Sovereign's Realm

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Legality

Format Legality
Casual Legal
Commander: Rule 0 Legal
Custom Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Quest Magic Legal

Sovereign's Realm

Conspiracy

(Start the game with this conspiracy face up in the command zone.)

Your deck can't have basic land cards and your starting hand size is five.

Exile a card from your hand: This turn, you may play basic land cards from outside the game.

Basic lands you control have "T: Add one mana of any color to your mana pool."

Firebones675 on

7 years ago

Looks like a good start but you need to cut down on cards a bit. A commander deck needs to have 99 cards+ it's commander for 100 total. (if you want me to help you with suggestions on what to cut let me know)

Also just so you know Emrakul, the Aeons Torn and conspiracies like Sovereign's Realm aren't allowed in edh.

Also let me add to your problem a bit and suggest some things you might want to add.

Card draw: You have some already but I think you could use a few more. EDH games tend to go on a lot longer than other formats. This means that you will soon run out gas in hand and be reliant on topdecks. This is where card advantage comes in. Cards that allow you to draw more than 1 card are good ways to restock your hand.

Board wipes: Sometimes the game gets out of hand and you just need a reset button to take care of the scary things your opponents are doing. I usually like 2-3 in my decks. Blasphemous Act is one of my favorites in your colors. Earthquake is easy to power out with your commander.

Noncreature removal: Artifacts and Enchantments are also pretty common and its important to have a few answers to them. I'd in a couple more than what you have.

Creature removal: In almost every edh game you play, your opponents are going to cast creatures you need to get off the board, and fast (Rabid Bite, Clear Shot, Duplicant etc). You could pick things with x in the cost like Banefire too to get value out of your cammander. Things like Beast Within and Song of the Dryads can also hit noncreatures.

kanokarob on Format with Conspiracies

7 years ago

Well, let's see how many points, given that suggested system, it takes to have something stupid broken in the least number of conspiracies, that could do so in any reasonable deck, add it up, and take a proportional number off that, as a starting point.

That's 15 points. Now firstly, that's probably give or take a 3-5 points, mostly give, as creature heavy decks have quite a few options that would be exceptional, and more spell focused decks have some very powerful ones, though fewer of them.

Secondly, Worldknit may have be banned, not because it's too powerful, but because "your pool" is not a thing in constructed formats, and thus would be a pest to define. Likely it'd mean no sideboard, but that'd need to be discussed. Assuming it is banned, that's 13 points, and the conspiracies there are still pretty powerful, giving a smaller deck without fear of landflood, guaranteed first turn as long as no one else has the same conspiracy, essentially one free mulligan, and depending on the format you're playing, a potential first turn play you shouldn't normally have (From Brago's Favor, which I largely included because commander players would almost certainly run this for that sweet 0 mana Sol Ring.)

From here, I think setting the point cap to 8 seems reasonable. From the conspiracies I suggested then, you'd only get to keep at most 4 cards (Advantageous Proclamation, Brago's Favor, Power Play, and either Backup Plan or Worldknit.

So that leaves the player who chooses these cards with a smaller deck, a potential first turn play that wouldn't otherwise be available, guaranteed to be on the play if no one else has Power Play, and either a free mulligan or infinite color fixing. That's pretty nice, but it isn't totally ridiculous.

My problem with this idea is that, I assume, most people are going to have the same conspiracies, with occasional minor exceptions. I think it would be more appropriate to do more of a "Momir Basic" style format, where everyone is considered to have the same set of conspiracies, or at the very least have there be pre-constructed/approved conspiracy pools that players select like a vanguard. If Hidden Agendas are part of the pool, then players would have to write down as the game begins which card is attached to it, to be revealed later. A constructed format where you pick your own conspiracies one-for-one would be far too complex to balance.

Calliber on Most disappointing pulls

7 years ago

Just did 10 packs of Conspiracy: Take the Crown, because gambling. 5 for my wife and 5 fore me. She pulls a Sanctum Prelate and I pull Sovereign's Realm. At the same time, my buddy and I both open 3 Eternal Masters from the same box. I get Mystical Tutor, Arcanis the Omnipotent, and Pyrokinesis. He pulls a foil Sensei's Divining Top and a Mana Crypt....FML.

Bushwhack on Commander Variant - SRH

7 years ago

zelian12 Ah, thanks for the correction. I'll edit it here "Soonish"

Lokotor The cool part about Sovereign's Realm is that it doesn't cut out NonBasics. So you could theoretically run anything you wanted except for Plains, Island, Swamp, Mountain, and Forest. Although, there are a lot of people that play this "Semi-Casual" format that don't have access to a lot of the "Good" nonbasics so I can see where you're coming from. (I'm in that boat myself haha). Another thing is that SRH would follow most of the normal EDH rules. IE: Singleton, Command Zone Shenanigans, etc.

Bushwhack on Commander Variant - SRH

7 years ago

Hey all! Tonight I drafted my first ever Conspiracy Draft. One my favorite (non-reprint) cards in the set, ever since it was spoiled has been Sovereign's Realm. Tonight, it was my luck that I pulled one, and that got the little gears in my head working. What if we made a new commander variant?

What I propose is a variant called "Sovereign Realms Highlander":

The basic premise is that all players start the game with Sovereign's Realm in play. The usual basic rules for normal EDH still apply, however. (Singleton, Ban-List, Etc.). The only exception is that whoever deals the first point of damage gets a Monarch Token.

There are some obvious problems with this idea:

-Most decks will probably be 5 Color Goodstuff

-Certain Cards and combos immediately become Godly.

-Manafixing becomes nonexistent. Your hand is your manafixing.

BRIEF OVERVIEW:

-Players start with Sovereign's Realm in play.

-Whoever deals the first point of combat damage to a player gets a Monarch Token.

Help would be much appreciated! Thanks for the read.

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