Selesnya Cluestone

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Selesnya Cluestone

Artifact

{T}: Add {G} or {W} to your mana pool.

{G}{W}, {T}, Sacrifice Selesnya Cluestone: Draw a card.

Wabbajacke on Ohabi, Kiss My Arsenal

1 year ago

As far as i know most Commanderdeck´s play around 32 Land´s + Manarocks. I think something like Sol Ring/Selesnya Cluestone/Selesnya Keyrune/Wildfield Borderpost/Talisman of Unity would be great, but that depend´s on your playstil. They also help a lot fixing your mana supply.

More importend for you to know, you can´t tutor Halvar, God of Battle  Flip with card´s like Open the Armory as you mentioned in "The Butter", because as long as Halvar is in your deck/graveyard/exil/hand, he only counts as it´s front side. Tutors will only see the cardtyps of Halvar. The other side of Halvar only appears the moment you cast it.

Flodder on Selesnya Doggos

3 years ago

Cool idea, I've never seen wolf tribal before! :-) I'm not familiar with wolf tribal, so I won't recommend specific tribal cards. But I will comment on the general deck structure:

  1. Run more lands. I recommend 35-36. Remove Reliquary Tower and maybe add Ash Barrens and Exotic Orchard as budget color fixing.

  2. I count 15 Ramp spells, but 10-12 are enough. Since you have access to green, you might prefer land ramp over artifact/creature ramp. (Lands are less likely to be destroyed and fetching lands out of the library waters down the odds to draw something more usefull.) I recommend cutting out Selesnya Keyrune ; Selesnya Cluestone ; Skyshroud Claim ; Heraldic Banner ; Elvish Mystic and Fyndhorn Elves . (Maybe keep the evles, if you use them for combat in the late game). Then add Myriad Landscape ; Kodama's Reach and Cultivate .

  3. I count only 3 card draw spells / card advantage effects. Again you should aim for 10-12, but that's though in Selesnya colors on a budget, so maybe 8ish do the trick?! Some suggestions: Garruk, Primal Hunter ; Shamanic Revelation ; Regal Force ; Beast Whisperer ; Yavimaya Elder ; Return of the Wildspeaker . None of these are super budget friendly, but thats as cheap as it gets. You can cheat a little by counting Tranquil Thicket + Secluded Steppe + New Benalia as 1.

  4. I count 6 single target removals and 3 board wipes, which generally is good. But since you play lots of creatures yourself, you don't like board wipes too much. Make it 9ish single target removals and 2 board wipes. I recommend removing Akroma's Vengeance and adding some of the following: Prey Upon ; Collector Ouphe ; Ghost Quarter ; Beast Within ; Scavenger Grounds .

  5. I like the ammount of wolf creatures (and wolf token generatores) and I like the ammount of pump spells (like Collective Blessing ) too. However if you must cut some cards to make space for more card draw/removals/lands, then better cut some pump spells rather than cutting wolf creatures.

cheers

momikulski on snowmageddon

4 years ago

Updraft , Force Void , Blessed Wine , and Rime Dryad are all pretty mediocre, but I like the theme.

I also like Icy Manipulator both for flavor and for utility. Dark Depths might be out of your price range, but it is such a cool flavor card. also on that list is Glacial Chasm . Some more enter the battlefield creatures might be really helpful things like Eternal Witness and Hornet Queen are busted good with roon. Eon Hub does things in this deck. I have no idea if it is a good card or not for the deck, but it certainly does things.

Some cool things to think about (specifically cool for you, and very uncool for your opponents). If you can make your opponents lands snow covered all of a sudden Balduvian Conjurer and Balduvian Frostwaker make them removable with creature removal like Swords to Plowshares and Path to Exile can now remove lands. Which I guess for those specific removal cards seems pretty bad, but uh Sunscour after making all of your opponent's lands into 2/2's with the frostwaker seems pretty hilarious to me.

I think you're going to want all the mana you can get, so I'd look at signets cluestones and the like in your color pie. so like Simic Signet and Selesnya Cluestone .

Altogether your list is super fun and flavorful, could it have more focus on making a specific win condition go? like Worldly Tutor to get out the Rimefeather Owl consistently? Sure, but this schema is going to be tough to break, which is why it is fun. I think you could do more board clears and more making your opponent's lands into creatures, but I think that will make your play group dislike you pretty quickly. Noyan Dar, Roil Shaper might be fun if you want to go all in on making your lands into creatures and winning that way. And with that dude, you could go with Devastation Tide and Rude Awakening . There are a bunch of things your list could be sharpened into. Hope this helps.

Elf0491 on Mayael's Big Boy Club

5 years ago

Big smashy Naya decks can be a ton of fun! It kinda depends on what direction you want to take the deck, but if you're looking at the classic 'power 5 or greater matters' theme, here are some suggestions:

Remove: Chandra, Fire of Kaladesh  Flip: This deck focuses more on casting big creatures, so the likelihood of flipping Chandra is very low. Firemane Angel: Very expensive for her effects. Better creatures and lifegain can be found. Gigantosaurus: Hilarious card, but the 5 green will be super hard to get in a three color deck. Legion Loyalist, Legion Warboss, and Ajani's Welcome: These cards are all geared towards a 'go-wide' playstyle that encourages lots of small creatures. That's not how Naya usually plays, and most of the rest of your deck isn't set up to support them. Light of the Legion, Swiftblade Vindicator, Dawn of Hope, Path of Discovery, Prodigious Growth, Urban Utopia, Bounty of Might, Flower / Flourish, Boros Keyrune, and Selesnya Cluestone: These are all cards that either don't mesh great with the rest of the deck, or are decent, but have cards that can usually do the same thing better.

Big Boyz: Meglonoth: Great power for 6 mana, and can really pump out damage both attacking and blocking each time around the table! Mycoid Shepherd: Pretty decent source of lifegain. Paleoloth: Graveyard recursion. Spearbreaker Behemoth: Gives your important stuff indestructibility! Spellbreaker Behemoth: Can absolutely wreck blue control. Woolly Thoctar: 5/4 for 3. Nuff said. Bull Cerodon: Really solid creature to keep bashing your opponent's with. Godsire: Can be hard to play, but will generate an insane amount of value if it stays in play. Stalking Vengeance: When your stuff dies, so do your opponents! Victory's Herald: massive boost to your field, especially with lifegain.

Mana Ramp: Gruul Signet and Selesnya Signet: Some of the best ramp for three color decks. Drumhunter, Exuberant Firestoker, Sacellum Godspeaker, and Sunseed Nurturer: Can be okay as ramp, while also synergizing with your theme. Mul Daya Channelers: can be either a 5/5, or help you ramp into one. Somberwald Sage, Beastcaller Savant, Birds of Paradise, Channeler Initiate, Chromatic Lantern, Commander's Sphere, Draconic Disciple, Llanowar Elves, Atzocan Seer, and Drover of the Mighty: All permanents with useful ramp abilities, some of which even have a few other potential synergies. Traverse the Ulvenwald, Sakura-Tribe Elder, Yavimaya Elder, Harrow, Journey of Discovery, Gift of Estates, Cultivate, Caravan Vigil, and Collective Voyage: Cards with varying effects that let you search up lands from your library.

Utility: Asceticism: Lots of protection for your board. Anger and Fires of Yavimaya: gives all of your creatures haste. Signal the Clans: Great tutor card for creature based decks. Loxodon Warhammer and Behemoth Sledge: Trample and lifegain on a stick. Domri Rade: Card draw, repeatable fighting, and a crazy ult. Deafening Clarion, Austere Command, Earthquake, Mizzium Mortars, Comet Storm, and Savage Twister: All have the potential to be near one-sided boardwipes.

Lands: Ancient Ziggurat: With a focus on creatures, this card is usually really useful. Command Tower: Should be in every commander deck. Naya Panorama and Jungle Shrine Kessig Wolf Run: Extra damage and trample. Contested Cliffs: Repeatable fighting for your beasts.

There are probably more suggestions I could make, and certainly not all of these cards need to go in. Just some different ideas for you to consider!

Feyamius on Remove Gelectrode

6 years ago

I'd run Trostani's Judgment over Blessed Light, and of course Wake the Reflections, cutting some of the 1/1 token creators. You want your tokens to be big.

Grow from the Ashes is a great new ramp spell. Far Wanderings and Journey of Discovery are very good as well. Selesnya Cluestone, Commander's Sphere and Darksteel Ingot could ramp you even more so you can activate your commander's populate ability multiple times per turn. Like suggested, you could take out some 1/1 token creator spells for the increase of ramp.

Karns_Pyromancer on Arahbo EDH

6 years ago

Alright, so Arahbo isn't all that great with loads of artifacts. Arahbo is a tribal general,so play into that theme a bit more.You really should run more creatures and ramp, I think. Your land count is fine, maybe even high. You've got 4 ramp spells and 3 Rocks.

Artifacts: I'd trim a few to get just rocks (You're running 3) and good equipment. Things to keep would be Sword of the Animist, Boots/Greaves, Bloodforged Battle-Axe and Heirloom blade. You want things which provide advantage beyond combat and are useful on any creature. I'd suggest Selesnya Signet, Commander's Sphere, Selesnya Cluestone and Mind Stone as they provide ramp and late game draw. Pillar of Origins is also an option. As for the maybeboard, I'd add only Thaumatic Compass  Flip and Vanquisher's Banner.

Creatures: This is one of those weird tribes where they have options, but not enough. I think Felidar Sovereign and Regal Caracal are great for you. I also like Mirror Entity and Chameleon Colossus. If there're any clones or things like Polyraptor you can use, I'd suggest looking into it.

Enchantments: Authority and Sigarda's Aid aren't that great here. Aid wants to be in a Sram or Balan deck, Authority wants a different format. I'm not sold on Zendikar's Resurgence either. I've limited experience with it outside of discarding it. I'd suggest running Quest for Renewal as I think you're aggressive enough for it. Growing Rites and Overwhelming Splendor are fine here, I think. I'd also suggest Growing Ranks, Beastmaster Ascension and anthem effects like Gaea's Anthem, True Conviction, Spear of Heliod, Collective Blessing, so on and so forth.

Instants: I think you're fine here. Settle the Wreckage and Selesnya Charm could be nice.

Planeswalkers: Ajani, Caller of the Pride could be fun. Ajani, Mentor of Heroes and Ajani, Valiant Protector also have uses here.

Sorceries: I don't think the maybeboard options are any good for you. Overrun is a oneshot anthem, and Appeal to Authority is a meh combat trick. I also dislike Harvest Season, Hunter's Prowess, Soul's Majesty and Rout. You should consider Sylvan Scrying, Wrath of God, Rishkar's Expertise, and stuff like Primal Command, Dromoka's Command, Righteous Confluence, Verdant Confluence, Crib Swap, etc. You really want versatility and some removal.

Feel free to test and play around with these or other cards. Don't feel like you need to cut something that's working just because I say so.

ZapatasBlood on The Tokens Are Coming, The Tokens Are Coming!

6 years ago

Wouldn't Commander's Sphere be strictly better than Selesnya Cluestone?

Also, Fresh Meat could be fun.

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