Rhystic Cave

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Prophecy (PCY) Uncommon

Combos Browse all

Rhystic Cave

Land

Tap: Choose a color. Add one mana of that color to your mana pool unless any player pays (1). Play this ability only any time you could play an instant.

Rhystic Cave Discussion

n0bunga on Commanders by Power Level [EDH Tier List]

9 months ago

Similarly Soren, not being needed in a deck doesn’t make it a bad card, either.

Sure, Gitrog has a unique position in that it benefits from a land entering the graveyard. Being able to “cheat” your Commander while evading tax isn’t mutually exclusive to Gitrog, it’s just one of the few where it really matters. And no, Synergy, I do not think Ifnir Deadlands is a necessary land in Gitrog and certainly not a replacement to Command Beacon. Command Beacon also isn’t used because it’s a colourless land, there’s a reason Scorched Ruins isn’t played. The counters on Ifnir business is irrelevant, and it’s a painland when we have Cabal Pit which has a relevant mechanic, and Llanowar Wastes City of Brass and Mana Confluence which are just strictly better painlands. The fact that it’s not “impacted” in your opinion doesn’t refute the claim the deck would be deliberately built wrong by not including it, because there’s no justifiable reason not to run it in Gitrog, other than playing devil’s advocate. The purpose of this thread is to make and promote decks built as competitively as possible. It’s largey been common knowledge that Command Beacon is just a no brainer for the Gitrog Monster, as it is in 100% of the examples of the most competitively built decks. Going against the grain, just to say you’re going against the grain, isn’t a counterpoint. So again, I do not think there’s a discussion to be had by saying you could replace it and the deck functions the same - no one is arguing that, and nothing is to be gained from making that argument.

Soren - It’s a dangerous line of thought to conclude that because other decks don’t or can’t run it, that it must mean a card is “garbage” which was your original descriptor.

Let’s evaluate the card based on its printed text alone - you can evade commander tax once, or provide colourless mana in the interim. There’s nothing inherently garbage about that. You’re down a land, but the core philosophy behind it is that you’re at the stage in a game where you need to be able to recast the commander for its original CMC, instead of spending the extra two per tax. It’s incredibly appealing as a utility land.

From a purely cedh perspective, I get that it’s not needed or not feasible in most. Typical CEDH lands run a tight 28-32 land count, and there are restrictions within. In any multicoloured deck, you’re running most if not all 8-10 fetches. You’re also running anywhere from 1-10 ABUR dual lands, and a mixture of utility lands, shock lands, basics and the like. There’s a mathematical reason that it’s not deserving enough of a slot in all dexks, and that’s because a large percentage of your finite resources are pretty much dedicated, and have little in the way of wiggle room. It’s also not functionally needed in commanders that use Food Chain, or decks that merely abuse the colour identity and have no business in interacting with the commander, or decks where commander tax is just inconsequential.

But saying something’s not needed or can’t fit a such a tight landbase isn’t the same as saying the card is bad, or garbage. To me, that’s saying the effect isn’t worth the cost, and I think that would be incorrect if you’re to just assess the card on its own. It’s the only land of its kind to interact with the Command Zone and hand specifically, and the difference it can make is potentially game ending.

Rhystic Cave would be an example I can think of that I’d consider a very bad land in this format, whereby its benefit of painless rainbow colours is greatly outweighed by the fact that anyone can stifle that.

mistarilledawn on

1 year ago

At first glance, the first thing I'd suggest is to add in Silent-Blade Oni. That card is super cool, and it does exactly what your deck wants to do. The only bad point is the cmc, but it does have Ninjutsu, if that changes anything. Also, Baleful Strix. It's a fantastic staple in any UB deck.

Quicksand and Saprazzan Skerry are also some lands I'd cut; I'd suggest maybe Sunken Ruins or Dimir Aqueduct over Skerry, maybe even add one or both of the vivid lands for your colors (Vivid Marsh/Vivid Creek).

Thaumatic Compass  Flip, I'd say, is a great upgrade to Quicksand. Maybe switch Dimir Locket for Thaumatic Compass, and switch Quicksand for, say, Command Tower, Temple of Deceit, or Reliquary Tower. I'd also cut Rhystic Cave - maybe replace it with Exotic Orchard or Forbidden Orchard.

Morphic Pool, too, might be good to add, but that's sorta dependent on your playgroup.

CommanderClinic on #YouMakeTheDeck

1 year ago

Okay, let's get some Jedi Caves and Murky monsters in here. Jorubai Murk Lurkers are definitely in the swamps of Dagobah, and though it's cold, I'm pretty sure the Ice Cave is a great place to send a training Jedi to face their fears. Rhystic Cave can help with of color sources on a budget and can put a crimp in the plans of someone who tapped out to play a spell to end the game when you have the Ice Cave out.

I am still confused as to how Steal/Clone has anything to do with the swamp planet of Dagobah, but let's look at some sweet cloning cards. Altered Ego, Stunt Double, Clever Impersonator, Mirror Match, Mirror Mockery, Spitting Image, and Stolen Identity all come to mind for varying degrees of cloning. I really like the Mirror cards because they directly oppose your opponents in an interesting fashion, discourage attacking you, and might let you actually use your opponent's ETB triggers if they're not careful.

For stealing, we've got Aethersnatch for spells, Chamber of Manipulation, Dominate, Domineering Will, Helm of Possession, Overtaker, Rags / Riches, Reins of Power. Thalakos Deceiver, Tolarian Entrancer, Treacherous Urge, Willbreaker, and Soul Seizer  Flip to get at their creatures.

For the list now, I'd actually just purge everything over $5 to get a better sense of what you actually want in the deck, drop most of the reanimation right now since you're focusing more on cloning and stealing rather than reanimating, you can see about stealing creatures out of graveyards later. Deadeye Navigator just needs to go as well, since that card is just too good and will probably get you killed with little to no actual benefit.

If you still want to run Villainous Wealth get some of the best, cheapest ramp G and B have to offer like Zendikar Resurgent, Myriad Landscape, Blighted Woodland, and the ilk since that won't break your budget like some of the alternatives. Skirge Familiar can turn excess cards into mana, which can make your Tasigur cheaper too, and there are always the U free spells which you can bounce if you put bouncers in the deck) without having to fork out the cash for Palinchron

Another cool way to trim down your budget is to just not run some of the typical staples. Like, completely forget about Sol Ring and Lightning Greaves they're just not going to be worth the effort like Fellwar Stone, Corrupted Grafstone, or even, as much as I dislike them personally, Signets in the colors you need most.

Also, do be careful with Notion Thief, and this goes with other player's stolen creatures too, you'll need to make sure to have some sac outlets. Evolutionary Leap, High Market, any number of black creatures that have that as a cost, would be worth it if they have an effect that you can leverage into usability.

So...all in all, I know that's a lot, but hope it helps even a little bit.

hecklefeckle on "HELP" - All suggestions taken

2 years ago

Oh, I think we need more mana fixing. 4x Rhystic Cave should do the trick. Oh and at least 3x Mudhole.

oliveoilonyaasscureshemorrhoid on ''It's Ok,They're just slivers''

2 years ago

Land suggestions :P

There's a bunch of good lands and serve functions, but a bunch of them come in tapped; I'll focus on lands that come in untapped, and can produce any color. The first ones to come to mind are Tarnished Citadel, Rhystic Cave, and Thran Quarry (which is great in creature-heavy decks, like Forbidden Orchard in your deck).

In lower priority, consider Forsaken City, maybe Transguild Promenade (which is just name of your Rupture Spire, but I'd rather have one of the vivid lands), Pillar of the Paruns, and Grand Coliseum (the shittier Forbidden City). There's also other lands that give an immediate, one color use, but aren't as stable.. like Aether Hub, Archaeological Dig, Tendo Ice Bridge, Crumbling Vestige, Undiscovered Paradise, and Rainbow Vale.

In addition, I would trade your Gemstone Mine with something like Crystal Quarry or Cascading Cataracts. In a five color deck, you won't be searching for a basic land that much. So consider some ramp that tutors for any land your little heart desires.. like Expedition Map, Traverse the Ulvenwald, Tolaria West, and Crop Rotation.

Hope this helps, I'm always here.

Raging_Squiggle on "Only any time you could ...

3 years ago

You can activate them in response to split second spells. Players receive priority when a split second spell is on the stack, but generally they can't do anything but let it resolve. The reason you can is because the abilities present in the cards in question are mana abilities which don't use the stack.

Any time you could cast an instant is when you have priority, as you said. This means:

  • you cannot activate their abilities when casting a spell,

  • you cannot activate their abilities when activating an ability.

this is because during those times of casting or activating, no player has priority and because various other cards are changing zones (except Rhystic Cave, which is explained below).

Here's a ruling from Gatherer from Rhystic Cave that might help you a bit:

10/4/2004 The cards ability has errata so you cant activate the ability during casting of a spell or activating of an ability. This prevents you from getting into a position where someone paying 1 could stop you from having enough mana to pay for the spell. If you want to use it pay for a spell or ability, you need to use this card before you start the casting or activating.

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