Reliquary Tower

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Commander 2016 Uncommon
Commander 2015 Uncommon
Commander 2014 Uncommon
Magic 2013 Uncommon
Conflux Uncommon
Promo Set Uncommon

Combos Browse all

Reliquary Tower

Land

You have no maximum hand size.

: Add to your mana pool.

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Reliquary Tower Discussion

IggmondVanre on Metal Muscle

5 hours ago

Hi,

Not really sure what format(if any) you're going for or what exactly you're deck is trying do. I've been a big fan of artifact decks for along time. Here are a few cards that I think are outstanding.

Arcbound Ravager Master of EtheriumCranial Plating Thoughtcast Bomat Courier Etherium SculptorWhir of Invention Chief EngineerMetalworker Grand ArchitectHangarback Walker Walking Ballista Tezzeret, Agent of Bolas Ensoul Artifact Vault Skirge Signal Pest

I also think that Reliquary Tower count could be cut down 4 seems excessive, maybe more Inventors' Fair 3 at most since it's legendary, I also really like using Tomb of the Spirit Dragon, Blinkmoth Nexus and Inkmoth Nexus and pretty tough to. Lastly the Artifact lands Darksteel Citadel Seat of the Synod Vault of Whispers Tree of Tales Ancient Den Great Furnace

The artifact lands with exception of Darksteel Citadel are banned in Modern and Standard.

I've been working on an unconventional artifact deck recently you can check it out here Wrath of the Machines

Good luck!

Killagoat9955 on Amonkeht Mono Blue

2 days ago

Actually that makes sense, might get one for my Blue commander too. Btw, off the top of your head, cards that can be used in a blue deck that give no maximum hand size. Like Reliquary Tower

E_Hunter on The Inside of My Skull Itches

3 days ago

The deck looks great, especially so soon after it was spoiled. My only suggestion is to add Reliquary Tower and Thought Vessel . Possibly even Venser's Journal . Your deck gets a lot of cards

izzetkid987 on MoBlu Spellspam

5 days ago

Adds I would recommend: More lands 35 is pretty risky and generally you would prefer mana flood to mana screw. I would aim for 38 myself. Utility lands Yeah, this list runs Back to Basics but you will not always draw it and a couple dead lands with it out still is not so bad. You exclude a lot of useful effects like Reliquary Tower, Myriad Landscape, Riptide Laboratory (for protecting talrand), Faerie Conclave/Dread Statuary (for emergency blocks) etc. by not running nonbasics and mono-colour decks with no duals have the most space for those. More mana acceleration Most edh decks need ramp and this deck is no exception. With more mana, you can counter more spells per turn cycle. Sol Ring and other mana rocks are staples. I would aim for ten total. More card draw Same deal as ramp. Most of your counters trade 1 for 1 with your opponent's spells so you will need hand refills or you will run out of cards trying to trade 1 for 1 with 1 with 3 or 4 opponents. Pretty basic multiplayer card advantage. This deck prefers instants so it can keep mana up for counters. Blue Sun's Zenith, Stroke of Genius, and Pull from Tomorrow have a big impact. Perilous Research costs little and you can just sacrifice the drake it makes. Board wipes Some games you will fall behind your opponents so you need more reset buttons. Evacuation, Inundate, Crush of Tentacles, and Engulf the Shore all get you out of sticky situations and simulate a blue Wrath of God. Oblivion Stone permanently destroys. Other Curse of the Swine, Pongify, and Rapid Hybridization are all instant or sorcery spot removal. Rise from the Tides gets you a LOT of tokens. Dismiss replaces itself. Propaganda protects you. Brainstorm, Telling Time, Think Twice, Opt and other cantrips do not really give you net card draw since you use up a spell to cast them, but give you card quality instead.Cuts I would recommend: Kraken's Eye is probably bad because cards that only gain you life typically are. Elixir of Immortality is the same unless you are regularly near decking yourself. Backfire, Creature Bond, Feedback, Power Taint, Psychic Venom and other cards that only damage players are typically too low impact in edh. Disperse and Flash Counter are strictly worse than Into the Roil and Dispel. Cancel is strictly worse than s many other options; here is an entire article detailing them: http://articles.edhrec.com/in-the-margins-cancel/ Disappearing Act seems worse than Cancel unless you particularly want to replay your permanents.

Fresh303 on Thrasios and Kydele: Eldrazi Envoys

5 days ago

MegaMatt13, the biggest downside I see with Diminishing Returns is exiling critical cards in your deck. You won't always hurt yourself that much, but there is always the chance you exile away the majority of your remaining win conditions. As a replacement, Frantic Search seems like a pretty good card, actually netting positive mana when Kydele, Chosen of Kruphix is in play and giving you some card selection. A more costly replacement but a great card for the deck would be Time Spiral as it removes the drawback and gives you the land untaps, making it a free spell. Similar to Search, with Kydele in play, this will net lots of mana. If you did use this as a substitute, you cast Spiral, get the Timetwister effect, untap six lands, then tap Kydele and some lands to cast an eldrazi you drew into.

The Spellbook from my point of view, takes up a slot and has very little to offer. The reason cards like Thought Vessel and Reliquary Tower are played and quite good at that is because they serve another purpose and come with an upside. You could really replace this with anything, but it's your deck so play what you enjoy.

LoneCrusader399 on Nicol Bolas

1 week ago

You could probably cut a pain land for Polluted Delta.

How good are Jace, Unraveler of Secrets and Ob Nixilis Reignited? Both seem sub-optimal. I like Ugin, the Spirit Dragon and the greatest thief in the multiverse Dack Fayden more. Or maybe replace one of them with that Pull from Tomorrow in your Maybeboard.

I'd look into upgrading your Archaeomancer to a Snapcaster Mage, if you feel like spending that kind of money.

With 10 counterspells, Baral, Chief of Compliance would be a good add.

Wayfarer's Bauble might be better as Thought Vessel or Expedition Map to get Reliquary Tower consistently as you want to keep you hand full.

I'm not a huge fan of Dragonlord Silumgar as an opponent can get the thing you stole back, if the stealing was permanent I'd like it more. Duplicant and Noxious Gearhulk would be good replacements.

Aeondragon on [[Primer v3.0]] - OM_RATH!!! (BIG Update!!!)

1 week ago

I actually have a fairly similar deck to what you had before your latest update. I don't run much in the way of mana dorks, but I was pretty entertained to see how similar our builds are. My deck has gotten to the point where people at my LGS actually refer people to me, when they're thinking of making an Omnath deck. Of your latest changes, I can agree with a couple of them, but I disagree with a few of them as well. I've been considering adding Blood Moon to my build for a while, and I'm curious how it'll work for you. Cream of the Crop is just as great as everyone's been saying. The card selection it provides is incredibly powerful. I've been Cyclonic Rifted, then come back to win the game the following turn, just because my position was so strong.

Stalking Vengeance has been on my chopping block several times, and keeps pulling itself off by winning games for me. Still might take it out at some point, though. I've been debating cutting World Breaker too, but it's a creature, so it can be tutored, and it can't be countered, so it's definitely come in very handy. It's an excellent way to deal with a control deck's Humility, regardless of their counterspells, which won me a tournament. As for Ulvenwald Hydra, it's been pretty great so far. Pulling out Gaea's Cradle, Yavimaya Hollow, or even just a Reliquary Tower or fetchland is a great benefit to a usually giant creature. It's also got reach, which can be relevant.

Avenger of Zendikar + Purphoros, God of the Forge is a combo that has won me a LOT of games. I run Tooth and Nail and Defense of the Heart almost solely to pull those out. Just recently, I managed to turn the tables on an Eldrazi player with a turn 4 Kozilek, Butcher of Truth by dropping Tooth and Nail entwined and winning the next turn. It's expensive, but generally affording it is not a problem, and it'll be game winning when you can. I advise the combo to basically every deck I see running , and people tend to agree after seeing what it can do.

I actually cut my Sol Ring a while ago, to try out a Null Rod, as artifact mana is far too prevalent in my playgroup. It also tended to be a dead draw late in the game, when I'd much prefer something like Nature's Lore. I cut Lightning Greaves a while back and added Steely Resolve, which I've found to be pretty successful. With the Greaves, instant speed removal can still remove Omnath, but Resolve gets rid of that window. And I rarely made use of the haste. The protection on Titania and my tokens is also welcome. Every so often, someone will play an elemental which also benefits from Resolve, but it rarely seems to happen, unless I'm playing against another elemental deck.

Figured that I'd just share some tidbits of my experience with an Omnath deck, and this post got way too long. Either way, your deck is awesome. If I had my decklist on here, I'd link it, but it's late and I don't. I'll be going to Vegas with some friends as well, so maybe I'll see you there.

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