|Commander / EDH||Legal|
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|Modern Masters 2017 Edition||Uncommon|
|Shards of Alara||Uncommon|
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Seaside Citadel enters the battlefield tapped.
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|Have (7)||mtgmanatee , saj0219 , Zhorus_The_Bauqret , rakdos24 , rockleemyhero , TheRealPeaches , hwagner|
Seaside Citadel Discussion
5 minutes ago
21 hours ago
Do you get land screwed, color screwed or unable to play cards a lot of the time because lack of mana production? The Avg. CMC for this deck is 4.6, that's really high without playing any ramp. No Sol Ring? I'm kind of confused, do you not like ramp in Commander? Some of your Planeswalkers can ramp, but that doesn't help you if you can't play them.
My suggestions are to add ramp and improve the manabase by cutting a large portion of the come into play tapped dual lands. I understand that Planeswalkers are price expensive and they take up a huge portion of the total cost of this deck, but the manabase is really bad. It would help the deck a lot to fix it.
You're playing green you can advantage of land ramp spells. You can accommodate land ramp by cutting a large portion of the come into play tapped lands such as Elfhame Palace and other lands like it for Basic lands. For a budget manabase with green you're much better off playing more Basic lands and cards that can tutor for the Basic lands then lots of come into play tapped dual lands. The Tri lands are great: Arcane Sanctum, Seaside Citadel, Opulent Palace and Sandsteppe Citadel, but these lands are powerful enough that coming into play tapped while bad is fine. This will speed up over all game play because Basic lands enter play untapped. Other lands to consider are the BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream. The BFZ lands have good interaction with both Basic lands and Check lands, Sunpetal Grove, etc.
For a budget $30-$40 manabase I suggest playing:
- The four Tri lands
- Four Pain lands: Caves of Koilos, Llanowar Wastes, Underground River, Yavimaya Coast
- Four Check lands: Sunpetal Grove, Glacial Fortress, Isolated Chapel, Drowned Catacomb
- Three BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream
- Two Filter lands: Sungrass Prairie and Darkwater Catacombs
- Command Tower, Exotic Orchard, Forbidden Orchard, Ash Barrens, Dreadship Reef, Opal Palace
- 5 Plains, 4 Forest, 2 Island, 2 Swamp
Dreadship Reef is a land that uses counters, great with Atraxa. Opal Palace is good with Atraxa because if you use it to play her she gets a +1/+1 counter which she can start proliferating, growing herself.
I recommend this manabase and adding a ramp package of:
- Cultivate, Farseek and Kodama's Reach
- Sol Ring, Fellwar Stone
- Everflowing Chalice and Astral Cornucopia
Cornucopia and Chalice use counters which Atraxa can proliferate making these rocks pretty powerful. Even though your playing some board wipes that destroy all artifacts I still think having some artifact ramp is important to play Planeswalkers. It's more important to have the mana to play Walkers than wipe the board.
To make room for these ramp packages I recommend cutting some of the less powerful Planeswalkers because holy shit there's 28 total of them. Walkers like Jace, the Living Guildpact, Nissa, Voice of Zendikar, Kiora, the Crashing Wave, Gideon, Champion of Justice and Dovin Baan. Also Praetor's Counsel and Primal Surge are just too mana expensive for the deck. Nevinyrral's Disk, Decree of Pain and Terminus are too slow and your playing a lot of other better cheaper mana board wipes. Terminus while powerful needs some set-up to be, Brainstorm and you currently have no malipulation of the top of your library.
Good luck with your deck.
1 week ago
Sram, Senior Edificer more card draw
Rapid Hybridization, Reality Shift better removal than condemn
Counterspell, Arcane Denial, or any three mana counter spell that does something extra would be better than cancel.
Think twice, eyes of the wisent, ivory mask, kismet, could probably be cut
all the artifact/sorcery ramp, could probably get cut for enchantment ramp
Some tap lands might be useful, the guildgates, refugees, gain 1 life lands from EMA, ravnica bounce lands, Seaside Citadel, probably could cut command tower for budget reasons
1 week ago
Sundering Growth against hard enchantment locks, which are faster and will beat your deck, Fog, Holy Day, Haze of Pollen, or Angel's Grace to survive for the lock, Chaplain's Blessing for the best heal against burn for survival, etc. The issue is that you have a very slow win condition.
I would suggest just to help, you fix up your mana, 24 is a good amount in three colors, but Seaside Citadel is a good cheap option, along with Evolving Wilds or Terramorphic Expanse for mana fixing, etc.
2 weeks ago
If you're going to do an investigate deck, then I would focus in on that and drop a lot of the stuff that doesn't help achieve that. Lone Rider Flip, Ulvenwald Captive Flip, Ulvenwald Hydra, Sigarda, Heron's Grace, Heron's Grace Champion, and even Duskwatch Recruiter are cards that could be dropped. If you do you can go up to the full amount of Tireless Tracker (when you get them), Graf Moles, Bygone Bishop, Confront the Unknown, Ulvenwald Mysteries, and another Journal and Patrol. To make the deck more consistent and sleek you should drop a lot of the 1 ofs as well like Traverse, Trail of Evidence, and Fleeting Memories.
Since a lot of your cards are 3 drops like Tracker, Mole, Bishop, you should add a playset of mana dorks to help accelerate. Birds of Paradise is going to get you the most bang for your buck but if that's still too expensive then you could do something as simple as Elvish Mystic.
Lastly you're gonna want some number of removal spells. Path to Exile is the best removal spell in these colors but if that is too expensive then you might have to settle for something like Journey to Nowhere.
Hope this helps!
4 weeks ago
Kudos for not going with Superfriends. I enjoy them from time to time, but she really drove them into the ground.
Are you looking to stay with... generic counters good stuff? Or do you wanna focus it into a lean mean killing machine? As much as budget allows for of course...
Since you're not running a large amount of land fetching cards, you should be safe with running some multicolored etb tapped lands. Notably the tricolor, pain, and check lands and maybe the temples as they're all pretty cheap (Seaside Citadel, Adarkar Wastes, Glacial Fortress, Temple of Enlightenment, etc)
Also I see you've got Simic's but you should definitely look into picking up the other 5 usable Signets in your colors.
That's all I feel safe with suggesting to start with without a goal you'd like to accomplish, but hopefully you enjoy playing her. I'm a theme junkie myself and went a... "100%" Phyrexia deck version if that inspires anything for ya. Rise of the Praetors.
1 month ago
The first thing I would do before looking at anything else would be to make some improvements to the mana base. With only 5%-12.5% of your lands able to produce multiple colors (depending on how you want to count the ones that can only do it for creature spells), it looks to me like it's going to be rather difficult to consistently cast whatever spells you happen to draw. Having the correct colors at-hand is the #1 key thing for any 5-color deck.
I think the best way to start (without spending a too much money) would be to incorporate the lands from the Irrigated Farmland cycle in Amonkhet and the Prairie Stream cycle from Battle for Zendikar, and then start looking for the lands from the Glacial Fortress cycle in multiple Core Sets and the Isolated Chapel cycle from Innistrad.
In the meantime, also check out some easy budget options like Rupture Spire, Transguild Promenade, the Seaside Citadel cycle from Shards of Alara (and a couple supplemental products), and the various Common and Uncommon lands from Khans of Tarkir.
5-color dragons can be really fun, and I think what you've started with here has a lot of potential. Check out my Scion of the Ur-Dragon deck and see if it gives you any other ideas.