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Tap: Add to your mana pool.
Tap: Add one mana of any color to your mana pool. Tarnished Citadel deals 3 damage to you.
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Tarnished Citadel Discussion
1 day ago
I think your mana base could use some work. A large number of your lands enter tapped, which is further hampered by the bounce lands. Even if shocks and fetches are beyond your budget, pain lands, check lands (with more basics), or some of the less expensive rainbow lands (City of Brass, Tarnished Citadel, etc.) will provide you usable mana the turn they are played.
Related to the above, I think you could use some more ramp cards--Cultivate, Life from the Loam, etc. will speed up your gameplan, and allow you to hardcast your larger threats if you can't get your commander fielded.
Even with more ramp, you have a number of fantastic, but expensive-to-cast creatures. You might want to cut some of these--most of the time they will be dead draws. I'd consider focusing on game-ending abilities or cards like Protean Hulk which have the potential to win the game on the spot through combos. Add Flash for the ability to win on turn 2 with Hulk.
Careful Study is a strong draw card that also puts items into your graveyard.
You could use some more removal--Abrupt Decay is solid and will hit a large number of targets. If enchantment removal is not large in your meta, Imprisoned in the Moon and Song of the Dryads can take out an enemy commander without a zone change, so it gets stuck on the battlefield in a transformed state.
1 week ago
No prob! Like I said above, it's really important you have 1 cmc mana dorks. Any 2 cmc dork needs to be able to tap for multiple mana to make it worth it. Your curve is wayyy smoother going from t1 dork into t2 marath.
I don't think you need a board wipe, you have a flexible creature killer in the command zone and plenty of spot removal. I think the biggest mistake newer cEDH players make is playing cards to "not lose" when they could be playing other cards to win instead. I'd personally run another 1 mana dork or another cheap tutor in its place. In fact, I'd strongly recommend cutting all of your ramp that's more than 1 color that taps for 1 mana. Fertile Ground, Chromatic Lantern (although you may need to keep this one if you don't adjust the mana base, all the 2 cmc sorcery Rampant Growth variants really slow you down a lot. Wild Growth would be another card to consider.
If the budget is an issue and you already own the cards you have here, you can still get pretty cheap rainbow lands such as Command Tower, City of Brass, Mana Confluence, and Tarnished Citadel. All the 1 cmc dorks are cheap as well. The only reason to play off colored fetches in your deck like Scalding Tarn is because you can grab essentially any color you need via Stomping Ground or Sacred Foundry. If you aren't running any dual lands without basic land types then the off colored fetches are really bad. The pain lands are excellent choices and are cheap as well.
1 week ago
Okay, so I understand your plan, but proper support is necessary, I would suggest making the deck more streamined, running more untapped lands, like basics, Tarnished Citadel, City of Brass, Mana Confluence, Forbidden Orchard, Reflecting Pool, etc. as well as more ramp, such as Nature's Lore/Farseek and the shock-lands/og-duals. Additionally, the shock/og-dual+fetch land landbase is a great addition. Birds of Paradise needs a spot as well.
After that, I would attempt to abuse cascade and other effects like it to build up counters on Ramos faster. Grafted Exoskeleton, Inquisitor's Flail, Duelist's Heritage, Lightning Greaves, Swiftfoot Boots, etc. will help the voltron strategy out.
2 weeks ago
Snapshotdan -- Darien is somewhat unique in that any of his decks want to have damage lands because of his ability.
If Darien, King of Kjeldor is on the battlefield, any damage dealt to you creates that many 1/1 soldiers. So Tarnished Citadel, with Darien out, effectively has "Tap: Add one mana of any color, deal 3 damage to yourself, and create 3 1/1 soldier tokens.
With one single card like Auriok Champion on the field, Darien's controller doesn't lose any life in the above scenario. With more than one effect like that, you end up gaining life.
2 weeks ago
Well, I'll do my best for advice. I'll give you some basic info, stuff that I'm pretty sure we'll agree on, then explain the dilemma I have with some of the deck's more integral parts.
First off, under combos you list Faith's Reward and Merciless Eviction, this doesn't work because the exiling of permanents doesn't put them into the graveyard, but into the exile zone. Also, in combo #9, Sigarda's Aid appears useless, because you already have auto-instant-speed-free-equip-on-entering and instant-speed equipments with Stonehewer Giant.
Other than that, I'd suggest upgrading your landbase with the following cards, dropping tapped lands:
Now to the more controversial (I assume) part of my critque/advice. Really, you need to hone you deck into doing something more specific than Aikido Control Voltron Aggro Combo. It streches your deck too thin to do any.
Well, not exactly, there is a way to do it, but it requires some money, because the name of a deck that can pull off the N>3 where N is equal to the number of strategies type of deck is called Toolbox. A strategy in which a deck runs a selection of 'Tutors' (Enlightened Tutor, Vampiric Tutor, Demonic Tutor, Gamble, etc.) and tutor targets, or cards that your most prone to tutoring out to get to position your deck to move into a role of gameplay. This strategy can rarely pull off aggro though, but can do a midrange voltron strategy, such as tutoring an Argentum Armor, Batterskull, and Fireshrieker onto the field, positioned to one-shot whoever looks at you wrong, blowing up a permanent per kill.
Control is fine to toolbox for too, in fact tutoring the right answer to the right problem is exactly where toolbox and control overlap. Aikido less so, due to the need for instant-speed tutoring in many cases, but most of those tutors end up tutoring to top, so it is hard to pull it off.
Combo is where toolbox starts to both shine and fall apart. As soon as you run efficient combo, the best answer to nearly any situation is run a tutor-line and win. No need to tutor a sweeper to kill your opponents' elves when you can just Kiki-Jiki, Mirror Breaker and Felidar Guardian to make infinite cats and kill each and every one of your opponents. Really, it kind of makes the toolbox irrelevant, yes, when an opponent has Blind Obedience you may have to tutor something to get rid of it, or just, you know, run another combo that doesn't fold to Blind Obedience.
Some people have told me that you'd rather still have a toolbox because you might not have access to two tutors, but in that case, just tutor a Imperial Recruiter, use that to tutor for Kiki-Jiki, Mirror Breaker, cast Kiki, copy recruiter, and fetch Felidar Guardian, problem solves. Don't want to pay for Imperial Recruiter? Fetch Recruiter of the Guard and replace Felidar Guardian with Combat Celebrant so you make infinite combat steps instead of infinite cats, less fun, but it still works.
Point is, toolbox isn't a perfect answer to making this deck work the way it was intended, but it can piece it together from the stretched mess it is now. It is simply too inconsistent in the current form, with a mediocre landbase for a mana-hungry deck.
Some options would be to scrap the current build, and go heavy control-stax, with Armageddons, some of the pillowfort you have, and abusing the Monarchy to get back into the game faster than your opponents. This would be backed up by a combo-package used to win the game after success fully locking out your opponents from interacting with you, or playing the game at all.
Another option is to go heavy-combo, with an aim on the midrangy strategy of building up minor defenses so you can set up and combo out around turn 4-5, with decent disruption such as Swords to Plowshares, Inquisition of Kozilek, etc. This stops your opponents from going off before you hjopefull long enough for you to use the tutors at your disposal and win.
For an aggro-voltron strategy, dropping all of your top-end for better voltron cards like Hatred, and speedening up your build with more ramp like Lotus Petal, Grim Monolith, Mana Vault, Mana Crypt, Chrome Mox, and Mox Diamond should help smoothen it out, aiming to kill a player by turn 3-4, and each following turn knocking out a player. This strategy requires some level of protection for your commander, and a single Swiftfoot Boots won't really cut it. Perhaps changing the commander to something with more protection would help.
Those are my thought on how to better this deck in terms of competitiveness, but honestly I have no idea what you wanted me to do, since you didn't specify your playgroup, budget, amount of hate you can handle, etc. I assumed a decent budget, since it is already at $400+ dollars, an average meta (I didn't know), and all the hate could be taken (Grafted Exoskeleton).
If I was off, just tell me!
1 month ago
1 month ago
You've gotten some great feedback here, so it's pretty hard to add anything new. Here are a couple thoughts that have not been said before:
Crux of Fate is a pretty powerful wrath effect that will leave your own creatures untouched.
Sylvan Library is a fantastic card in green decks--not only does it provide top deck manipulation, you have the option to net additional cards in a pinch.
I'd cut Savage Lands for SynergyBuild's suggestion of Tarnished Citadel. Lands entering the battlefield tapped are generally not worth it. Tarnished Citadel can provide mana the turn it enters the battlefield, and can even be used to fix your colours in a pinch.