Rings of Brighthearth
Whenever you activate an ability, if it isn't a mana ability, you may pay . If you do, copy that ability. You may choose new targets for the copy.
|Want (7)||Aethos528 , jedidad68 , kadabura , Iechinok , AndrewsLuz , Cainden , DoomNoodle|
Printings View all
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Rings of Brighthearth occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
Rings of Brighthearth Discussion
4 days ago
Welcome to Magic the Gathering, where magical ..... well, you know Btw. The strategy you are reffering to is known as Aristocrats.
Rings of Brighthearth - Synergizes with your commander. If you are were to add fetchlands (lands which grab other basic lands from the deck) such as Prismatic Vista, Verdant Catacombs and others, you can get 2 lands for each fetchland by using rings. You sacrifice the fetchland putting the ability on the stack, then pay 2 mana and copy the ability with rings.
Imp's Mischief - This card does a lot of 2 mana. Lots of spells in MTG target. Removal such as Path to Exile, draw spells like Overflowing Insight, extra turns like Time Warp and even Counterspells target. A cool thing you can do aside from redirecting a spell that has 1 target is the following..... You cast your commander, they cast Counterspell, targetting your commander. You then cast imp's mischief, changing the target of the counterspell to imp's mischief. Imp's mischief resolves. Counterspell tries to resolve and counter imp's mischief but because it is removed from the stack, the counterspell does nothing. Then your commander resolves. Very useful card! Do not overlook it!
I see you already have some decent tutors which is good. Tutors ensure consistency, help you get a combo like Exquisite Blood and Sanguine Bond. They also help you get whatever you need when you need it, it is black's greatest strength in EDH. Now to discuss weaknesses.....
Black has almost no way to get rid of artifacts and enchantments. If an opponent plays Rest in Peace or something similar, you will find yourself in a tough position. As such, having cards such as Blast Zone, Karn Liberated, Ugin, the Spirit Dragon, Ugin, the Ineffable, Meteor Golem, Ratchet Bomb, Lux Cannon and others can be extremely useful.
I don't know what your meta (the group of people you play with) are like and how powerful their decks are, this seems pretty casual. There are lots of cuts and many more cards you can add depending on what you're going for exactly. If you want ideas of other cards to add and/or what to cut, let me know. Mono black EDH is my favorite.
6 days ago
Heidar, Rimewind Master is what you are looking for. Don't worry about bouncing your opponent's threats and countering them. Go for broke: Cast Stasis , then on the end-step before your turn, bounce it. Untap and recast it for the lock. Winter Orb and Static Orb also work!
Abuse these cards with other copies like Tradewind Riders or with Aphetto Alchemist effects for more value! Magewright's Stone , Thousand-Year Elixir , Rings of Brighthearth , Illusionist's Bracers , Pemmin's Aura , Freed from the Reel, etc.!
1 week ago
2 weeks ago
3 weeks ago
If your group avoids infinite combos, then you can drop Staff of Domination , the sole purpose is for infinite mana and draw to end the game. Rings of Brighthearth is also for infinite mana but provides strong synergy with mana cards outside of infinite combos so I'd keep that in.
3 weeks ago
+1 for the NAME, custom categories, ALTERS and overall pretty good deck design. I'm a bit lit at the moment so the only suggestion as of now I can think of is Eternal Witness > Regrowth
Thoughts on adding fetches + Rings of Brighthearth ? Rings synergizes with ur commander, fetches, top. If you added a Deserted Temple + rings + Cradle + Lots of creatures = infinite green mana. Its also good synergy with your walkers as well.
4 weeks ago
4 weeks ago
Buried Ruin = been a consideration. I still plan on revisiting the land base and changing things there. It is 100% an option and probably will be in the final decklist.
Cloud Key = been thinking of this card but its hard to see the value in it as the deck currently stands. I get Helm of Awakening benefits opponents, however it can benefit us a ton aswell. Cloud key would be better if the deck had less of spread and focused more on creatures or artifacts or something. So for now, Helm does the trick. Also, when it comes to K'rrik, he will die a lot, another reason why helm helps out. It is for the spread of cards that I run(which is pretty much mostly a spread of everything with artifacts and sorceries topping.)
Vampiric Link is amazing. Oh god it overperforms. I'm assuming you don't know the ruling here. K'rrik has lifelink, and this basically gives him double life link... if he hits something for 8 damage, that is 8 life and another 8 life gained from this enchantment. Only 1 black(aka 2 life)...and it adds a counter to k'rrik making him even stronger! Overperforms...especially when you're low on life and need to regain life badly. There have even been times I've played it on Villis to hit someone and gain 8 life when im about to win but don't have k'rrik out or just need emergency life.
Shred Memory / Cremate = Cremate is mostly used as a cantrip(draw a card+do an effect). in this case, its more of a combo stopper...It can be used(for 2 life and no mana) and will stop someone from winning a game(mikaeus+triskelion combo) or anything that is in their graveyard really...Shred memory can exile from graveyards and do even more than just 1 card...but it costs 1 more mana, and doesn't draw a card. The bonus here would be for the transmute but I feel there is a good spread of tutors already...I may add one more tutor but not sure yet. Final Parting may come into play here...This decklist isn't final yet.
Rings of Brighthearth + Basalt Monolith = I swear I have considered this more than anything. In fact I have been play testing this a bit. Seems like it can be good. There are times its helpful but at the sametime, there are times I dont need mana...If this were to be added, I could totally see the benefits but I'd need more X spells such as Torment of Hailfire . The doubling effects on abilites of course is good. Doubling abilities is amazing for only 3 mana(depending on the ability) and infinte mana is never a bad thing. Needs more play testing to see if its better with it...or without. So far, I like it...but need more playtesting.
Not sure how much you looked into the deck but Read the Bones is already in the decklist. I appreciate your input. Reanimate is only in the deck since its been helpful in disrupting people/helping me. It can gain a ton of life with gary, or steal an opponent's combo creature before their turn. Or to destroy an opponents creature and take it from them. Also if someone tries to disrupt my carrion feeder combo(or really any creature based combo), I can get my creature back. I also have Emergence Zone as emergency flash to either win the game, or to stop someone from winning. I've used reanimate a couple times with it when an opponent waste's a bunch of mana to try and combo off, only for them to fail because i stole their combo piece...and then I win next turn. Mwhahahahaha!!!
Love the suggestions. Keep em coming. I do update this decklist once a week or so..just dont post what i changed.