|Commander / EDH||Legal|
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|Masters Edition III (ME3)||Common|
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As Sol Grail enters the battlefield, choose a color.
: Add one mana of the chosen color to your mana pool.
Sol Grail Discussion
3 months ago
If you need help with knowing how much/what ramp to use, you might want to check out https://www.mtggoldfish.com/articles/brewer-s-minute-ramp-math
I am not an expert in mono, but for you I recommend adding:
Myriad Landscape can go in almost any edh deck
Nykthos, Shrine to Nyx is solid in any one- or two-colour deck
Lake of the Dead has a downside, but you won't care when you're using it (trust me)
Petrified Field to protect valuable lands.
I'm not sure how I feel about Temple of the False God , but it is an EDH classic.
Other mono ramp
I ended up finding so many mono ramp cards I thought I might as well make a more full list.
Solemn Simulacrum is a good catch-all
Nirkana Revenant is good in the right deck
Bog Witch is kind of weird, but has fringe uses
I haven't thought hard, but you might be able to do some flicker shenanigans with Priest of Gix
Worst case, an edh deck can always load up on rocks. These are some of the best ones for mono black
Sol Ring every edh deck should include this
Pillar of Origins for tribal decks
In most games, these do the same thing: Commander's Sphere , Cryptolith Fragment Flip, Cultivator's Caravan , Darksteel Ingot , Hierophant's Chalice , Honor-Worn Shaku , Mana Prism , Manalith , Orazca Relic , Phyrexian Totem , Powerstone Shard , Pristine Talisman , Seer's Lantern , Serum Powder , Skull of Ramos , Sol Grail , Spectral Searchlight , Vessel of Endless Rest , Victory Chimes , and Chromatic Lantern
Thought Vessel if you fill your hand
Chrome Mox is usually worth the card disadvantage
Mox Amber if you usually have your commander/a legendary thing out
Mox Diamond if lands in your graveyard is a good thing
Mox Opal if you have 2+ extra artifacts
Black Market is good if you tend to sacrifice/kill a lot of creatures
Liliana of the Dark Realms is nice with proliferate, and makes sure you don't miss land drops in the mid/late-game
Sword of the Animist is best with one-mana creatures, and if you attack often, but might be justified even if not
Carnival of Souls is fun with some creature-based combos
Crypt of Agadeem works, but only if you consistently have 4+ creatures in the graveyard
Phyrexian Tower eats your creatures
Cabal Coffers is a staple
Cabal Stronghold is great if you can't afford many nonbasics, and might be good enough besides.
2 years ago
2 years ago
After the cuts are made, I'd suggest finding a place for Cloudstone Curio. The big eldrazi only activate their abilities on cast, so cheating them in with Quicksilver Amulet doesn't get it for you! Also, if you're really committed to keeping your huge ramp up, go for Urza's Incubator and Cloud Key. You could probably replace Sol Grail and Cryptolith Fragment Flip?
3 years ago
You have too few lands for not having any mana rocks. I think the solution is actually more rocks, not more lands. I personally like starting with 40 lands and dropping one for every two rocks as a base point. If you find this ends up giving you too much mana you can always drop cards later. Without further ado here is a list of mana rocks at or under and $5 that are legal in your deck.
As you can see I went with creating a comprehensive list instead of picking which ones are playable. In addition to these there are a few more cards that have to do with creating mana that are't strictly mana rocks you may want to think about. The first two are the mana producing altars Ashnod's Altar and Phyrexian Altar. They provide a sacrifice outlet and allow you to turn your opponent's creatures that you have stolen into mana for casting your own spells. Ventifact Bottle allows you to have a big turn by tapping down any unused lands and transferring that mana to your next turn. Basalt Monolith does something along the same lines. It can only "store" exactly 3 mana, but can be use once after casting without further investment; does not "lose" any mana, and keeps the mana stored over multiple turns. Admittedly the last two cards I mentioned aren't very good, but they are interesting.
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