Tarnished Citadel

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Odyssey (ODY) Rare

Combos Browse all

Tarnished Citadel

Land

Tap: Add to your mana pool.

Tap: Add one mana of any color to your mana pool. Tarnished Citadel deals 3 damage to you.

Price & Acquistion Set Price Alerts

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Recent Decks

Tarnished Citadel Discussion

SynergyBuild on Animar, Soul of Combos - Turn 3 Win

1 week ago

And Arid Mesa for Exotic Orchard.

Let me redo the final bit:

In all, there are my drops, then I'll say what to run instead:

Drops:

Island (1x)

Forest (1x)

Cascade Bluffs

Shivan Reef

Exotic Orchard

Karplusan Forest

Additions:

Misty Rainforest

Verdant Catacombs

Flooded Strand

Tarnished Citadel

Arid Mesa

Polluted Delta

SynergyBuild on Animar, Soul of Combos - Turn 3 Win

2 weeks ago

Hey toffmcsoft,

I want to go over your land base, because in the deck, it seems the most improvable (is that a word, I mean most able to be improved upon if it isn't!)

You run 30 land, which is fine, but the lands you run seem a bit strange to me:

1x Ancient Ziggurat - All colors, untapped, only works for creatures, being useless for 18 cards.

1x Bloodstained Mire - Fetchland

1x Breeding Pool - Shockland

1x Cascade Bluffs - Filter, only works for two colors, not fetchable.

1x Cavern of Souls - Five color fixer, untapped, stops counters, and works for colorless on other creatures/spells.

1x City of Brass - Untapped five color fixer, not fetchable.

1x Command Tower - Untapped five color fixer, not fetchable.

1x Exotic Orchard - Untapped fixer for some colors, not reliable, not fetchable.

1x Flooded Grove - Fixer for only two colors, not fetchable.

2x Forest - Basic, fetchable, untapped.

1x Gaea's Cradle - Only one color, untapped, taps for commonly multiple mana, not fetchable.

1x Grove of the Burnwillows - Untapped two color fixer, not fetchable. Not filter.

3x Island - Basic, untapped, fetchable.

1x Karplusan Forest - Pain land, untapped two color fixer. Not fetchable.

1x Mana Confluence - Untapped five color fixer. Not fetchable.

1x Reflecting Pool - Not fetchable, and not always reliable, can be a five color fixer, untapped.

1x Scalding Tarn - Fetchland

1x Shivan Reef - Pain land, two color fixer, not fetchable.

1x Steam Vents - Shockland

1x Stomping Ground - Shockland

1x Taiga - OG Dual.

1x Thran Quarry - Not always reliable, five color fixer, untapped, not fetchable.

1x Tropical Island - OG Dual.

1x Volcanic Island - OG Dual.

1x Windswept Heath - Fetchland.

1x Wooded Foothills - Fetchland.

1x Yavimaya Coast - Two color fixer, painland, not fetchable.

I'll order these out below, and say which ones I like or don't and give reasons.

I love all fetchlands, they always are consistent, and fast.

Bloodstained Mire

Scalding Tarn

Windswept Heath

Wooded Foothills

Breeding Pool - Shocklands are very good in conjunction with the fetches, so I am glad you run all of them, with the OG duals.

Forest (2x) - I'd drop one, more room for mana fixing, such as the fetches.

Island (3x) - I'd drop one, leaving one for Blood Moon three is too many.

Steam Vents - See Breeding Pool

Stomping Ground - See Breeding Pool

Taiga - See Breeding Pool

Tropical Island - See Breeding Pool

Volcanic Island - See Breeding Pool

Ancient Ziggurat - This is about the worst I'd still think is good enough to run, not hitting 18 cards is bad, but since it hits your commander, and 51 other cards so well, I think it is okay.

Cavern of Souls - Stopping counterspells and making your commander stick is worth it alone.

City of Brass - Any untapped, non-restricted, reliable five color mana fixer is godly.

Command Tower - See City of Brass

Exotic Orchard - Not always reliable, it can be kept though.

Mana Confluence - See City of Brass

Reflecting Pool - See Exotic Orchard

Thran Quarry - See City of Brass, because though it isn't as reliable, it is pretty good.

Cascade Bluffs - I don't like this in the deck because it is your worst two colors.

Flooded Grove - I do actually like this one, green and blue are way more useful in this deck than red.

Grove of the Burnwillows - like a pain land, but reversed. I think it is worth a spot.

Karplusan Forest - Painland for some of your colors. It is fine.

Shivan Reef - I'd drop it, it isn't worth the fixing when it is your least useful colors.

Yavimaya Coast - See Karplusan Forest, then put better colors.

Gaea's Cradle - I'd have to renounce myself as a player of magic if I told you to drop it.

In all, there are my drops, then I'll say what to run instead:

Drops:

Island (1x)

Forest (1x)

Cascade Bluffs

Shivan Reef

Additions:

Misty Rainforest

Verdant Catacombs

Flooded Strand

Tarnished Citadel

F3A5t on Mizzix, Spellslinging Shenanigans

3 weeks ago

You should look into getting some of the cheaper color fixing lands such as Shivan Reef and Temple of Epiphany. Both were reprinted in the last duel deck.

As for lands that will help your collection you can invest in City of Brass, Mana Confluence, Ash Barrens, Boseiju, Who Shelters All, Cascade Bluffs, Maze of Ith, Myriad Landscape, Reflecting Pool, Riptide Laboratory, and Tarnished Citadel

Majestic_Clown on Ancestral Animar

3 weeks ago

JMCraig

All you need to do to add a change log is add it to the description. I've made code for you to add below:

Add this:


===accordion
===panel:Change Log | 23/May/2018 | Click Here
Cut:

[[card:Earthcraft]]

[[card:Rishkar, Peema Renegade]]

3 Pain Lands

[[card:Forest]]

[[card:Island]]

[[card:Lotus Cobra]]

Added

[[card:Green Suns Zenith]]

[[card:Sylvan Safekeeper]]

[[card:Tarnished Citadel]]

[[card:Exotic Orchard]]

[[card:Thran Quarry]]

[[card:Dryad Arbor]]

[[card:Grove of the Burnwillows]]

[[card:Mox Amber]]
===endpanel
===endaccordion

This is what it will look like:

PedroMarcello on Tricky Token Deck

1 month ago

As you are running Darien and First Response I recommend getting for landbase:
Adarkar Wastes, Grand Coliseum, Tarnished Citadel, Nomad Stadium, Shefet Dunes, Ipnu Rivulet, Cephalid Coliseum and City of Brass.
Archangel's Light is extra heavy and dosen't do much. How about Resolute Archangel?.
Sanctified Charge is also an overcosted spell. How about a light and permanent pump with Intangible Virtue? If you like it to be at instant speed, there is Pride of Conquerors.
Hour of Eternity is also an amazing Token creator in blue decks.

MoxProxy on Edric

1 month ago

Also, as far as lands go, is there a reason you don't run Gemstone Caverns, Ancient Ziggurat, Exotic Orchard or Tarnished Citadel?

cdkime on Sliver EDH Control Deck

1 month ago

I'm going to disagree with your assessment of the value of fetch and pain lands, and support ZuranOverlord's position. There's a reason these cards have a high price while the trilands are relatively inexpensive. Let me state the case for Fetch/Pain lands:

  1. Even though you are trying to play the long game (as opposed to the more traditional sliver-aggro deck), as with any Control deck, your goal is to gain... well... control over the board as quickly as possible. This means you need to have mana ready when you need it.

  2. Lands entering the battlefield tapped are devastating in the early game--they allow your opponents to develop a boardstate, putting you behind. For control, this means they're dictating the game's terms and you're playing catch-up.

  3. You can tell what colours you need based on your opening hand, and fetches ensure you can easily pull what is necessary.

  4. By later points in the game, your lands will be fairly irrelevant anyway--your slivers should be able to provide all the mana you need. As such, the focus of your landbase should be to amultiple plays on the first couple of turns, as you wait for your slivers to take over as your primary mana producers.

  5. Tapped lands work terribly with Winter Orb.

  6. You are running enough 5-colour lands to provide sufficient additional colour fixing.

  7. Fetch lands have a bonus power many players ignore--they thin out your deck. Every time you use a fetch land, you're decreasing the number of land cards in your library, reducing the chance of dead draws.

  8. Pain lands give you flexibility--you can let them enter tapped, when they're immediate use is not necessary; or you can pay life and get an immediate benefit. Pure tapped lands do not offer this flexibility.

  9. Three life is inconsequential as compared to the benefits, particularly since you have the option of only paying 1 should the untapped land be required.

To provide some additional mana suggestions:

  • Gemstone Mine is another solid rainbow land. While you only get three uses out of it, it's still powerful colour fixing that enters untapped.

  • Tarnished Citadel you'll usually tap for , but it can provide the colour you need when you need it.

I would replace your vivid lands with these two.

Suns_Champion on Darien . . . [[Insert Clever Title Here]]

2 months ago

Some self damaging lands will be useful! City of Brass, Grand Coliseum, Tarnished Citadel, Nomad Stadium. These will give you tekens just for tapping for mana, better than free!

You'll then want the soul sisters to counteract the damage with lifegain! Every token you get gains you a life, so you end up even on life and now have tokens! Soul's Attendant, Soul Warden, Suture Priest, and maybe Anointer Priest!

Cathars' Crusade will be really good!

Mentor of the Meek is great draw! Oblation is too; you can just hit one of your tokens for cards!

You'll absolutely want Rootborn Defenses and Eldrazi Monument to protect your army.

Steelshaper Apprentice, Steelshaper's Gift, Stonehewer Giant, Taj-Nar Swordsmith, Enlightened Tutor, and Open the Armory can all get your equipment.

Also, crazy combo idea: Blasting Station + Soul's Attendant + Darien, King of Kjeldor + Altar of the Brood = mill win.

Hope some of this helps!

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