Sky Diamond

Legality

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

Printings View all

Set Rarity
Commander 2014 (C14) Uncommon
Seventh Edition (7ED) Uncommon
Classic Sixth Edition (6ED) Uncommon
Mirage (MIR) Uncommon

Combos Browse all

Sky Diamond

Artifact

Sky Diamond enters the battlefield tapped.

: Add to your mana pool.

Sky Diamond Discussion

triproberts12 on Flash Gordon Historic Tribal

2 weeks ago

The big thing I see missing from this list is mana rocks. In a non-cEDH environment, you want about 45-50 of your cards to produce mana. I like to start with 37-38 lands and 7-8 rocks, then adjust based on what's in the deck. You'll want to max out on 2-mana rocks, since this deck wants to stick its commander early to hold up mana starting on turn 4, which is typically the turn where casual commander games get rolling. I'd start with Arcane Signet , Azorius Signet , Coldsteel Heart (makes snow mana!), Marble Diamond , Sky Diamond , and Talisman of Progress , then, if there's room, look at a couple of colorless utility rocks like MindStone or Thought Vessel . On the high end, I think any deck running Manifold Key should really consider Gilded Lotus .

I'd also run Arcum's Astrolabe , since you're running snow mana and it will give you both early fixing and historic triggers. Speaking of snow, if there was ever a deck for Heidar, Rimewind Master , this is it. You could also sub out Lawmage's Binding for On Thin Ice . Also, Marit Lage's Slumber is perfect for this deck, since it's snow and legendary themed. The final snow card I'd look at is Sunstone . Constant Mists is miserable to face down, and this is the snow equivalent.

Also, you're already running 6 2-mana instants, so I'd go for the Isochron Scepter + Dramatic Reversal package. Scepter is historic, plays nice with the instants you already have, and it's an easy way to include the "this game must end" win con that every deck should have tucked in somewhere to prevent 20-turn games of misery. Muddle the Mixture is the last card I'd finish out that package with, in addition to any other cool 2-mana instants you have in reserve. The other option for winning the game would be Chain Veil combo, but that is not something you want to put in the hands of a newer player.

As for lands, I would take out Evolving Wilds and Terramorphic Expanse. They're pretty bad in a 2-color deck that can get by on its mana rocks for fixing, and shuffling a 99-card deck is pure misery. If you want easy fixing that can be a snow permanent, Vesuva and Thespian's Stage are where it's at, and they're a great way to take advantage of a Cabal Coffers / Urborg, Tomb of Yawgmoth player.

Finally, I'd go poke around on the advanced search option on Scryfall. They've got everything from budget to color identity criteria, so it works well for EDH decks. Also check out the EDHREC page for Raff. Hope that helps!

Kalkris on Gadwick's School of Witchcraft and Wizardry

1 month ago

Why not run Arcane Signet over Sky Diamond ? Signet enters untapped and still taps for blue.

Profet93 on Talrand, sky nope

1 month ago

I used to run talrand so take what I say to heart...

So you want Talrand out by Turn 3, so you should have some rocks at 2 CMC such as Sapphire Medallion or even Sky Diamond . I wouldn't run armillery sphere but if you want a "rock" at 1 cmc, then get Wayfarer's Bauble , as it allows Turn 3 talrand.

Next lets say you get him out Turn 4, Turn 5 you should get a couple of extra turn spells in the deck. Temporal manipulation nets you a drake, pass the turn, draw. You are in the same position as before but now you have a hasty drake and "explored" allowing you to ramp as well.

You don't need leyline since you should be using mostly instants and sorcerries, and you should cut some creatures.

Riptide Laboratory - Re-use and protect Snapcaster Mage (add to the deck), talrand, archeomancer and even Arcanis

Minamo, School at Water's Edge - Synergy with arcanis and politics

You have LOTS of cuts to be made, I would remove them for extra draw and more counterspells.

SideBae on Train to Busan

1 month ago

Hey man! I got some suggestions. Feel free to ignore any/all of them:

  1. I've never liked Chromatic Lantern , especially for two-color decks. Three mana is a real investment, so I think you'd be better off just running the Talisman of Dominance also above suggested. Coldsteel Heart , Sky Diamond and Charcoal Diamond are all valid forms of ramp as well. It is important also to not overlook the colorless ramp: Prismatic Lens , Mind Stone , Mana Vault (if you have $30), Everflowing Chalice ... Generally, I've had better luck with these two-mana rocks, even if they produce colorless, than with three-mana colored rocks.

  2. You're running Ponder and Brainstorm , which are pretty dumb-good cards. Have you considered also running Preordain ? The three of these together make a hell of a cantrip suite, and will (along with an increased number of rocks) allow you to cut four or five lands.

  3. There're some zombie lord/tribal cards you're not running you may want to consider. Zombie Master is one of my favorites (I like them old cards), and he's especially potent if you have the ability to throw an Urborg, Tomb of Yawgmoth into the mix. Depending on who you're playing with, Noxious Ghoul can be a one-sided boardwipe. Graveborn Muse is a great way to draw cards, and Undead Augur is similar. Undead Warchief is around $7 nowadays, but he's also worth running if you can.

  4. I don't know how many creatures you typically have on the board at any given moment, but considering you're running 31 in the deck I'm guessing you tend to have a board presence. Consider Slate of Ancestry , which is generally a better Distant Melody people have forgotten about.

  5. Windfall is an amazing card, especially if you can pair it with Narset, Parter of Veils . In general, midrange decks like zombie tribal can get out-valued if your opponents draw too many more cards than you, and these two can put a stop to that. Ashiok, Dream Render is another planeswalker to consider, since it will stop greedier decks (like mine) from fetching or tutoring.

  6. Speaking of tutors, you should run some. Demonic Tutor and Vampiric Tutor are the gold-standard, but unfortunately together the pair is around $100 nowadays. Fortunately, there're other options, like your Diabolic Tutor . I suggest you run cards like Dark Petition , Lim-Dul's Vault and Mastermind's Acquisition , which are all FAR more affordable alternatives to the classical tutors.

  7. In terms of removal, I see you're running a lot of one-for-ones. In two-player formats like modern and legacy, these are good; in four-player formats, where you're usually facing about three times as many cards as you have access to, they're simply not good ENOUGH. Most of the removal in EDH decks should be at least two-for-ones, combining targets between opponents. For example, Geth's Verdict only makes one opponent sacrifice a creature, while Liliana's Triumph makes all your opponents sac (a three-for-one) -- so I think Liliana's Triumph is better. Also note that the one life lost to Geth's Verdict is generally not relevant. There're some other cards to consider in this multi-for-one vein: Reckless Spite , Ashes to Ashes , Cyclonic Rift , Decree of Pain , Innocent Blood , Barter in Blood ... These last two are especially potent because zombies tend to recur their creatures rather easily.

  8. Creature-midrange decks also tend to be soft to mass-removal pointed their way. Consider Living Death as a way to get around this problem, or Patriarch's Bidding (though the latter is more expensive).

  9. Finally, you may want to run some countermagic. Counterspell is really good, as are Spell Pierce , Spell Snare , Dispel , Delay , Countersquall and Disallow . I'd run at least three, maybe more.

Good luck!

pokemonmasterjal on Thassa, King of Fishe

2 months ago

This is a pretty cool looking deck, however, you may want to consider leaning more heavily into the merfolk theme. You also seem like you want to draw cards so put more draw cards spells in as well. You can also budget by removing some of the expensive cards like Time Warp and Empress Galina . Getting rid of some of the more expensive mana merfolk and putting in some mana rocks like Sky Diamond would work as well.

Bro where is Bident of Thassa at???

Joe_Ken_ on Silent Whispers

2 months ago

Your first combo will only work for infinite colorless mana since lands don't untap with Dramatic Reversal . Swap Command Tower in the combo with something like Sky Diamond or Commander's Sphere if you want the blue mana.

Combo 2. If you have infinite mana then you don't necessarily need Dismiss into Dream to wipe the board since you have infinite mana you can just rebounce the creatures once they are played again with capsize, unless you fell that it is necessary to destroy them then you don't need the dismiss to wipe the board.

Panharmonicon does not need to be in combo 3 since it only works on enter the battlefield triggers and not all ability triggers. You want something like Strionic Resonator to double the triggered ability and it will only happen once unless you have your dramatic scepter combo out.

Joe_Ken_ on Saheeli, The Gifted (AB)

2 months ago

I would suggest Muzzio, Visionary Architect since when you have some of your bigger artifacts out you can tap him to dig into your deck to potentially get another big artifact.

Your average CMC is about 4 so maybe 41 lands isn’t very necessary. I always find 35-37 to be a good safe amount for just about any deck.

For the lands you take out you can slot in some more mana rocks in your colors like Talisman of Creativity , Fire Diamond , Sky Diamond , or Firemind Vessel

Load more

Sky Diamond occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Blue: 0.75%