Price of Glory
Whenever a player taps a land for mana, if it's not that player's turn, destroy that land.
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Price of Glory Discussion
2 days ago
1 week ago
illumfolly: Thanks for commenting!
Mana Echoes - I had this card in a long time ago, but the deck isn't built to take advantage of it. The curve is really, really low, and the only X cost card I have is a sideboard of Rolling Earthquake. When I played Echoes before I would quite often make 200+ colorless mana the turn after it went down, but any turn after T3 I only have one or two cards in hand, and neither of them can take advantage of all that colorless mana.
Wildfire/Burning Sands/Keldon Arsonist - The problem with a deck like mine and effects that have a land sac effect means I can't do anything in response to it. Keldon Arsonist for example, if I spent the 1 colorless, and then sacc'd two lands to active his ability, I can't then sac them to Ib before they go to the graveyard because it's part of a cost and doesn't use the stack. With a cycled Decree of Annihilation or a Boom/Bust I can respond to the destroy trigger with an Ib sac, and still get Goblin tokens out of a symmetrical spell. To go with the land destruction suggestions though, I used to run Shivan Harvest and a Ruination, and realized that the land destruction got me a ton of hate that I often couldn't survive through, while Price of Glory/Price of Progress/Blood Moon/Magus of the Moon/Acidic Soil had a better ultimate effect, and I had a lot more control over the table hate too. I'm always on the lookout for more "land dysfunction" or control type of effects though! I sideboarded Mana Web just because I want another 1 or 2 stax effects that deal with land specifically.
3 weeks ago
4 weeks ago
Otherwise, awesome deck! +1 and my respect! I'd love it if you'd critique mine, YOU MANIAC! YOU BLEW IT UP! | Neheb EDH |. trying to get other Neheb players to look at it and build some momentum. Cheers!
4 weeks ago
As per the usual Eternal, I am a fan of your deck! Thank you for the thought-driven explanations in your description. If you were going to build a $50-$60 framework with the intention of upgrading it to this list, what would be the $$ must-have cards? I feel like it would be Pyromancer's Goggles, Quietus Spike, Repercussion, Stranglehold, Furnace of Rath, Price of Glory. What are your thoughts?
I am curious about your use of Eldrazi Monument in this list. Is it strictly for the combo win? I feel like all of the creatures you have are creatures that you need. When will you drop the monument? I have always felt like it is a more beneficial card in a graveyard strategy. But then again, I struggle with letting go of resources on the board if I can't get them back. Two more questions for now. I see that you have Malignus in your maybe-board. Have you tested him and he didn't perform well, or are you considering trying him out? Have you considered/played Glacial Chasm, and what are your thoughts on it?
1 month ago
I'm going to make my comments here relatively brief, if you don't mind.
You have about zero removal or interaction, which worries me (excluding Price of Glory and City of Solitude, which are proactive). I would simply never leave home without Beast Within and Swords to Plowshares, at least.
Meekstone would be bonkers here. Might be worth picking up a copy.
Eldrazi Monument seems absolutely vital here. Gives you protection against board wipes, and even more evasion to boot. Speaking of protecting against board wipes, Selfless Spirit and possibly Dauntless Escort.
You seem VERY worried about counterspells here, in a (mostly) non-combo deck: you have Vexing Shusher and no less than FIVE "play only during your own turn" cards. Those largely seem like wasted spots - you're going wide, so I'd be much more worried about mass removal, no matter whose turn it is on.
Mother of Runes seems...okay? Protection is helpful, I guess, but she's more suited towards a deck that goes tall rather than wide. Speaking of going wide, True Conviction is neato, and Hazezon Tamar could fit in the 99 here.
And finally, for a deck that's 60-75%, you're sure investing a lot of money and using a lot of high-power cards. Might want to reevaluate how you look at what "75%" is.
1 month ago
Thanks Odysseus_97 for suggestions!
Faithless Looting doesnt seem to add much to the deck. I might add some draw cards, but probably in form of enchantments rather than spells.
As for CMDR2017 curses, I might try them in the future, at least the blue one. They are fun but Im not really into curses in this deck.
Furnace of Rath was replaced by Dictate due to flash. I like using it as surprise doubler, even when Im not directly involved in damage. Doubling damage also often means that Im losing faster.
Pandemonium isnt really helping me and there is always someone in my local meta that have token deck. Too risky.
Sands of Time - I was considering it. Gonna try it out for sure in the future.
Fatespinner / Meekstone / Price of Glory / Pendrell Mists and any other stax card - I dont want to go this path. While people mostly like chaos, noone likes stax and it will make me targeted I guess. At least I wont use such cards for now.
Confusion in the Ranks it is really asymetrical for token decks. Ends with them having all better creatures.
Riptide Laboratory is expensive but might add it to bounce Arjun when needed.
Mana Breach was included in first version of this deck but it doesnt really do much.
Fevered Visions might be added as additional draw.
Guttersnipe wont really work since I dont go storm way and am not casting many spells. Typicall Arjun deck would surely use it, but its not that deck.
Frenetic Sliver may be not bad but still not worth excluding any other card that there already is in here.
Feel free to comment and ask about help with building Your deck.
1 month ago
I am in the middle of rebuilding my own EDH Chaos deck replacing Jhoira of the Ghitu with Arjun, the Shifting Flame just as you did. My new chaos deck will draw a lot of inspiration from this build. Have to say i have fallen in love with this chaos build of yours wished i had seen it before building the one i have now.
But now that i am retooling the deck, i find some cards that have done some good work and thought i would list them.
Faithless Looting: Might work pretty well in this deck, it lets you draw cards and filter your selection and you can cast it later from your graveyard when you might need a trigger from Arjun, the Shifting Flame
Curse of Verbosity & Curse of Opulence: As the chaos player i often am the target for "Not making the game fun" the curses can help by giving people rewards for attacking other ones than you. The ramp is always nice in commander, also for us with our expensive hard cast cards. The blue gives card draw which will refill our hand and make a larger draw amount occur when triggering Arjun, the Shifting Flame.
Pandemonium: A pretty fun enter the battlefield trigger for every creature.
Sands of Time: Dont know how many tap abilities you have in this deck. But this card is one i really love for people always considering every tap they make during their turns.
Fatespinner: Sadly only works on our opponents, but honestly we will almost always skip combat in our turns anyway. Another fun card, can see why it wont fit but sadly its really fun.
Silent Arbiter: Good way to keep yourself alive if becoming the target, and good way to see some swarm decks becoming completely shut down. Silent Arbiter is a decent blocker itself with the 5 toughness which can keep you safe.
Illicit Auction: I think the auction cards are really fun.
Price of Glory: In my old deck there were almost no instant speed cards, there is a good amount in here so this might be a nonbo, but still worth mentioning.
Meekstone: This might be really good in this deck, you only have 7 creatures and only 3 with power greater than 2. And non of those creatures need to be untapped.
Confusion in the Ranks: Another exchange control of special types of cards.
Riptide Laboratory: This is good protection for wizards for board wipes or things like it, this effect is only protection for your commander, but it is a pretty important piece so it might be worth to consider.
Pendrell Mists: A good way to slow down your opponents big army of creatures. You will have a low amount of creatures, making it cheap for you to keep them around.
Mana Breach: Not sure how this will work, haven't really got to playtest it, but seems pretty fun.
Fevered Visions: There seem to be a little card draw theme, maybe this will be there as a small win condition or just a way to help with giving out damage.