Pyramid of the Pantheon
sumbol:2, : Add one mana of any color to your mana pool. Put a brick counter on Pyramid of the Pantheon.
: Add three mana of any one color to your mana pool. Activate this ability only if there are three or more brick counters on Pyramid of the Pantheon.
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Pyramid of the Pantheon Discussion
4 days ago
@ Daedalus19876 (how to properly tag someone? I don't often post here :S)
Thanks for the clarification on your reasoning! I admit that while comboing (chaining wheels) minor selection doesn't offer a gigantic benefit, but I still think that Ponder and Preordain should be here: in early turns they provide invaluable... value by helping one find the stuff you need, be it ramp for the general, removal for Notion thief or counterspell to protect the combo. By shaving one or two combo pieces and adding the cantrips the deck would gain some consistency. Tbh, without fetchlands I'd cut Brainstorm for Ponder even if the former has more synergy with the general. Sensei's Divining Top is awesome but doesn't shine without fetchlands or repeatable shuffle effects so maybe it has no place in this deck.
In my own version of The Locust God I just have one combo win in addition to the insect beatdown: draw deck with Kindred Discovery, draw trigger with empty library on the stack cast Flash into Laboratory Maniac. Requires some mana but after drawing the deck I'll have Misdirection, Force of Will and Pact of Negation all in hand to protect the combo.
2 weeks ago
Thank ya. I'm not sure what your deck is trying to do. I'm assuming it's trying to abuse Pia's Revolution with Ravenous Intruder and an infinite mana engine created by Pyramid of the Pantheon and Paradox Engine. Alternatively, creating infinite mana, then casting a Big/Big Walking Ballista to kill them. I feel that the issue with the combo is that your deck doesn't have enough draw effects to fuel infinite artifact casting for pure Ballista shenanigans without being contingent on the first combo. To lend some additional strength to both combos, I would suggest cutting Ghirapur Orrery for Key to the City as it allows you filter out lands and draw other spells while also playing AMAZINGLY well with Paradox Engine. Key enables you to create infinite mana for Ballista because you'll continue to draw gas and can also occasionally make an unblockable Intruder. I would suggest Aetherflux Reservoir but I feel like you're intentionally building a combo off the beaten path.
2 weeks ago
Alright, for FNM...
In all honesty I don't see this doing very well, but I'm gonna make suggestions to try and make this better regardless.
First things first, this deck NEEDS mana and it needs it fast. Preferably in multicolor form. I suggest slashing non-walker cards and focusing all other nonland slots on a ramp engine. Which means Ranging Raptors, Oath of Ajani, and Heart of Kiran need to be sacrificed for the sake of consistency.
Ranging Raptors is too slow, I'd slash him in favor of Drover of the Mighty or Channeler Initiate. The only way this deck is going to crush is if it's playing a walker a turn starting on turn 3. Playing Raptors t3 and hoping it gets hit or blocks for a land is not enough to justify it's inclusion. For the sake of consistency, a dork is better here, even if it would be nice to have a repeatable Rampant Growth effect.
Oath of Ajani is essentially functioning as another dork here. Once we have 8+ mana producing two drops Oath is no longer good because we don't really want to cast it as a followup to a dork even if it has the potential to give the deck more speed. Heart of Kiran is in the same...ship, where we would prefer to be casting a walker. The Three copies of The two copies of Heart should become Hour of Promise which you can cast as early as turn 4 and it will guarantee you can play every walker you draw for the rest of the game. And Oath should become Beneath the Sands as it fixes mana the turn after a dork, but gets us the color we need rather than reducing casting cost. Sands is also flexible and can be cycled late game.
For other multicolor producing permanents Cultivator's Caravan, Gift of Paradise, Pyramid of the Pantheon, and Cascading Cataracts are options. But I'm not sure how they fit in without taking some of your walkers out.
I'm also unsure about Attune with Aether, but it's not really hurting your strategy and has a lot of utility.
I'm certainly intrigued by this deck and I want to see if it can win games. But with so many walkers mana is the toughest hurdle for this deck to overcome.
PS: If someone casts Hour of Revelation you're gonna have a bad time.
3 weeks ago
Growing Rites of Itlimoc or New Horizons for more rampy? I'd drop white all together for this deck. I think you're running too man high curves, even when cheating out from Champion of Rhonas, what about some Dowsing Dagger too for sweet flip land? I'd drop 2 Thundering Spineback and 2 Verdant Sun's Avatar for the Growing Rites of Itlimoc and drop Onward / Victory for 3 New Horizons. Drop 2 Engineered Might for Larger Than Life , Crash the Ramparts or Overcome perhaps. I think you could substitute Pyramid of the Pantheon for Dowsing Dagger and have you considered the buddylands? Rootbound Crag would speed it up! I'd drop 2 Sheltered Thicket for it. Drover of the Mighty is a better upgrade than Naga Vitalist.
Cultivator's Caravan might fit here.
4 weeks ago
4 weeks ago
I feel like playing Wastes with Extraplanar Lens is an easy way to get mana without the worry of others being able to, also worked well with Walking Atlas and Terrain Generator, then you don't have to play a bunch of the poor quality colorless lands, and potential for ramp increases a lot. Also cushions against random non-basic hate like Back to Basics.
Pyramid of the Pantheon is also great, better than basically any 3 mana rock that taps for 1.
1 month ago
1 month ago
Looks good. When I construct my Commander decks, I always follow the Professor's advice from YouTube and I run 38 lands (you have 36) and 8 mana accelerates/fixing cards. I would add two more lands. I strongly dislike the lands that come out tapped, so I would take them out for either basics or lands that tap for any color: City of Brass, Command Tower, Exotic Orchard, and Forbidden Orchard are some of my fave lands that tap for any color (unless I'm in tribal). I would also run the pain lands and shock lands.
For accelerates, I would run Sol Ring, Chromatic Lantern (which you have already), MAYBE Pyramid of the Pantheon (I really haven't tried this card out yet), Commander's Sphere, and a few sorceries/instants that let's you search for lands/basic lands.