|Commander / EDH||Legal|
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|Duel Decks: Elspeth vs. Kiora||Common|
|Duel Decks: Divine vs. Demonic||Common|
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Secluded Steppe enters the battlefield tapped.
: Add to your mana pool.
Cycling (, Discard this card: Draw a card.)
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Secluded Steppe Discussion
1 week ago
Having too many lands sitting around could be a problem, so the cycling lands like Secluded Steppe could get rid of extra unnecessary lands.
I really help that this helps you with your deckbuilding.
3 weeks ago
Relic Seeker- probably too expensive, but it's your budget stoneforge mystic
Skyhunter Skirmisher- carries a sword or enchantment well
Wing Shards- board control. Plus a personnel favorite i don't see played much
Mask of Memory- card draw in mono
Ring of Thune vigilance and a slowly growing threat
Trailblazer's Boots unblockable always!
Haunted Cloak- generic good stuff equipment, this one is iffy
Mind Stone mana rock that draws you a card
Bonehoard big dude and allows for commander kills (hopefully)
Oblivion Ring removal
Secluded Steppe better than a plains imo
Drifting Meadow better than a plains imo
New Benalia better than a plains imo
Kor Cartographer iffy mana ramp. seems like you don't need to ramp after 4 lands but in case you wanted that option
Decree of Justice finisher and card draw!
Tamiyo's Journal card draw!
Darksteel Mutation commander lock down!
Faith's Fetters hits everything and more removal!
Armored Ascension commander killS
1 month ago
I'm putting lands into a separate thing because I'm currently seeing 72 cards for your mana base, so something's clearly off and I can't make any assumptions as to what's actually part of the decklist and what isn't.
A mono colored deck, especially a white one always likes Terrain Generator, in my experience. I'd probably cut Rustic Clachan for it, because it's not a particularly great combat trick and always comes into play tapped for you. Myriad Landscape is another fairly obvious suggestion for mono colored decks, cutting one plains for it. Since you'd probably enjoy manlands but don't really want to re-equip your creatures all the time, maybe try Foundry of the Consuls as well as Spawning Bed, although the former is probably strictly better for your purposes. Lastly, I want to suggest running City of Shadows as a big mana land. You should have enough token production to make this viable, but it's still kind of risky considering it doesn't produce mana on it's own. Nykthos, Shrine to Nyx is another option that at least produces mana, but you'd need two white symbols in addition to your commander to get any benefit from it and considering a lot of your deck is colorless it seems like a waste. You should probably also add the two mono white cycling lands, Secluded Steppe and Drifting Meadow, as well as Buried Ruin for some attractive options inside your mana base.
I'm confused about Terramorphic Expanse and Evolving Wilds in the decklist. It seems like it's not worth having your lands come into play tapped simply to thin out one more plains, especially considering there are so many other nonbasic lands you could play. Strip Mine is obvious, because some lands just can't be left on the table for too long (hi there, Gaea's Cradle!). For the other land it feels like New Benalia's Scry 1 is a more immediate benefit compared to having one less plains in the decklist. Windbrisk Heights is another good option, though I always feel underwhelmed by the impact of Hideaway lands.
I'll summarize the entire manabase since I have no idea what is and isn't in there:
39 Land total 1 Eiganjo Castle 1 Emeria, the Sky Ruin 1 Kjeldoran Outpost 1 Kor Haven 1 Mistveil Plains 1 Throne of the High City 1 Strip Mine 1 New Benalia 1 Terrain Generator 1 Myriad Landscape 1 Foundry of the Consuls 1 City of Shadows 1 Secluded Steppe 1 Drifting Meadow 1 Buried Ruin 24 Plains
1 month ago
2 months ago
Looking to increase the cards that either discourage attacks against me or come as surprise swings, as well as trim some things that were underperforming.
Assemble the Legion - Too slow. I want turnaround wins. This doesn't do that, and places a target on my head. May need to add another wincon though.
Chaos Warp - Finding I don't play it when I have it. Taking away their options is often counter to the strategy of this deck. Leaving them to overcommit or develop, while laying low myself, leads to my opponents taking each other out. My offense is often letting their offense develop and be used against everyone but me. When I do choose to intervene in their development, I want it to be final, with no upside for them. This is counter to that.
Oblation - Same as Chaos Warp.
Isochron Scepter - Many times a dead draw, and when it comes into play it is less impactful than I want. It also creates too much worry over my board state any time I play it. Counter to my strategy.
Silence - Not the impact I was hoping. Proactive counter does not work the way I wanted. I want turnaround after their deck does what it is supposed to, not just delaying their playing their deck.
Wild Ricochet - Many times a dead draw, many times too expensive, rarely as impactful as I wanted.
Lapse of Certainty - I often let things through because I want them to be used against my opponents, I don't want a target on my head, and I want to use those things against their controllers. I sit on this card too much.
Foreboding Ruins - Almost always an ETB tapped dual with no upside. I can do better.
Secluded Steppe - ETB tapped plains that I rarely Cycle. No combos to take advantage of it.
Temple of Malice - Upside that Foreboding Ruins didn't have.
Temple of Triumph - Replaces Secluded Steppe. Still ETB tapped, but now a dual and with an extra upside of Scry instead of Cycle.
Mystifying Maze - Another Maze. Leads to attacking elsewhere or to overcommitting. Encouraging both is exactly what this deck wants.
Gossamer Chains - Essentially another Maze.
Gift of Estates - Smoothing out the early game, ensuring land drops.
Karmic Justice vs. Martyr's Bond - I will cycle both. Redirecting targeted removal at my opponents would be good. Adding the chump block Rattlesnake of Martyr's Bond may or may not make up for the extra cost.
Some combination of Fogs such as:
Angelsong - Fog with Cycling
Batwing Brume - Punishing Fog. Perfectly in line with this deck
Darkness - Black Fog
Ethereal Haze - Fog not restricted to combat damage
Holy Day - White Fog
Kami of False Hope - For on a stick
Pay No Heed - Single target Fog that also works on non-creature damage
With a reputation for having these cards, it may encourage attacks elsewhere, and add a level of bluffing into this deck to increase the table politics. Not sure which I will like best, but I plan to cycle through them to see.
Academy Rector - Just a simple Rattlesnake tied to a tutor. Would potentially be great.
False Prophet - Another Rattlesnake card tied to a boardwipe. May be counter to the strategy, but the Rattlesnake may be worth it.
4 months ago
Pearl Medallion always nice for mono-white. Myriad Landscape, Karoo, Flagstones of Trokair good. Secluded Steppe and Drifting Meadow good for when you don't need any more lands. Cavern of Souls if you play against much countermagic. Stoneforge Masterwork would be really solid.
Very nice deck +1
5 months ago
I like the deck, here are some suggestions (these will be modern legal). My suggestions will be in the format of "-X into +Y", even if you already have the card, it's implied that it is a transaction and by the end will leave the deck at 60 cards
Overall a nice deck, just needs a little more speed and a little more aggression. A lot of mt suggestions are just personal preference, and Captain of the Watch is one of my favourite cards. The suggestions I made makes the deck better at recovering from a board wipe, and at applying really early pressure to the opponent. Also IF you like Brimaz, King of Oreskos swapping one plains for Eiganjo Castle wouldn't hurt (anything but your wallet). I hope this was helpful!
5 months ago
I'd start by putting together a better Artifact Ramp Package, I've read from a lot of sources any artifact ramp in commander over 2 CMC is just not worthwhile, I'd drop the cluestone. I'd recommend picking up Orzhov Signet, Fellwar Stone, Mind Stone. Your Avg CMC its 3.67, we could probably drop the lands down to 36-37 especially with our new ramp package. Given your land screw problem might I recommend Secluded Steppe and Barren Moor, this can help keep your engine running in this unfortunate games where you're top decking land after land.
I going to give you Extinguish All Hope, I'd add some sexy Enchantment Creatures to go with it, Agent of Erebos, Fate Unraveler both can just about win you games against some decks. Sun Titan and your old Crypt Ghast seem pretty awesome here as well. Your deck has a lot of enchantment recursion, you could probably make great use of Seal of Doom and Seal of Cleansing.
There's a distinct lack of Journey to Nowhere in this deck, its one of the best of the Enchantment Exile cards.
You have very little in the Tutor Department but they're all super expensive. I did find one nice cheap one Open the Armory this will help get the tools you need to keep your commander alive. Enlightened Tutor is really nice but a tad on the expensive side ~$12.00. With what few creatures you have Helm of the Gods seems amazing for your deck. Ghostly Prison seems like it would really help you out getting setup in the early game.