Sultai Banner

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Khans of Tarkir (KTK) Common

Combos Browse all

Sultai Banner

Artifact

{T}: Add {B}, {G}, or {U} to your mana pool.

{B}{G}{U}, {T}, Sacrifice Sultai Banner: Draw a card.

Sultai Banner Discussion

Stardragon on Fall of the Star Dragons

4 months ago

bushido_man96 thxs for input. But when it comes to Basalt Monolith it just extra colorless ramp nice but doesn't help color fixing and while you can use it right away you have to 3 mana to untap the thing so im really only getting it full use 50% of the time, as for Grim Monolith you have to pay more than to untap it than what you get for tapping it, and it still colorless only mana. At least Grim Monolith cost the same to untap as you get for tapping it. Where Gilded Lotus cost a little more but also be used right way taps for 3 color instead of colorless and doesn't cost anything to untap. Pyramid of the Pantheon ok i get your point its a much slower guided lotus and i will most likely replace it with a sol ring as sol ring is just to good. As for Crypt Ghast and Urborg, Tomb of Yawgmoth , your absoluity right i will be replacing them with better mana cards like Birds of Paradise , or Sylvan Caryatid , if i need more creatures, as for mana rocks while signets are by no means bad, the shard obelisks such as Obelisk of Grixis are sometimes overlooked or the Khans banners like Sultai Banner which are just planned ignored which I personally don't understand when they are the wedges version of the obelisks but sightly better as they untapped the same as the obelisks tap for it three colors like obelisks but have the ability to draw you a card when need like Mind Stone unlike the obelisks so they give you more utility which is also a positive. And as for Dowsing Dagger  Flip you have to deal combat damage to a player to flip it which is easy for big dragons with flying to do oh and it gives your opponent a two 0/2 creatures. yes giving your opponent anything is good good unless your group hug or something but they are easy to kill most of the time. So i agree i need more mana i politely disagree with some of suggestions.

Bchong on Ultimate Control

6 months ago

Decent deck but you seem to have an incorrect deck building mentality...the graveyard is a beautiful place that also exists as your hand away from your hand. cards like Memory's Journey or Noxious Revival have the potential for graveyard interaction with your opponent but Reclaim doesn't which make me think that you are using these cards to pull things out of your graveyard. In fact you would rather be dumping cards into your graveyard instead which is why Hermit Druid is ridiculous; cards like Reanimate Dead are very simple and easy to use cards that work well with it. you should consider putting in cards like Protean Hulk. It is regarded as one of the most broken cards in the game as it is a unpunishable wincon unlike cards like Doomsday. Sultai is the color where you mess around with your graveyard you have little to no ability to pull things straight out of it (cheat out) onto the battlefield, but you have a lot of cards that are anti synergistic with the colors you are playing with.

This lackluster combo Mindcrank + Duskmantle Guildmage

a couple of cards are going to be too mana intensive to use Grave Betrayal Future Sight Mikaeus, the Unhallowed Teferi, Mage of Zhalfir Duskmantle Guildmage. some of these have obvious combo potential but the thing is that they are way to expensive to ever play normally. you have to cheat it out with some graveyard shenanigans. it also makes your deck overall more resilient towards interaction because you can always bring the cards back.

you need to be running every single green mana dork that you can. They are basically the best source of mana acceleration there is. Mystic Remora Chain of Vapor Dark Ritual upgrade your 3cmc kill spells there are better 2 cmc versions. and run some more removal that stops your meta

and to be honest why the hell are you even trying to play control. You already have the most expensive cards that you need to start consistently comboing off at turns 4,5,6. You really don't need to bother because you can out race most decks given that you add in all of the 1 cmc mana dorks

why are you running:

Helm of Awakening : you aren't running storm and this deck doesn't seem to cast more than a couple of cards a turn. this is specifically a card that you need to win with the turn you play it.

Liliana Vess: just play Dark Petition liliana is just a 5cmc paperweight and i don't think you really want to +1 or ult and you -2 doesn't straight up tutor.

Laboratory Maniac: where is you combo? you have no way to infinitely mill yourself and then draw or Doomsday

Teferi, Mage of Zhalfir: why? its just expensive and annoying just run a counterspell or something

Villainous Wealth: is this just for memes? the likelihood that you hit an infinite combo piece is pretty small and you don't have a way to make infinite mana.

Seedborn Muse: is this just for value? mana so that you can interact? if so then just add interaction like a counterspell or something

Cryptic Command: expensive meme counterspell; use Swan Song Mental Misstep Delay or just a regular Counterspell

Thirst for Knowledge: why this? just play like Frantic Search this card is really for Doomsday or artifact decks

Dig Through Time: how are you getting cards into your graveyard? this card needs self mill to be effective. you are better off running like ramp to just play your commander

Isochron Scepter: just run Dramatic Reversal

Sultai Banner: Fellwar Stone or Commander's Sphere

leven110 on Niv-Mizzet Loves his Spells

8 months ago

Tomagotchi

Yea, i feel you, niv is quite hard to cast, esp. the parrun ed. is bonkers

i suggest not to put in more lands, but more on mana ramps/rocks that produce and/or , because you can only put 1 land per turn, but casting an artifact will give you more benefit in the next turn.

Cheap alt:

and etc...

Expensive alt:

and etc....

or even multi mana lands,

and etc..

or artifact tutors card:

and etc

or you can go full control deck, put in alot of board control spell (board wipes), board wipes is good for your deck because you dont have many creature in play. combine with a passive card draws engine (2-3 card per turn, meaning land drop would be easier to come by).

Then if you think you have all your pieces together start putting in some pressure on the board, if not stall the game XD (negotiating and stuff)

Board wipe artifact:

Hope it helps,

Stormforge_Mystic on [ OLD ] Merfolk Commander

1 year ago

Sultai Banner and Crux of Fate are illegal to play for you as your commander isn't black.

Epicfuzz45 on Tyrannical Brooding (Sidisi Graveyard Advantage)

1 year ago

Hello, I'm the one that you commented on my Sidisi Deck and I'm here to check out your version of Sidisi. By your deck description, it sounds like we based our decks on the same philosophy of gaining an absurd amount of value through the graveyard. I'll go over some cards that I think you should take out and add. I'm brutally honest about deck building, since there are so many potential cards to add to a commander deck and it's difficult to take out cards, especially when your deck has already been established.

I'm guessing by your card selection that you are on some kind of budget since the deck is around $200 (which is pretty cheap for a commander deck) or by what your description says, you are making sure your deck isn't too OP, so I'll only suggest cards that aren't absurdly expensive like Crucible of Worlds.

Creatures: There is a kind of secret rule w/ Sidisi that you want to have at least 33 creatures in the deck, so on average, she mills at least one creature when she enters the battlefield or attacks, so I'll try to abide by that rule when giving my suggestions.

Dungeon Geists- just a generic control creature, it doesn't have any synergy w/ the deck aside from being a creature.

Kheru Lich Lord- I think Whip of Erebos is strictly better, it costs 2 less mana, gives all your creatures lifelink, and brings back a creature w/ haste for a turn (although it doesn't get flying & trample). Whip of Erebos has less synergy w/ the deck, since it's not a creature, but I think it's sheer power out ways the potential synergy.

Mold Shambler- Reclamation Sage is a strict upgrade to this card, costing half the mana and being able to be triggered if it hits the battlefield from the graveyard, although it doesn't hit lands, if you need it to hit lands, use Acidic Slime instead.

Omnibian- A funny card, but doesn't have any synergy w/ the deck aside from being a creature.

Lands:

I personally avoid "enters the battlefield tapped" lands as much as possible (I'd rather play a basic lands over guildgates), but I'll just suggest interesting lands that are cheap price wise that you could add.

Barren Moor, Lonely Sandbar, & Tranquil Thicket- all have great synergy w/ Life from the Loam, you might think it's silly to take up three land slots for mediocre lands just for synergy w/ one card in the deck, however when you play the deck w/ these cycle lands and you can get the combo going (I usually am able to use it most games, because I mill so much of my deck) you'll see just how powerful a infinitely recurring value engine can be.

Bojuka Bog- It looks like you don't mill your opponents, so I don't think this card will be as useful to you as it is in my deck, however I usually play this card in every deck I have that runs , just so I have some way to interact w/ my opponents' graveyards.

Drownyard Temple- Being able to ramp at instant speed when you have an extra 3 mana laying around is really efficient, especially since the only cost of this card is that it only produces mana.

Exotic Orchard- This card is usually another Command Tower in deck running three or more colors of mana, it is especially true in since those colors are the most powerful and popular in commander. (It's also incredibly cheap price wise).

High Market- Protects your creatures from control magic and exile effects, seems like it's no big deal, but when every deck running has Path to Exile & Swords to Plowshares, it's usefulness begins to shine.

Sunken Hollow- Is an excellent 2-color budget land.

Alchemist's Refuge- I'm not a big fan of this card, I'd only think about running this in a heavy control deck, if you are really desperate for this ability you could use Leyline of Anticipation and/or Vedalken Orrery instead.

Other cards:

Mystic Genesis- I refuse to use counterspells that are more than 3 mana for a good reason, you can't just have 5 mana open without A. falling behind because you could of cast something to progress you board instead of keeping 5 mana up and B. making it super obvious to the other players that you have some sort of interaction, which they may play around. I thinking replacing it w/ either Arcane Denial or Counterspell will be a good choice.

Plague Boiler- Not a fan of obvious board wipes that your opponent's can play around (or could just remove w/ a Nature's Claim), I'd recommend Cyclonic Rift (which you should be automatically playing since you have in your deck) instead if your worried about nonland permanents, however if it's creatures that your worried about, I'd run a board wipe, like Toxic Deluge, Damnation, Life's Finale, Living Death, Decree of Pain, Black Sun's Zenith, or Crux of Fate.

Darksteel Plate- You should get rid of this card, this is a graveyard recursion deck, you don't care if your creatures die, it's one of the strongest assets of the deck.

Sultai Banner- The banners are awful, Commander's Sphere is strictly better, however I'd run Sakura-Tribe Elder instead since this is a creature heavy strategy.

Vraska the Unseen- She is a random planeswalker to have in this deck, personally I'm not a fan of planeswalkers in commander since the other three players will usually team up to kill planeswalkers that you have, the only good modes on her are her -3 (which if you want that just run Beast Within instead) and here ultimate, when judging planeswalkers, you can't judge them on their ultimates, they are so difficult to get to, so you almost have to assume they don't exist.

Important Cards you should add:

Eternal Witness- The best recursion on a creature in commander for .

Phyrexian Reclamation- One of the best recursion enchantments in commander.

Swiftfoot Boots & Lightning Greaves- This deck doesn't have , so haste is hard to come by, and these two cards both protect your creatures and gives them haste, a much appreciated ability in a creature heavy deck.

Sol Ring- It's Sol Ring! (I'm guessing that you don't have this card in your deck, because you think it's too OP, but I'd feel foolish if I didn't suggest it).

sonnet666 on [List] The MTG Weapons Arsenal

2 years ago

Don't stop now. I believe in you!

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