Sol Ring

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Sol Ring Discussion

GoneWithLaw on Cats in da house

20 hours ago

Some thoughts on some of your card choices, in no particular order.

Sylvan Reclamation for all intents and purposes in a deck like this is strictly better than Relic Crush. Trading out one generic mana for one White mana (which 99 times out of 100 you WILL have) gets you basic landcycling AND exile instead of destroy. The switch is a no-brainer, imo.

Thought Vessel isn't doing a ton for this deck. How often will you be at or above your hand limit for more than a turn or two? Card draw in GW isn't that impressive, even with Rishkar's Expertise and company. I think you'd be better off with Talisman of Unity over Thought Vessel, and I'd dump the Spellbook for a Sol Ring so you can get some more ramp going.

For a deck that wants to get ahead early, I believe you're running far too many ETB tapped lands. Blossoming Sands, Grasslands, Krosan Verge, Mosswort Bridge, Myriad Landscape, and Stirring Wildwood will all set you back a turn on mana production. I'd say Temple of Plenty too, but at least you're getting the scry on that. I'm Opting not to run that, but that's your call! Get some more rocks in there like Selesnya Signet, and be on the lookout for the new Unclaimed Territory in Ixalan, which is pretty much budget Cavern of Souls. Some more relevant utility lands like Rogue's Passage over Reliquary Tower would be worthwhile, too.

If you can, I'd sooner run Brimaz, King of Oreskos over Jedit Ojanen of Efrava. The forestwalk is nice, but 6 mana is steep. Brimaz is only 3 CMC and provides an excellent source defense with Vigilance.

Running Lost Leonin signals to me that you want to use Infect combined with the Arahbo's eminence for a quick kill. Double Strike enablers like Duelist's Heritage, Silverblade Paladin, and Ajani, Caller of the Pride (did somebody ask for flavor?) are huge boons for this, and in general allow you to get the most of Arahbo's pumps. Not to mention them having 3 CMC and similar casting costs as Lost Leonin lead to a superb curve out of your plays. Grafted Exoskeleton also turns any of your cats into a bigger Lost Leonin, for what it's worth!

The last comment that I'll make, and this stems from "mistakes" I was making when first build this deck, is too much focus on cheap cats as soon as quickly being too big a focus. Smashing your opponent for 6 with a 2-drop sounds appealing, but that's only going to go so far in multiplayer. If you're doing 1v1 commander, that's largely fine, but you'll want to diversify your line-up if you want to hold your own in multiplayer. Admittedly, I'm still trying to squeeze these in my own deck, but it wouldn't be remiss of you to include cards like Reveillark and Karmic Guide in here for some recursion. (Also, those two go infinite with Leonin Relic-Warder, Greater Good, and a mana rock!)

CommanderNeyo on Naximilian Mill

1 day ago

I have to agree with sjd0020. Startled Awake could, potentially, be better in a 1v1 situation where you just need to mill for thirteen. Otherwise, it just takes ridiculous amounts of mana to mill. Trinket Mage, on the other hand, provides you with the flexibility of ramping with Sol Ring (and ramp is hard in UB) or the ability to mill for 9 (toughness of itself and Shield Sphere) every turn at no extra charge. I think its flexibility gives it an edge over Startled Awake.

plasmor99 on Gods, Fish, Swords, and Dreams

1 day ago

more mana rocks like Expedition Map and most definitely Sol Ringwould help this deck start off running

REDWHITEandBLUE on Trans girl power

1 day ago

Ok now i have some more time so ill try to make some suggestions for you. First i think that all the life gain is pointless. The deck is aggro so you should be lowering your opponents life total instead of raising yours. Elixir of immortality also does the opposite of what you want in this deck. You also have some pretty bad removal in this deck and there is much better budget options. Better card draw would also help. In an aggro deck you are going to run out of cards fast. Last i think there are some creatures in this deck that shouldn't be. but thats ok cause i think you are also running too many creatures so its an easy fix haha. Also i can tell that you wanted to go with an allies theme but alot of your allies have more than 2 power. You only have 12 allies and 4 of them have more than 2 power

Out:
Angel's Feather
Staff of the Flame Magus
Staff of the Sun Magus
Elixir of Immortality
Pacifism
Banishing Stroke
Celestial Flare
Aether Poisoner
Borderland Marauder
Death Cultist
Filigree Familiar
Harvestguard Alseids
Kambal, Consul of Allocation
Supply-Line Cranes
Tireless Missionaries
Underworld Coinsmith

In:
Mentor of the Meek
Faithless Looting
Fiend Hunter
Anafenza, Kin-Tree Spirit
Reveillark
Karmic Guide
Sol Ring
Skullclamp
Swords to Plowshares
Burnished Hart
Boros Charm
Return to Dust
Terminate
Mortify
Tormenting Voice
Victimize
Reforge the Soul
Ashnod's Altar
Commander's Sphere
Darksteel Ingot
Cathars' Crusade
Mardu Ascendancy
Vampiric Rites
Behind the Scenes
Assemble the Legion
Vandalblast
Noosegraf Mob
Key to the City

lastly your land base seems alittle weird so ill suggest some stuff for that to.
1x Command Tower
1x Nomad Outpost
1x Evolving Wilds
1x Terramorphic Expanse
1x Rogue's Passage
1x Temple of Triumph
1x Temple of Silence
1x Temple of Malice
1x Temple of the False God
1x High Market
1x Hanweir Battlements
9x Mountain
9x Swamp
9x Plains

this would be a good budget land base for this deck. If you have any questions on cards then just ask. And obviously dont take all my suggestions it is your deck. Have fun!

NobleGhost117 on Can't Goat Enough

1 day ago

Good start. Things to remember:

  1. Always always ALWAYS put Sol Ring into your deck.

  2. You're deck is light on removal. You're going to want to have cards that destroy important creatures, artifacts, and enchantments (I don't know how much enchantment removal is in red, but it's important to have if you can find it).

  3. Because Call the Skybreaker has blue on the card, you can't use him in your mono red commander deck. Unfortunately split cards are both colors.

Arkheid on Arahbo's Kitted-Out Kitties

1 day ago

for me dropping a Lost Leonin is like a Sol Ring or Lightning Greaves, it can be destroyed, or giving you a great advantage. And in l8 game with Arahbo on the field (+an equipment) you can one shot someone for ~

StopShot on Any Suggestions for Mardu Draw ...

2 days ago

Hello, I'm looking for ways to draw more cards in . I'm trying to find effective two-card draw engines, basically any 2-card synergy that can repeatedly draw cards every turn. As a reference I am only looking for card draw engines that would draw more cards than simply playing Phyrexian Arena would, because why would I need two cards to do what 1 card already can?

I've made a list of card engines I'm currently utilizing, and another list of ones I've considered, but wouldn't fully commit to. I'd like to hear some fresh ideas or second thoughts on what I've laid out.

~Draw Engines I'm already running:

  • Skullclamp + Bloodghast = Draw 2 cards whenever you play a land. 4 cards if that land is a fetch land.

  • Land Tax + Scroll Rack = Get 3 basic lands, exchange them for cards on top your deck. Next turn get 3 basic land, and shuffle your deck to repeat process. Basically draw 3 every turn.

  • Necropotence = Pay 7 life, draw 7 cards. Obviously the best.

  • Geth's Grimoire + Geier Reach Sanitarium = While card draw is variable on the number of opponents - in a standard 4-player game you'll draw 4 cards and discard 1 after the first for each use.

~Draw Engines I've considered, but felt underwhelmed by:

  • Aggressive Mining + Drownyard Temple = A repeatable draw 2 for 3 mana is fine, but the restriction I can't play lands is detrimental and may not make up for the value produced. I also couldn't play it right away until I have enough lands in play to last me the game.

  • Aggressive Mining + Herald of Leshrac = Bonus points that my commander is Alesha, the only issue is while the combo is so evil that it will draw hate from across the table, the demon's culumative upkeep is too slow to effectively be oppressive.

  • Mind's Eye = Tends to get targeted and removed just as easily as Necropotence. Unlike Necropotence, Mind's Eye costs more mana to put on the field and can be removed before you make any advantageous card draw off of it.

  • Norin the Wary + Mentor of the Meek = Practically a creature version of Mind's Eye for one less mana and in addition I can use it to draw on my turn, however; I find draw engines using creatures tend to get removed more easily than those that use artifacts and enchantments, and that disruption can make this one impractical.

  • Humble Defector + Homeward Path = Same issue with the last draw engine mentioned. Creature-combos tend to be removed more easily, and in addition, this combo is limited to two cards per turn and usually I have to wait until my next turn to get started since Humble Defector will likely have summoning sickness.

  • Well of Lost Dreams + Words of Worship = While there is a slew of life-gain cards to choose from, none of them seem as practical or as reusable as Words of Worship . The issue sort of amounts to a combination of small issues being; it costs 7 mana to get both pieces on the table, it can only be started (mostly) on your draw step, and you got to pay a minimum of 4 mana just to draw 1 card more than Phyrexian Arena would which can be pretty harsh for a start-up tax.

  • Tower of Fortunes + Thran Turbine = While the turbine can be switched with Sol Ring or Mana Crypt, it tends to beg the question why not run both or all three? Essentially your 1 or 0 cost artifact helps by making the activation cost from 8 to 6 which is much more reasonable for drawing 4 cards, yet still as costly. Braid of Fire may be considered instead, but you'd need to wait 3 turns after playing it just to make 1 mana more than the Thran Turbine to make a difference. Mana Flare can also be used instead to practically make the activation cost 4 mana, but it gives your opponents a ridiculous amount of mana to use which can be too severe of a drawback.

  • Sensation Gorger + Runed Stalactite = Unless you're already running a Goblin or Shaman tribal deck, revealing a creature card on your upkeep will result in discarding your hand and drawing 4 cards, plus the additional card you'd draw on your draw step. The three issues with this set up are; if your opponent(s) like their hand removing this will become their top priority, if your opponents have no hand or useless cards in hand this may restock them with what they need faster, and lastly there's always the possibility you might not reveal any creature cards for turns and turns to come unless you're running a creature-heavy deck, and even then you can still top-deck a land.

  • Kurkesh, Onakke Ancient + Sensei's Divining Top = This works similar to how Sensei's Top works with Future Sight, but not as good. Essentially you can tap the top to draw a card and copy the draw ability with Kurkesh so you can draw a card and the top again. This allows you to pay 2 mana to draw 1 card as many times as you'd like. Do note though creature draw engines tend to be more weak since creature remove and boardwipes tend to be prevalent.

  • Invasion Plans + Infiltration Lens = It might be a three card draw engine since you need Infiltration Lens equipped to a creature, but it doesn't matter what creature it is preferably one without flying though. Because Invasion Plans says the attacker chooses blockers you can have your equipped creature be blocked by all creatures an opponent controls, which will trigger Infiltration Lens for each creature that blocks. That means if your creature is blocked by 3 creatures you'd draw 6 cards. The main issue with this draw engine is it depends strongly on the number of untapped creatures your opponent controls. Invasion Plans can also leave you open to large beaters since it can allow your opponents to have you block only their smallest creature or force you to make unfair trades in combat.

  • Sensei's Divining Top + Darkblast = This isn't so much a draw engine as it is an effective top deck filter. Sensei's Divining Top suffers from the fact you're stuck with whatever the top three cards of your deck are. Luckily Darkblast tends to mitigate this with its dredge 3 as well as being easily disposable to put back into your graveyard for further use. While these two won't net you any extra cards it should be noted that both pieces can be pretty hard to remove on their own and may get you to your more valuable cards faster, so I felt it was worth a mention.

HobbyGamer007 on LabManiac_cobblepott

2 days ago

Hey cobblepot! Fellow edh player here!

First of I'd like to say I love your Brago Lockdown list and it'd be awesome to see some more content of it over at the Labmaniacs channel!

So that aside I'd like to ask for your help. I am building a Brago deck of my own, which is heavily inspired by your list, however with some key differences:

First off I want to first create a Stax-less fast combo version of the deck to play in pods where stax would be too strong or disliked. Then I'd like to have a sideboard I can put in to play in stronger pods.

Secondly, my playgroup at my LGS imposed the following additional bans:Sol Ring, Mana Vault, Mana Crypt, Winter Orb, MLD and Protean Hulk. This is a big hit to Brago however he still works very well so I don't want to toss the deck.

I recently streamlined the deck to be an overall lower cmc, which greatly improved the deck, however I more often run out of gas than before and end up in topdeck mode. It'd be awesome if you could help me make the Stax-less version of the deck more consistent and then work out what cards to sideboard out for the stax cards I board in.

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