Star Compass

Star Compass

Artifact

Star Compass enters the battlefield tapped.

Tap: Add to your mana pool one mana of any color a basic land you control could produce.

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Printings View all

Set Rarity
Iconic Masters (IMA) Common
Eighth Edition (8ED) Uncommon
Planeshift (PLS) Uncommon

Combos Browse all

Legality

Format Legality
Unformat Legal
Casual Legal
Vintage Legal
Limited Legal
Duel Commander Legal
Modern Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Block Constructed Legal
2019-10-04 Legal
Pauper EDH Legal
Oathbreaker Legal
Legacy Legal
Pauper Legal
Commander / EDH Legal
Highlander Legal
Tiny Leaders Legal

Latest Decks as Commander

Star Compass Discussion

multimedia on Kaalia of the Vast

1 week ago

Hey, well done for your first deck from scratch.

Some cards within the current budget to consider adding:

Could add all these cards for about $26.

Cards to consider cutting:


Worldgorger Dragon is a tricky combo to assemble because Worldgorger needs to be in your graveyard to reanimate it with Animate Dead. You don't want to ever cast it from hand or cheat it onto the battlefield with Kaalia. Sneak Attack cheating it on the battlefield is fine because then it will end up in your graveyard and you get your permanents back. You want to get Worldgorger into your graveyard and the best budget card that can do that is Buried Alive.

Currently here Angel of Despair is the easy win condition with the Worldgorger combo by destroying all your opponents permanents. But what happens if Despair is disrupted or exiled? Kaalia, Zenith Seeker can be a more complex enabler with the combo needing haste for all the creatures you put into your hand and get onto the battlefield. Bogardan Hellkite can be another easy, even truer, win condition with the combo because it does damage to each player each time it ETB which will be infinite damage with the combo.

Good luck with your deck.

Snap157 on The soul at its highest

2 weeks ago

Hey, you might need a bit more ramp to push those angles out at a good pace. Mind Stone, Fractured Powerstone, Prismatic Lens, Worn Powerstone, Star Compass, Fellwar Stone, and Verge Rangers are all great options.

For card advantage, consider Mind's Eye, Palace Sentinels, Palace Jailer, Skullclamp, Infiltration Lens, Staff of Nin, and Sun Titan.

Also using fetch lands and Sun Titan, Faith's Reward, and Brought Back can ramp you. I would add in as many plains-fetching lands you can, as well as a Crucible of Worlds. Hope this helps!

Peoni on Aurelia's Budget Battalion

2 weeks ago

Helm of the Host goes infinite with your commander and Godo, Bandit Warlord. I know your goal is a budget deck but $10 isn't too bad for a centerpiece win condition in the grand scheme of things. I'll try to keep further recommendations budgeted though. :^)

I'd also recommend replacing a lot of your lands that come in tapped. Lands like Command Tower, Temple of the False God, Slayers' Stronghold, Rugged Prairie, and Clifftop Retreat can all come in untapped and are pretty budget options (some more than others). If those are still outside of what you're willing to spend I'd recommend just using basics instead. Generally speaking you just really don't want your lands coming in tapped.

I'd also advise you to add in more mana rocks like Sol Ring, Talisman of Conviction, Everflowing Chalice, Prismatic Lens, and Mind Stone. You also don't want your rocks to be coming in untapped, so I'd suggest you replace Guardian Idol and Star Compass with some of the rocks listed, and you could probably do the same with Traveler's Amulet and Wanderer's Twig.

Your deck is fun and fair as it is. I like it. :^) I just thought I'd try and help fix up your mana base all nice. Hope this helps!

Monomanamaniac on Temmet's friends are dead

1 month ago

Glad I could help. I do enjoy the concept, it's not something I've seen before. looking a bit closer, you're not doing too bad at digging into your deck tbh, and you seem to want to be throwing stuff into the graveyard. I know personally how hard ramp is in blue or white but for ramp you may try Talisman of Progress Star Compass Coalition Relic Heraldic Banner or less budget Phyrexian Altar Extraplanar Lens or Gauntlet of Power. Also you could look at Embalmer's Tools that goes with your strategy. You could also look into Mimic Vat which could prove useful. As far as cuts goes, I know you're on that populate train but some of them are not really that great. If you don't have the token in play or your tokens get blown up you'll be in a bad spot.

I do want to say that my suggestions are not criticisms, I like this deck and I'm not trying to bring you down at all on it. Just trying to help give you some ideas that might help get you to the next level

PaulMuadDib on Vito, Thorn of Dusk Rose

1 month ago

You are going to need more than 12 lands. Whenever I build a deck, I always start with 40 lands and then for every 3 pieces of ramp, which for a mono black deck would be a mana rock or swamp doubler or ritual spell like Dark Ritual, I remove a land.
Please retune the deck with 12 non-land mana sources and 36 swamps for starters and you can think of non-swamp lands you want to include later.
My suggestions for those sources are any 12 of the following, depending on your budget:
Sol Ring
Star Compass
Commander's Sphere
Crypt Ghast
Charcoal Diamond
Soldevi Adnate
Songs of the Damned
Worn Powerstone
Dark Ritual
Everflowing Chalice
Ashnod's Altar
Cathodion
Guardian Idol
Hedron Archive
Mind Stone
Magnifying Glass
Millikin
Prismatic Lens
Cabal Coffers <- could replace a swamp
Bubbling Muck
Pristine Talisman <- defiantly want that

After that you've got the commander, which takes up 1 card slot, so that leaves you with 51 cards to choose from.

I see the bare beginnings of either an aristocrats or a reanimator deck. In my opinion you should push more for aristocrats. It can draw you tons of cards and gain you quite a lot of life. There's no harm in keeping some reanimation spells in there though.

You want a good number of sacrifice outlets. I haven't heard of what a hard number should be so I'd shoot for at least 5. Here's a list of some that I remember off hand:
Witch's Cauldron
Vampiric Rites
Ashnod's Altar
Infernal Tribute <- has a funny synergy with Spine of Ish Sah
Gnawing Zombie
Altar of Dementia
Attrition
Blood Bairn
Bloodflow Connoisseur
Bloodsoaked Altar
Bloodthrone Vampire
Carnage Altar
Carrion Feeder
Corpse Blockade
Culling Dais
Dark Privilege
Diamond Valley
Disciple of Griselbrand
Gutless Ghoul
Lampad of Death's Vigil
Mind Slash
Spawning Pit
Phyrexian Plaguelord

For this strategy you'll need recurring creatures or token generators
Ghoulcaller Gisa
Reassembling Skeleton
Endless Cockroaches
Tenacious Dead
Nim Devourer
Bridge from Below
Open the Graves
Sanitarium Skeleton
Gravecrawler

value
Pitiless Plunderer
Bolas's Citadel

Lifegain
Blood Artist is a staple
Plunge into Darkness is something you might want for the pure lifegain of 3 per creature you sacrifice. Not sure that you want to use the "exile a bunch of your deck" too often.
Bontu's Monument
Corrupt
Drain Life
Shadows of the Past

reanimation
Living Death
No Rest for the Wicked
Sepulchral Primordial
Zombify
Rise from the Grave
Victimize
Apprentice Necromancer
Call of the Death-Dweller

spot removal/board wipes
Mutilate
Damnation
Defile
Hero's Downfall
Vona's Hunger

draw
Read the Bones
Sign in Blood
Damnable Pact
Smothering Abomination
Ransack the Lab
Minions' Murmurs
Harvester of Souls

and so forth. I'd look through some already built aristocrats decks to see exactly whether you want to take that strategy.

Oh yeah, for utility lands I'd choose any of the following within your price range:
Leechridden Swamp
Bojuka Bog
Reliquary Tower
Cabal Stronghold
Volrath's Stronghold
Phyrexian Tower
Myriad Landscape
Terrain Generator
Geier Reach Sanitarium

Tomagotchi on Draw Draw And Draw Some More (Budget)

1 month ago

Like what you've got going on here! Atemsis is a great commander! I definitely recommend adding some mana rocks for ramp, so you can get him out a little faster, though. Having your commander out as early as possible is always a huge advantage, along with playing higher mana costed spells early.

Mind Stone, Hedron Archive, Dreamstone Hedron, Commander's Sphere - some standard ramping rocks for budget decks. They accelerate you and you can sacrifice them for cards later in the game if you need to.

Sol Ring - The obligatory Commander mana rock

Everflowing Chalice - Very flexible mana rock that can ramp you early game, or ramp hard late game.

Spell Swindle - This is just a little pricey for a budget deck at almost $3, but its such a cheeky counterspell that can completely turn a game in your favor.

Sphere of the Suns, Star Compass, Prismatic Lens - 2 Drop rocks that can get you a little further ahead early, but might be dead or useless later

Some additional cards that might be worth looking at:

AEtherspouts - This card is brutal against the aggro player in your playgroup. If they swing in with 5 creatures, then they will likely only be drawing those creatures back for the next 5 turns instead of new cards.

Empyrial Plate - This card can make for a nice backup strategy. If you can suit up your Commander with this deal commander damage, it doesn't matter if your Commander's effect whiffs.

Sphinx's Tutelage - Not necesarily an amazing card. But its a cheeky way to deal with other mono color decks sometimes.

I can definitely think of more later, but these might be a nice start to add. I'd say definitely focus on building up by adding ramp artifacts so you can guarantee your commander coming down earlier than turn 6.

PaulMuadDib on Super budget Flicker EDH ($20)

2 months ago

I was looking through tapped out for a budged deck yesterday and this is the one that I decided on using. I didn't have all of the cards you used but I was able to fill it in with cards lying around that were out of the super budget stuff lying around and the rest of the empty slots I was able to get for a under $10, very happy with the concept here.

One thing that new players should note, which I assume budget decks attract, is that if you flicker a creature (i.e. use a spell such as Turn to Mist on it), the spell you cast to make the creature flicker will still be on the stack when the creature's enter the battlefield trigger has to choose something. So for instance, when you cast Turn to Mist on Archaeomancer, you cannot choose to immediatly return Turn to Mist to your hand, it has to be something already in your graveyard.

Some alternative budget suggestions anyone reading this list might want to consider, if they already have them for example, are:
Pierce Strider can fill the same role that the chalice fills while still using the same flicker cards that the infinite mana generator uses.
Stern Proctor is some light artifact/enchantment hate. This deck seemed to be very light on artifact hate, so it needs something. Once you have infinite mana it might also be used to bounce your own Chalice/Strider to hand for victory.
Skyscanner is half a Mulldrifter for 3 mana, not a bad pick.
Think Twice is an alright draw card that Scrivener can get back or can be used in response to grave hate.
Pondering Mage is a decent effect with a 3/4 body.
Jester's Scepter could be put in as a second chalice: just flicker it a bunch and exile your opponent's libraries.
Azorius Chancery is a tap land and I generally don't encourage these, but if you are going for infinite mana combo via untapping lands, it can't hurt to had lands which can make extra mana. Also consider Temple of the False God if you take this route.
Sunscorched Desert can in fact win if the Chalice route is used since Ghostly Flicker is able to target lands.
Engulf the Shore is a decent boardwipe that could also be used to return your own creatures to your hand for value.
Time Wipe is a good boardwipe, especially if you are able to say, bounce something to recur your Breath of Life.
Sapphire Charm is also a second avenue to win the game via decking our your opponents. You choose the first mode and they get 100 or so draw 1 triggers during the next player's turn. Since the charm is an instant, it makes it possible to do the flicker combo on the end step before your turn so that, hopefully, your opponents have used up enough mana so that they can't do anything with the cards they draw on your upkeep; the draw triggers are one at a time so the opponents could respond to each one.

Also here are some upgrade suggestions of cards that are currently $2 or less, these are some of the cards I had lying around, for people willing to spend a bit more:
Library of Leng since you have the potential to draw a lot of cards in this deck, it's always nice to not worry about discarding them.
Star Compass this common is annoyingly expensive for it's effect: probably due to the diamond cycle being about double the price.
Flood of Tears isn't too bad since you get an etb right away. The next three should be considered as a unit:
High Tide can make the Drake produce 10 mana when it untaps only 5 lands.
Capsize will let you make infinite mana off of the Drake if you have at least 2 islands out and have cast high tide.
Cloud of Faeries is something that might work to combo off with if you are able to cast high tide multiple times in one turn. That's just a consideration here since I have yet to play test this deck against real players.

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