|Commander / EDH||Legal|
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|Urza's Saga (USG)||Rare|
|Promo Set (000)||Rare|
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At the end of each turn, if you control no creatures, sacrifice Thran Quarry.
: Add one mana of any color to your mana pool.
Thran Quarry Discussion
5 months ago
5 months ago
These are a few suggestions that you might like. Also the converted mana cost is a little high and the land count is a little low. With this deck, you probably want around 37-40 lands. Also you will have a lot of opening hands with only high drop dragons in it. I would suggest cutting some dragons and adding mana rocks and/or more ramp spells like Explosive Vegetation , or Tempt with Discovery .
It is a very good start though.
6 months ago
I'm currently short Arid Mesa , Botanical Sanctum , City of Brass , Gemstone Mine , Tarnished Citadel , Thran Quarry , and Volcanic Island . Volcanic Island aside, it's not too unaffordable but for the time being it's a bit hard for me to justify spending because I don't get many chances to play Animar. My LGS doesn't have a cEDH crowd and the combo speed of the deck, as it currently is, is already a bit much for the people who usually play there.
9 months ago
Okay, I'm back! Some good color-fixers that I have found helpful in 5 color decks: Ancient Ziggurat, Thran Quarry, Reflecting Pool, Opal Palace, Holdout Settlement, Unknown Shores, and Cryptolith Rite.
I would personally swap some of these for lands that enter tapped. It'll help speed up the land base while still making sure you have good color options. You can also go with things like Zendikar Resurgent, Mana Reflection, and Mirari's Wake. I would also consider shifting the and base to be more basics and using fetch cards like Myriad Landscape and the panoramas to thin the deck and get even more creatures out. Obviously you'll have the tutor ability going strong, but this will help early game and also give you protection from things like Blood Moon and Ruination, which would make this deck scoop 9/10 times.
Some other cards that could speed things up are the classic Bear Umbra, Urza's Incubator, and Cryptic Gateway. With such a creature-heavy deck, the latter can be really powerful because you can use your weenies or important cards to help get more ground-pounders out. It also allows you to put a creature on the battlefield during an opponent's turn at instant speed, which in this deck could be a killer surprise. I'd also consider adding Call to the Kindred in. It's a weird card to play and can make a creature a big target, but it would probably get you a free creature every turn.
I think my only other suggestion is Distant Melody, if you find your running out of a hand later in the game.
Again, I really enjoyed looking this deck over. Great work!
1 year ago
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.
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.
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.
Exotic Orchard - Not always reliable, it can be kept though.
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.
In all, there are my drops, then I'll say what to run instead:
1 year ago
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:
===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:
Thran Quarry occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%