overlaps in ramp and control packages.
Anyways, you seem to have the foundation of your deck trogether. My only major critique are some stronger fliers for yoru endgame. These suggestions are merely that, please take them as you will.
Serra Ascendant - 6/6 flyer for W. Not sure if it goes against weaponizing lifegain or not.
Drogskol Reaver - Another tentative suggestion. Draws cards on the upkeep, draws two cards when it connects. Takes advantage of your flying anthems.
Divinity of Pride - ANOTHER tentative suggestion. Arguably more fair than Serra's Ascendant.
Archangel of Tithes - Pillowfort and push on a stick.
Sphinx of the Steel Wind - An esper-only house with protection, something your other creatures lack.
Ethersworn Adjudicator - Another esper-only all-star, this time with removal.
Blazing Archon - Pillowfort on a stick. 9 CMC is up there but not impossible. Just wanted to bring him up.
Besides that, there are a few pillowfort cards you may or may not be aware of:
Dissipation Field - One of the more effective aggro detterents.
Delaying Shield - Primary used to shut down commander damage.
Michiko Konda, Truth Seeker - Forces their attacks to to be worth it. Quality of quanity, if you will. Pairs amazing well with other voltron/heavy hitter deterents, such as...
Divine Presence - Shuts down heavy hitters. Imagine a commander like Skittles even attempting to play against this.
Peacekeeper - Might be too symmetrical for your tastes. Still, options.
Marchesa's Decree - Something new and a bit expensive for the effect, but still, it adds Monarchy to the game. If you're as forted up as you intend to be, you may be able to hold it and take it back easily.
Worship - Futility with a survivable creature.
Solitary Confinement - Amazing if drawpower, somethign esper should be the champ of.
Prahv, Spires of Order - Expensive but on a land. Could be a nice surprise.
There's a few more but they're not particularly amazing.
Oh, and do note that for Coax from the Blind Eternities to work, your playground has to agree to a sideboard. Sideboards are optional in EDH but most folk don't even know the option is available to them.
That's about it. If any of this was useful to you, please consider dropping an upvote on my Oloro one of my decks. I'm always interested in getting eyes on my more competitive builds, namely Kaalia.