Price of Glory
Whenever a player taps a land for mana, if it's not that player's turn, destroy that land.
|Want (3)||whValentine , The_Traitor , FanDanStic|
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|Commander / EDH||Legal|
Latest Decks as Commander
Price of Glory Discussion
3 days ago
v3n0m29 Thank you for the extensive feedback!
Honestly, the list as it was here is no longer up to date, but I am currently updating it.
I am working on adding more wincons and hard locks, and looking into adding some cards like Dockside and RiP as you mentioned. I just bought a house so some cards - Gilded Drake and Mana Drain I can't proxy (my playgroup is ok with it, but I only proxy cards I own)- but things like Flusterstorm or the Forces I can and will add.
The list here looks more like the actual list. Thanks for your recommendations! It did feel like the pillowforty cards were not that good.
3 days ago
I would cut Academy Rector,Arena Rector,Magus of the Tabernacle, Mycosynth Lattice,Karmic Justice, Propaganda, Price of Glory,Ghostly Prison,Solemnity, Sun Titan, Sphinx's Revelation, and Meekstone. I saw on reddit you were looking for a highly tuned deck and the above cards really only have place in a casual environment.
Stax decks often run into the issue of just adding stax and hoping to win, but that just leads to long drawn out games with no interaction. First thing you need to do is come up with win cons. How are you winning? I see iso rev, but the only payoff is Urza. I see you have a few pieces of hard locks in place, but you arent including the often played halves (Drannith Magistrate,Lavinia, Azorius Renegade). Youre playing a blue deck, but running Price of Glory which removes blues best trait which is stack interaction. You arent running wheels which work great with Narset, Parter of Veils in both they stax your opponent while getting you a new hand. You are running a ton of board wipes which in a more competitive environment wont do much.
Approach of the Second Sun is a slow and casual card but right now it seems like the most consistent way to win with this deck so only remove it once you come up with better win cons. You're in the colors to run Breach lines, so maybe try to incorporate that? Why not runRest in Peace and Helm of Obedience as you are in blue and white so you specialize in artifact and enchantment tutors? Add the other halves of the hard locks, toss in Muddle the Mixture as an easy way to tutor for Lavinia and Drannith, and that should turn them from a magical christmas land scenario to something that should happen more often. If youre in red, you should be playing Dockside Extortionist as it is currently one of the best pieces of ramp in cEDH. To be honest, you really should check out this website (https://cedh-decklist-database.com/) and look at decks that share your colors and gameplan, and see where you can make improvements.
Cards I would add Windfall,Wheel of Fortune, Drannith Magistrate, Lavinia, Azorius Renegade, Dockside Extortionist, Gamble, Muddle the Mixture, Force of Will, Force of Negation, Mana Drain, Counterspell, Dispell, Flusterstorm, Mental Misstep, Ghostly Pilferer, Gilded Drake, Hushbringer, Rest in Peace, and Helm of Obedience.
Hopefully this helps.
4 days ago
Hmm. Well, I suppose it really depends on how you want to focus your deck. I can see three paths here: 1 you leave the deck mostly as it is - 2 you take out more of your dusters/sweepers and focus on damage from creatures to win - or 3 you take out creatures and add more board control cards (including more dusters/sweepers and punishment cards).
I have a monored deck that, while very different than this, went down the later route. It is geared more towards a lockdown strategy and uses cards like Earthquake, Fault Line, Molten Disaster, and Comet Storm. Because these are global effects, I have few creatures and those that I do have are very expendable. This deck also plays punishment cards like Spellshock, Burning Earth, and Price of Glory to get in chip damage throughout the match (which also pairs ver, very nicely with damage doublers!).
Red also has glorious land control to help balance against explosive ramp. Along with ruination and blood moon, you could run Boil and Wildfire if you are interested in that. I don't run these personally but they are quite good. Do remember that these are salty cards though and maybe bring it up with other players before the match and be prepared to swap the cards or play a different deck if you end up using a lot of mass land destruction.
Hope this helps a little??
2 weeks ago
Zendikar Rising spoilers has started, and in the tradition of all Zendikar sets, it's time to reevaluate the lands matter decks.
Some updates: Zuran Orb out for Exploration. Decree of Pain out for Toxic Deluge. Bringing in a Heroic Intervention as well, in place of Price of Glory. I want some more interaction. Deflecting Swat is something I am currently very interested in. The new blue enchantment means I need to add a lot more enchantment hate. I am probably going to cut Mina and Denn, Wildborn for an Oracle of Mul Daya.
I am looking to revamp the mana base some. Cut cards like Rootbound Crag and Karplusan Forest for more basics. I'm gonna add some snow basics, and also cut one of my 3 mana ramp spells for an Into the North.
Comments about the new cards:
The new landfall extra combats is powerful but not what this deck is looking to do. I don't have many creatures, and most of the attacking ones are already heavy at the top end.
I am in love with the new double faced cards that are spells/lands. However, most aren't what I'm looking for. I am extremely happy to add these to my other decks, especially those with Karoos/Ravnica bounce lands, but I don't have those in this deck. The red mythic might go into this deck, as an untapped land and potential removal spell, but I haven't decided.
The new not-Avenger of Zendikar is interesting. I need to go more basic heavy for it, which I am already working on revamping the mana base. I have found myself a bit light on blockers recently, so another effect like this is not bad.
I am kind of surprised to say it, but so far my lands matter deck might not get much from a Zendikar set. Obviously the set isn't spoiled yet, and I fully expect a green mythic flip land will find it's way here.
1 month ago
This is a toughie! A couple cards I'd cut right off the bat:
Chandra, Torch of Defiance There are better sources of draw and ramp for you, and her other two abilities don't really synergize with the deck.
Sparkhunter Masticore There aren't that many problem planeswalkers in our meta, and if you put enough into going wide, you should be able to take care of the ones that show up with combat damage anyway.
Fling the idea seems to be to go wide with a lot of small creatures, so fling doesn't fit super well
Lodestone Golem this is just a stand-in for most of the stax pieces here. As I understand it, the idea behind stax is to break parity, so things that seem to be bad for the whole table aren't as bad for you. It doesn't seem like you're really breaking parity here for most of these cards. Purph cares about creatures, not artifacts, so punishing everyone, including yourself, for not playing artifacts seems bad. The same is true for cards like Price of Glory and Defense Grid, given how many instants you have in here (though you might have a lot less instants by the time the deck is done).
Heraldic Banner and Altar of the Pantheon While these have good secondary effects, I always assume the main point of ramp in a deck is to get the commander out a turn early. These don't help with that, so I'd get rid of them.
Basilisk Collar You're playing red, you don't need lifegain-you need your opponents to die faster than you. I know it's a combo with Goblin Sharpshooter, so maybe keep it in just for that? But I've never been a fan of cards that are great in one situation and pretty bad the rest of the time.
Cut down on the card draw. I only have 4 cards that draw or tutor in my krenko deck, and while you'll probably want more than that, you don't need 15. I'd stick with repeatable sources of draw and impulsive draw, like Slate of Ancestry, Outpost Siege and Idol of Oblivion
Abrade You need to cut down on the artifact hate, and this is the worst of the bunch imo-remember this is a multiplayer format, and you should try to get your opponents to take care of threats for you. I generally only put 2-3 pieces of artifact removal in a deck.
Lightning Bolt Three damage just isn't worth much in a format where we start at 40 life and threats often have higher than three toughness.
This is obviously just a starting point, as you need to cut a total of 175 cards, but I hope this helps!
2 months ago
Hi everyone. I play the same deck and I find it very strong :) I recently made some changes due to the new cards released, which are going to create a lot of problems for our beloved commander goblin. Let me know what you think ..
Sanctum of Eternity is a valid card, but the fact that we can return our command to our hand only in our turn makes it a little less strong. Cloudstone Curio already replaces it at best. Strip Mine and Wasteland allow us to eliminate lands that create problems for us (for example The Tabernacle at Pendrell Vale) or protect Cavern of Souls or Homeward Path from other lands that destroy lands.
Mogg Catcher is slow and it is often difficult to make the best use of it. Expedition Map allows us to tutor land cards as needed: do we have to destroy a land? Tutor Strip Mine or Wasteland. Do we have to be immune to counters? Tutor Cavern of Souls. Do we have to get the commander back in hand? Tutor Homeward Path. No mana red? Tutor land for mana.
Abrade provides more combat flexibility (also to deal with the feared 3hp body Drannith Magistrate). Deflecting Swat is a must in every red mono both in defense and attack (you can delete some black tutors :)), unlike Last Chance which is unfortunately a bit slow since it is a sorcery.
Price of Glory is valid, but it does allow the enemy to play spells using mana ramps. This makes it immune from land loss. Defense Grid always complicates the opportunity life. And for this it is simply stronger.
I am currently testing the snoop - kiki combo. Stay tuned :) regards
2 months ago
I've been brewing a similar list. Albeit mine isnt exactly budget (Wheel of Fortune which is actually a pun with Klothys lol). Steam Vines is another version of Kudzu and running both would just seem hilarious. Shivan Wumpus and Argothian Wurm are decent cheap beaters that you can sneak out that no one will want to sac a land for. Deus of Calamity is another good beater. All these beaters do what we want, I.e. speed up games or cause LD. Stoneshaker Shaman, Price of Glory, and Citadel of Pain are pretty cheap ways to stop counter spells from blocking the mana intensive LD (Price of Glory is well worth the $10 tag). Other than that you may want some card draw. Something like Cathartic Reunion and other cantrips/cheap ways to draw. Reforge the Soul is another solid $10 upgrade should you want to increase the budget. Groundskeeper is a good budget puedo-Crucible of Worlds and lets you get some lands back.
2 months ago
Well absolutely then I guess ill just go down your list. LANDS: First I see nykthos, an amazing card but I gotta wonder if your getting real value in a tri color deck, maybe swap for a Raugrin Triome, would play well with all your fetches. Then other than that I'd swap out some of those tap land some of their abilities are nice but at the end of the day not much is worth being a turn behind on mana ENCHANTMENTS: first off I love Soothsaying +ramp many dont appreciate it but I think the layline and underworld breach are over rated and I would opt for some general control to help with the slower game play here I'd suggest Mana Web and Price of Glory two great cards for general slowing of others decks Rising Waters also can go well in a low creature deck like this, then with all your artifacts Mechanized Production would be a great alternate wincon. ARTIFACTS: well since your going for ramp.mostly with your artifacts there's not much to say here but the goggles do feel heavy and slow with your tiny creature swarm I'd be tempted to put a Meekstone in here making sure anything too big your opponents get doesn't get more than one shot at ya. INSTANTS: Ok what I'm about to say won't be popular but I've never cared for the charmes and I dont like benevolent gift, seems slow and not worth a slot and battle hymn and repeated reverberation dont ever pay off quit right with no mana dump or storm casting theme respectively. For all these since your in the best colors for it I'd almost swap all your instant cards out for cards like Swords to Plowshares, Counterspell, and Lightning Bolt and take advantage of instant speed shut downs. CREATURES: I like your creatures for this theme but since your in white I've been suggesting Drannith Magistrate a lot it's cheap and puts out opponent commanders forcing them to deal with it. SORCERY:you got a lot of expensive sorcery cards here so many could go, but mainly since you have so much card draw and ramp I'd recommend Approach of the Second Sun, great additional wincon. PLAINSWALKERS: here we enter my one week spot in MTG I honestly only own like 3 lol and they are all just to support certain themes so I dont know if these are your best choice but they look solid to me... Well there we go that was as thorough as I could be, I hope some of this is helpful and if you have any questions about my suggestions pls feel free to ask(also I just want you to know my thoroughness is purely out of respect not criticism:).)