Sisay's Ring

Legality

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

Printings View all

Set Rarity
Seventh Edition (7ED) Uncommon
Visions (VIS) Common

Combos Browse all

Sisay's Ring

Artifact

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7ED

VIS

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Sisay's Ring Discussion

EventuallyClassy on Goodbye Hello

1 week ago

I love this deck!!! You are such a jerk, in a beautiful way. Two thumbs, waaay up!

At first glance...

Maybe swap out Sisay's Ring for a Chromatic Lantern (just seems like a good swap for the mana fixing)

I’m not a big fan of Diabolic Tutor, in this deck. It seems like the theme is not just land destruction, but also doing something after the board control = not enough creatures to waste. Having said that, maybe swap it for something like a Deep-Sea Kraken. It is a big force, one you control the board.

DespairFaction on Selenia Angel Reanimator

2 weeks ago

Hey there I saw your post on Reddit. Ive been playing a RW Angel Reanimator for a few years so I have a few suggestions for you.

First up youll want to get more 2 and 3 mana producing mana rocks. Hedron Archive is great. Thran Dynamo is one of the best rocks out there, though a bit pricey. Gilded lotus is a maybe since its very slow. Burnished Hart and Solemn Simulacrum are a must since they can be reanimated since that can be reanimated and so some really silly things with Emeria Shepherd. Also nothing wrong with Sisay's Ring and Burnished Hart since that can be reanimated.

Heres a few more sweet cards worth adding

Altar of Dementia prevents your creatures from getting exiled, and performs double duty of filling up your graveyard more. I was really excited when I found this one, it was a more recent addition to my deck and has performed great.

I would definintely run some combination of Living Death, Rise of the Dark Realms or Patriarch's Bidding whichever your budget will allow. If no budget, just run all of them.

Miraculous Recovery is also amazing. instant speed reanimation is really powerful. especially when your targets are reya or sunblast.

Memory Jar has amazing syngergy with emeria shepherd, gives card draw and puts things into the GY. Not entirely necessary in black, but it works great for the RW Deck, it is pricey though.

For me the deck performs best when I lay down a board wipe before I start committing a lot of angels. I like Hour of Revelation and Austere Command a lot, but the cheaper mana ones like Toxic Deluge and Day of Judgment are also good. I try to run about 5 board wipes to clear out early game creatures.

Moonlight Bargain also has great potential for draw and putting things into the GY.

Cards I would cut: Luminarch Ascension, Moonsilver Spear, Entreat the angels. They are cool and fun cards, but they are tough to use since they all require a lot of mana. Lightkeeper of Emeria and Angelic Field Marshal don't get me very excited, there are many angels to fill those slots in with so ill let you pick those.

Anyway hope these suggestions help. You can check out my decklist if you like, probably will give you a few additional suggestions.

RW Angel Reanimator

JKRice on Teferi Chain Veil

4 weeks ago

My commander deck right now is CVT Teferi, and it’s pretty darn close to tier 1, so I have some suggestions. Im assuming your taking suggestions since you have it tagged as needing help.

Force of will, ugin, static orb, cursed totem, BSZ, grim monolith, transmute/Power arti, rewind, mana vault/crypt, gilded lotus

1) What I would take out

A: Forbid is a good counterpell, but bad in this deck. You don’t want to empty your hand that much to get a non-free counterspell back to your hand. You definitely want a full hand.

B: Jace, Architect of Thought doesn’t do anything in your deck unless he ults, and he’s probably not going to in a competitive meta.

C: Everflowing Chalice is a decent ramp card, but it’s definitely not the best one, and the fact that it only turns on the CV combo of you play it T4 means it’s not super viable.

D: Paradox Engine. Amazing card, and I considered putting it in my deck, but CVT can win pretty easily without it, and engine only adds a small amount of synergy and combo to what is played in the deck to the point that I would rather play another stax piece.

E: Sisay's Ring/Worn Powerstone. There are better ramp cards.

F: Unwinding Clock doesn’t do a whole lot in the deck and doesn’t turn on the combo.

G: Mind Spring is better replaced with any instant speed draw x or any target player draw x

H: Shimmer Myr does almost nothing, unless you wanna be a fricking troll and play something like Torpor Orb in response to them casting a big ETB creature

I: The creature teferi. Although he’s great against other counter decks, since CVT plays free counters and usually uses them to protect the combo, and creature teferi’s first ability is useless in the deck, and there aren’t a lot of competitive counter decks other than CVT out there, he’s not super good and it would be better to just play Dispel.

2) what I would put in

I’m not sure what your budget is so this might seem very overpriced.

A: Force of Will and Mana Drain do serious work in the deck, with the first protecting the combo and the second possibly ramping out a T3-T4 win.

B: Ugin, the Spirit Dragon is played in a lot of competitive CVT decks, because he basically locks down creature decks like sisay (board wipe the turn he comes down and bolt sisay whenever they try to play him)

C: Static Orb/Cursed Totem are absolutely necessary stax pieces in the deck. The second one especially helps against your worst marchups, like yisan or sisay.

D: Blue Sun's Zenith is my weapon of choice for teferi, allowing you to kill multiple people in a turn instead of Stroke of Geniusing one person.

E: Grim Monolith/Mana Vault/Mana Crypt are all good colorless ramp that help accelerate the win more than ramp like thran dynamo.

F: Gilded Lotus is especially good as ramp because it gives you colored mana for the Isochron Scepter/Dramatic Reversal combo, allowing you to play teferi and dig.

G: Transmute Artifact allows you to go for the combo easily

H: Power Artifact goes infinite with basalt monolith or grim monolith.

I: Extraplanar Lens acts as a static high tide, ramping You whenever you play teferi.

J: Rewind is possibly a good counter choice as it allows you to leave only four mana up and be able to respond twice.

Erica_Nalaar on Mono Brown Karn

2 months ago

Oops, I have Worn Powerstone, I meant Basalt Monolith. I am tired, lol. Sisay's Ring or Ur-Golem's Eye could work also. I wish there was a way to edit comments, or there is, and I haven't figured it out yet, I'm new to the site.

Grifoneis on Meta cooler

3 months ago

oh instead of Sisay's Ring you should use Azorius Signet

elfric on Grand Warlord Radha EDH

4 months ago

if you want radha then go for creatures. rituals are not what you want as they will make you suffer inconsistency and make you burn out too quick as you dont have an efficient combo deck that wins the turn it plays its rituals.

Sisay's Ring, Ur-Golem's Eye, Thran Dynamo, Hedron Archive, Ranger's Path, Skyshroud Claim, Hunting Wilds, Explosive Vegetation, Worn Powerstone....

what these have in common is card advantage as they deliver 2 mana from 1 card. put in all the big creatures you like and add some cards to draw you cards (in green there is lots about drawing for as much power as your creatures have) to refill your hand and not lose to a Wrath of God.

of course you want a minimum of 6 cheap(manawise) interaction spells like Naturalize to remove cards that hinder you from winning.

so your planeswalkers and artifacts seem ok.

cut all those little ramp creatures and sorceries that only get you +1 mana.

cut all rituals and x spells. comet storm is the only one thats ok to run even if no spellslinger deck as it can be a decent wrath or a finisher and is instant speed.

cut all ramp spells that are way above the curve.

you want turn 2 radha, turn 3 compact ramp, turn 4 get the action going.

LostDragon01 on Forging with Copper - Tiana Card Advantage

5 months ago

Looks very cool! Finally Boros have valuable card advantage. Especially i like this tricks with totem armor Hyena Umbra, seal Seal of Cleansing and self-suc auras Flamespeaker's Will.

I make some playtests and have some suggestions:

Ablgabl on Indulgent Tormentor PDH

6 months ago

Thanks for your comment :)

Removal: I'm about to play Ghastly Demise as soon as it arrives :D

Serrated Arrows is MVP most of the time, cause in my group there are generals like Mistmeadow Witch, Baleful Strix, Maverick Thopterist and lots of x/1 guys. Pure advantage.

Vendetta's life loss hurts sometimes, in some games I lose 10+ life by myself to: Crypt Rats, Sign in Blood like effects etc. so it didn't make the cut.

I lack removal for black creatures (maybe it's just what I feel after playing with Fleshbag Marauder for some time), maybe I'll play Ghastly Demise instead of Chill to the Bone, but I'll need to test it.

Discard: Tasigur's Cruelty is good because you can play it for like 1 mana and it's ok to get 1 or 2 cards, Unburden has cycling, but Unnerve is so bad in late-game, 4 mana is too much for 1 or 2 cards, besides it's always getting countered in my heavy blue group and you can always try to sneak play 1 mana Tasigur's Cruelty and don't lose a turn even if it's countered. Also we are playing 2HG, totem, or sometimes even 1vs1, cause my guys are dying after 1 hour of FFA when nothing's going on at some moments so cheap spells are favored cause the tempo is much more important there.

Vulturous Aven seems great, I'm definitely going to try it.

For Urborg Uprising I'm not sure if I'm ever gonna use it to get 2 cards back xd I'm a little low on creatures, and Gravedigger - Cadaver Imp synergy, when you get back one with another is so good, that I tried to also play Warren Pilferers but it was too expensive. Needs some testing.

Armillary Sphere is sooooo good it's staying for sure.

Ramp spells: I was wondering about bigger ones like Sisay's Ring but I don't like that they are doing nothing but getting destroyed. Small mana rocks were cut long ago because of that. The ones I'm playing are the best of the best, but I'm gonna think about getiing more.

It's hard at this point to cut anything and that's my biggest problem, Cannibalize and Ashes to Ashes are first on the list but haven't played them long enough so I'm not sure yet.

Also I've been wondering on playing regular swamps over Terramorphic Expanse, Evolving Wilds because shuffling isn't very powerful, and I need those swamps, so decreasing the chances for drawing lands isn't very good. What do you think? Haunted Fengraf is also likely to be cut cause I used it maybe 2 times this year and i need black/swamps to hit as hard as it's possible and regain as much life as I can.

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