|Commander / EDH||Legal|
Printings View all
|Zendikar Expeditions (EXP)||Mythic Rare|
|Vintage Masters (VMA)||Rare|
|Masters Edition IV (ME4)||Rare|
|From the Vault: Exiled (V09)||Rare|
|Fourth Edition (4ED)||Uncommon|
|4th Edition Foreign Black Border (4EDFBB)||Uncommon|
Combos Browse all
: Add to your mana pool.
, Sacrifice Strip Mine: Destroy target land.
Strip Mine Discussion
3 days ago
You have Breeding Pool listed 2 separate times [with different art for each]
Expedition Map will let you color correct, ramp, or get your Cradle from your deck, turn after turn. Cabal Coffers / Urborg, Tomb of Yawgmoth and Dark Depths / Thespian's Stage are land combos that will come together pretty well with Map/Mul. Wayfarer's Bauble and Burnished Hart are repeatable land fetches though only for basics. You may want to run one but with minimal basics, probably not both.
Being able to play fetches repeatedly out of your graveyard makes Titania, Protector of Argoth an army maker. Since you have both Strip Mine and Wasteland why not make a ton of 5/5's while you play LD?
Mostly a Pauper all-star, Crypt Rats might work pretty well here if you add the Coffers/Tomb land combo.
Fauna Shaman can load your graveyard with creatures to recur.
You'll probably want some sac outlets to help recur your stuff: Viscera Seer , Ashnod's Altar , Phyrexian Altar are great free activations for creatures, Zuran Orb for lands [you may want to load up on more lands that have ETB's like Halimar Depths or Mosswort Bridge to be able to get more value from them]
Snapcaster Mage 's value will probably go down once you embrace how many permanents you really want in this deck and remove instants and sorceries to make space.
5 days ago
Hi , @pato_mtg . Thank you for your Question!
So the reason I do not run Crop Rotation right now is that I don't feel it is truly 100 % necessary as a must have mainboard card just for its one-time use... When used Solely for explosiveness that ultimately could still get you nowhere while it doesn't advance our lock in any way nor does it provide us with a turn 2 Derevi just seems Redundant to me... It Could also end up being a very very dead draw at some points in the game for just a "single-use-1-land-fetch" compared to Weathered Wayfarer in our longer grindy games which this deck aims for anyway or after the occasional Mass land destruction occurs ( Ravages of War ) :'( ...
But then again I've had success with it as well before by gaining quick access to Gaea's Cradle with some dudes out and a Yisan, the Wanderer Bard in play or finding me Forsaken City to fuel my Stasis -Lock... While it can also give you card draw trough Horizon Canopy or soft counter a Wasteland / Strip Mine type effect finding you a replacement... I mean there is nothing wrong with running it and sure has some uses... It's an excellent card to be sure. but my Problem with it has always been the sheer disadvantage of losing card + Land Advantage and the possibility to have it be countered instead. losing all your tempo for just explosiveness is not my playstyle as I'd rather look at plays to keep my opponents from winning at all!
I am pretty aware of most Combo creatures and threats for us that are hard to deal with. But just one effect like this doesn't feel right and Chances (%) are so slim of you having this at your disposal and it being castable as well... I do run effective removal that is also a little more grindy in the form of Ulvenwald Tracker ... I've become a huge fan of this card as you can force Derevi or other creatures heck even Dorks to smash into a Hermit Druid for example... Most of these combo creatures are very low toughness. Or the ability to keep removing Dorks and such is also very effective.
As a creature heavy deck, most combo decks won't get through to you that easily by aggro either or go for aggro at all anyway as that is mostly not their go to win condition... I mean we can eat Tymna the Weaver or Najeela, the Blade-Blossom all day unless you're facing a lot of reanimator or Toolbox threats like Yisan that you need to deal with at instant speed... Yeah, then I'd side it in too!
If you could actually share or talk about the number of times this saved you from specific things that would definitely be interesting to take in consideration for other people looking for flex slots, or talk about the cards that force you to run this?!
With a deck so packed with hate towards artifacts and enchantments, I feel this only really becomes truly necessary over something like Aura Shards if an opponent managed to slip through your Stax and resolve a crucial combo piece which surely happens from time to time... Especially after the Aetherflux Reservoir and Paradox Engine / Iso-reversal prints... It could fit in the deck instead of Aura Shards easily. The Only reason I haven't had to do so yet is because of grindy cards that allow me to take piece by piece...
Sure I've died to Aetherflux Reservoir while having Stony Silence + Null Rod in play and losing both with a bunch of other Stax in play... But I mean Nature's Claim would then still need to be just that right card at that right moment with such a low chance (%) being the card you draw or get access to every game for just its single use...
Hope that was of help and explained my thought process behind not running them in the current iteration for the time being. (Subject to Change according to meta or personal needs anyway and all of them are in my Sideboard explanation in the Primer!)
(Ya win some ya lose some :'( , But consistently wise I prefer the Grindy setup that aims to remain effective over the one time uses.)
5 days ago
5 days ago
1 week ago
triproberts12 Thanks! These are all cards that I've tried out which shows that we're own a similar page!
Exploration is excellent, but I don't own a copy and it is expensive.
Verdant Confluence I found a little expensive and that I didn't need the recursion it offers.
Pir's Whim I found good, but I haven't played it in a game yet so I'm finding it difficult to tell whether it's worth it and what to cut. I agree it's underplayed!
I didn't find the panorama's very good! The point you make about being able to have them on the field before getting Omnath, Locus of Rage to the battle field is a good one, so I might need to test them out again, but the no cost of Terramorphic Expanse and Evolving Wilds is incredible in combo with Ramunap Excavator and Crucible of Worlds , especially with Exploration type effects.
Field of Ruin actually ramps everyone else which I didn't get when I read the card, and I don't think I need anymore land destruction as Strip Mine has done the job for me, but I will consider it if I think I need more in future.
Explosive Vegetation I think actually has a home here, and is hence an exception to the article! He mentions that it shouldn't be in the other Omnath though! The two landfall triggers are much better than the one of a Rampant Growth .
Cheers! Appreciate the help!
P.S. Roil Elemental is blue unfortunately! Haha one of those days eh?!
1 week ago
cdkime, those are good points. In response:
It's true that new players tend to do that. I'm a very Johnny player and enjoy researching, buying, and trading for singles that make my deck tick, but some people just like to play the cards they have. It never had to be that way with Temple, though. Until it found its way into every Commander product, it had only ever been printed in Scourge. If Wizards was going to let lands from Onslaught Block like fetchlands remain inaccessible to newer players, I don't see a reason they had to put a new supply of Temples out there.
I agree wholeheartedly. I do think that the Bouncelands are good if you have a casual meta, though. They line up horribly against Blood Moon and Strip Mine , but for budget 3-color decks, I think they're a good way to avoid missing land drops in the mid-game. For example, I put them in my dollar Shu Yun, the Silent Tempest deck.
This one, I have an issue with. I think Temple is worse than a basic land in the vast majority of decks. Fetches and shocks are a manner of fixing, rather than power. Whether you have to fill out your manabase with Cinder Barrens or not shouldn't have bearing over whether or not your deck should be running Temple. If anything, colorless utility lands lose value if you have to run more tapped duals to fix your mana as a result.
I agree entirely, and that's why I think it's so damaging to put Temple in precons. If a new player sees an Ancient Tomb across the table and goes looking for a budget alternative, they'll have to weigh what to cut, and what benefits from the inclusion, which is the right way to evaluate cards.
1 week ago
Nice brew, neat idea to counter those clunky and annoying Vannifars!
As smne who played Mono-W Stax for a while, with the amazing Hokori, Dust Drinker at the helm, I'll share with you what thoughts inspire me your sweet Linvala decklist.
(Even if it has already been pointed out before, I wanna say that I also love the Urborg combo. It's unexpectable and freakin' gud!)
Let's start by the beginning: mana fixation. Extraplanar Lens is insane in every monocolored archetype, so it's a quite logic inclusion you made here. Nonetheless, I suggest you to go for Snow-covered lands to synergize better with it - that way you won't give a lift to your opponents playing white.
Pearl Medallion and Sol Ring are basics, nothing really worth to say about it. Thran Dynamo and Worn Powerstone are more debatable. I don't know what is your budget issue, but if you want a competitve list, Mana Crypt , Mana Vault , Grim Monolith , Mind Stone , Everflowing Chalice etc. are all better options. Dynamo and Powerstone aren't bad cards, but they just come after those ones if you really do need a solid ''ramp'' package.
Opal Palace feels badly slow and ineffective in a monocolored stax deck. You won't win the game by taking up the board with your creatures armed of a little +1/+1 counter.
You have notable exclusions in your lands for a mono-white. Eiganjo Castle is the first card that comes through mind. Buried Ruin also is a recursive tool you should consider, even over Inventors' Fair . If you manage to find one, Ancient Tomb has its place there replacing Temple of the False God .
At its final shape, my Hokori decklist was running a powerful Crucible of Worlds package including Wasteland , Strip Mine , Dust Bowl , Flagstones of Trokair , Lotus Vale and City of Traitors . I was up to 39 lands, not counting Maze of Ith .
Now let's jump straight into your gameplan!
So... you're planning to focus your eyes on ruining Vannifar's day. To help with this strategy of being the nasty ''combo killer'' guy, I think you should put in some additional pieces of disruption.
That said, I don't know which Vannifar's version(s) your playgroup perform with. If it's a Thornbite Staff / Intruder Alarm one, things would be easier to calm down and you won't need such a heavy stax package - you'll need more single-target/multi-target removals though. And if it's the other one, certainly the most popular now (and also the most powerful/absurd), based on many shenanigans around the creatures Vannifar brings to the table, you'll need more stax support.
One of the very best cards you could add to stop all those creature-centered combos is Humility . This card is broken, this card is stupid. It even disables etb abilities. The only way your opponent has to go through is to destroy it with a creatureless source / or with a ''casting'' effect (like Ulamog has).
Single-handly, Humility tears apart most of the competitive Vannifar lists. However, based on the fact that it is still fragile to enchantments/permanents removals, you'll have to build a defensive shield for your stuff. Vannifar lists often keep a strong package of cheap permanents' removals in their pocket (like Beast Within for example), so you'll need to play carefully.
There's a lot of different ways you can head in order to reinforce your permanents' presence on the battlefield. A pretty simple and most of the time effective, despite of its ccm, you already included is Avacyn, Angel of Hope . I think you still lack a way to cheat her casting cost out to make her a stable and destructive power house.
Stax ''enchantment'' strategy is imo one of the most viable and solid strategy. With Academy Rector (amazing alongside your High Market ), you'll be able to search the exact piece you need to lock the game in your favor.
Notable stax exclusions :
Static Orb > staple
Storage Matrix > staple
Arena of the Ancients > staple
Thalia, Heretic Cathar > staple
Lodestone Golem > Considering all the artifacts you're playing, ~ seems like a consistent pick for your draft.
Ethersworn Canonist > personal preference there. I always loved ~ in my stax deck. Synergizes well with Teshar.
Phyrexian Revoker > another personal preference. Always found ~ useful.
Pithing Needle > destroys Vannifar for 1 mana.
Orb of Dreams > more of an Hokori all stars card, but could also be good here.
Sphere of Resistance > staple, should be played carefully to slow down your opponents combos and not threw away as soon as possible like I see many people casting it
Mana Tithe > unexpected white counterspell - another Hokori all stars... I don't know if it would be any good there
Other cards to consider :
Platinum Angel > slow down combos, create a premium target for every combo player removals.
Greater Auramancy > protection for your enchantments
Sensei's Divining Top > not the best card draw you could find, but provides something White struggles to accomplish
Barl's Cage > strong mana sink against Vannifar and creature-heavy decks
Condemn > more removals
Abolish > more removals
Dispatch > more removals
Catastrophe > clears everything except enchantments/artifacts
Approach of the Second Sun > win con
Idyllic Tutor > searching for Humility
A bunch of meta depending stax tools :
Cards I'd cut from your list :
Martyr's Bond > Slow and unreliable on this brew. As you're not sacrificing any kind of permanent on your own, you'll struggle to get any value out of it outside of a lost political blast deflagrating when the game should already be over. Unless you add in some cards like World Queller , it defenitly doesn't deserve a slot imo.
Bishop of Rebirth > a lot of people seems to give love to this card recently. However, I personally think it is just a bad inclusion. You spend 5 mana on a understated body and you have to wait a whole turn before getting value out of it IF you are in the researched scenario. There will be times where you have Boots or Greaves on board and this will be an insane mini-Sun Titan, but the situation is too rare to justify its presence.
Sublime Archangel > No real interest here. Good creature but doesn't provide anything for the stax strategy.
Gift of Immortality / True Conviction > weird ''win con'' heavily situational cards based on creatures. There is some logic behind Gift, but it's just too much of a unreliable idea. True Conviction has nothing to do here... it's 6 mana spend to lose the control on the game. If you're searching for card advantage and a bit of healing, go for the brand new Dawn of Hope (also is a good mana sink).
Blackblade Reforged > intersting alternative win con. Feels slow nonetheless.
Emeria Shepherd > too slow for my liking.
Whispersilk Cloak > can't understand what this does in a deck full of flyiers and tapping effects.
Finally, as you want to challenge Vannifar, which is a blue deck, you'll need something to deal with the classical Cyclonic Rift . Teferi's Protection is a good solution (and it could also protects you form a lot of various situations / removals / etc.), but I'm sure you can find a lot of other response.
I hope you'll find useful ideas in this comment. Thanks a lot for sharing this, it reminds me good times. Keep up the good work, keep up brewing!
2 weeks ago
Whenever i see a mono white deck i look at certain specific cards in the deck. poorly enough i have to cry becous i don't see these cards in this list. mono white needs a specific landbase and i build to much white decks to get the landbase in mono white decks to a certain clarified point. all my mono white decks have around 34 lands in the deck and i hope this will help u also.
Emeria, The Sky Ruin getting a creature out of graveyard. u blow up enough from yourown to do stuff with your graveyard. Evolving Wilds and Terramorphic Expanse just getting the mana on turn 1 whitout having anything else to do in that turn is a great turn for white. Kor Haven protection like kami Nykthos, Shrine to Nyx u have never enough white. Tithe and Gift of Estates and Land Tax and Weathered Wayfarer are good mana fetchers when u need your mana drasticly every turn.
what white can fetch he must fetch i always say.
suggested lands if u need answers or things that feel like important. Scavenger Grounds meh .. graveyard ... meh remove. bye. Temple of the False God 2 mana for a land sure. Crystal Vein need 2 mana directly also when first u can lose a land. Buried Ruin getting an artifact back ? Arch of Orazca i kinda find draw important. but its going to be slow eitherway Wasteland or Strip Mine if u need to get rid of a certain land.
Strip Mine occurrence in decks from the last year
Commander / EDH:
All decks: 4.99%
G/U (Simic): 0.15%
U/B (Dimir): 0.11%
GW (Selesnya): 0.2%
U/R (Izzet): 0.13%
W/U (Azorius): 0.21%
RG (Gruul): 0.36%
RW (Boros): 0.14%
W/B (Orzhov): 0.11%
BRG (Jund): 0.26%
W/U/B (Esper): 0.14%
BUG (Sultai): 0.38%
RBW (Mardu): 0.16%
BGW (Abzan, Junk): 0.19%
GWU (Bant): 0.11%
RUG (Temur): 0.13%
U/B/R (Grixis): 0.07%
RGW (Naya): 0.11%