Tome of Legends
Tome of Legends enters the battlefield with a page counter on it.
Whenever your commander enters the battlefield or attacks, put a page counter on Tome of Legends.
, , Remove a page counter from Tome of Legends: Draw a card.
Printings View all
|Throne of Eldraine (ELD)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Tome of Legends Discussion
5 days ago
If you want even more value, one card I've recently found to work really well in Feather is Tome of Legends. It's an artifact that you can play in your early set-up turns before you get Feather out. Once Feather is out and attacking it becomes "pay 1 mana draw a card once per turn."
5 days ago
Hello, long time Boros player here.
Your deck has a lot of removal, a healthy amount of ramp and card draw, and lots of threats. This is all good, but there are a few things that could use some work.
To start with the minor issue, while you've got plenty of card draw in the deck, a lot of it isn't the best. For example, Tome of Legends is great if you're attacking with your commander a lot, but Iroas isn't a general that attacks a lot seeing that he's not a creature half the time. Another one not right for the deck is Mind's Eye. This big clunky artifact is suuuuuper mana hungry and not super efficient unless you sink a lot of mana into it, not what this deck wants. This deck wants cheap, efficient card draw. Finally, equipment like Mask of Memory or Sword of the Animist really want low-cmc creatures to work best. That way you can turn 2 or 3 drop a 2 or 3 cmc creature then the next turn play, equip, and swing with that creature right away to get the value. This deck doesn't have enough creatures at 1-3 cmc, so these might not work as efficiently as you want them to.
Related to that is the more glaring problem I see- your deck is incredibly clunky. After your 2 drop slot, your next cmc slot with the most cards is 5, then 4. You said you didn't like the supposedly notorious slow start that Boros has in EDH (that I was not aware of, but that's not the point) and yet you've made your deck super slow by making it this clunky. With that many cards at 5 cmc your deck is going to be slow and your hand will get clogged by big cmc cards that you can cast one per turn. On top of that, your commander is 4 cmc, so having the other clogged slot be 4 cmc is also bad- all of those cards are competing with your commander to be cast, and Iroas is one you always want to cast on 4 since he's harder to kill.
I recommend heavily trimming down your mana curve so that it's not so slow and clunky. Iroas's ability that protects your creatures in combat actually lets your smaller creatures somewhat scale into the late game since they're not easily blocked and eaten by bigger creatures. Even if they are blocked, they don't die. That means you can take advantage of small creatures will useful value, aggro, or stax effects, and then have some bigger creatures to help close out the game.
1 week ago
1 week ago
I'll try to keep my suggestions budget
Chaos Warp - Permanent removal
Dualcaster Mage - Value
Etali, Primal Storm - Powerhouse that works with the chaos theme
Flametongue Kavu - Removal the creature
Genesis Chamber - Army of Myrder
Hedron Archive > Sissay's Ring
Ignite the Future - Card Advantage
Inferno Titan - Burn them all
Light Up the Stage - Card Advantage
Outpost Siege - Card advantage when you need it, removal when you dont
Solemn Simulacrum - Ramp and card advantage
Tome of Legends - BEST CARD IN THE DECK. IF YOU ADD ANYTHING, ADD THIS!!!
Volcanic Offering - Removal and politics at instant speed, very useful
Nevinyrral's Disk - Wipe that deals with enchantments
Sunbird's Invocation - Card advantage. This sticking around means you usually win in a few turns with all of the value if you build your deck correctly
1 week ago
Everyone here has given me a different suggestion, which shall make this more difficult to process, but I shall address each suggestion in turn.
StopShot, if Tome of Legends did not require mana to activate its ability, I likely would have chosen it,but none of the other cards that I have mentioned here require mana to sue their abilities, so that is very important. As for Generous Patron, I would like to limit how frequently I place counters on creatures that I do not control.
Daveslab2022, King_marchesa, I was already considering Otherworld Atlas, anyway, so I shall most likely use that card, but I will also purchase a copy of Mindless Automaton, to see which card performs better in this deck.
1 week ago
3 weeks ago
Hey, good budget version and interesting description. Nice Demonic Tutor :)
Cards $2 or less each to consider adding:
- Swiftfoot Boots: hexproof protection.
- Shielded by Faith: indestructibility protection.
- Open the Armory: tutor for Boots or Faith.
- Phyrexian Reclamation: repeatable creature recursion.
- Hushbringer: flying/double strike/lifelink Snapdax and major opponent disruption.
- Will-o'-the-Wisp: flying and regenerate protection.
- Vampire Nighthawk: flying/double strike/deathtouch/lifelink Snapdax.
- Adanto Vanguard: indestructibility protection.
- Brightling: bounce protection.
- Tome of Legends: repeatable draw with attacking Snapdax.
- Deafening Silence: powerful opponent disruption with your mutate creature strategies.
- Swords to Plowshares: instant exile a creature for one mana.
- Generous Gift: instant destroy any permanent.
- Caves of Koilos
- Battlefield Forge
- Foreboding Ruins
You want more protection for the creature you mutate too because without protection the mutate creature can be killed in response to being mutated or after. In multiplayer Commander mutate is much more of a problem because there's three or more opponents who could have removal. That's a lot more potential removal you have to deal with than if you were playing 1v1.
Swiftfoot Boots gives the equipped creature hexproof meaning that creature can't be targeted by your opponents removal. Boots is an equipment, it can be equipped to any creature you control and it doesn't leave the battlefield when the equipped creature is removed. Open the Armory is a budget tutor that can get Boots.
Flying and double strike is a good combination to do Commander damage with Snapdax. Hushbringer is powerful disruption in multiplayer Commander since it prevents all creatures who have an enter the battlefield ability that triggers and any creature who has a dies ability that triggers. These two types of triggers are ways for players to gain a lot of value from creatures. Hushbringer is not going to affect you much since mutating is not an enter the battlefield trigger it's a cast trigger thus Hushbringer doesn't prevent mutating.
Will-o'-the-Wisp is a one drop flying creature who can regenerate. This little Spirit can be powerful with mutate. Brightling is a unique creature with mutate since you can bounce it as well as all creatures that are mutated back to your hand. This is pseudo protection because you can activate Brightling in response to opponents removal. By bouncing all the creatures that are mutated then you can mutate them all again getting more value out of mutate.
When Snapdax dies you can choose to spend it to your graveyard instead of putting it back into the Command Zone. This gets around having to pay Commander tax for Snapdax and the tax must be paid even if you're mutating Snapdax from the Command Zone which can be problematic. When Snapdax goes to your graveyard then you can recur it with cards that recur creatures from your graveyard. Phyrexian Reclamation is very good repeatable recursion at instant speed for mutate creatures because you want the creature to come back to your hand to then cast it again to mutate again.
Cards to consider cutting:
- Vivid Marsh
- 2x Mountain
- Offspring's Revenge
- Parasitic Impetus
- Shiny Impetus
- Species Specialist
- Duskfang Mentor
- Frillscare Mentor
- Keensight Mentor
- Tentative Connection
- Bad Deal
- Avenging Huntbonder
- Mysterious Egg
Good luck with your deck.
3 weeks ago
In my previous comment I said you should trim on the 4 cmc slot. Trim means cut, so I recommend playing less 4 cmc cards. 4 cmc is around the point where cards start to feel a bit clunky.
As far as card advantage goes, if you want to rely on equipment synergies you can play cards like Mask of Memory and Sword of Fire and Ice. If you like wheel effects there are cards like Magus of the Wheel or Reforge the Soul. If you like impulsive draw play Light Up the Stage or Ignite the Future or one of the myriad Chandra's like Chandra, Torch of Defiance. If you wanna do artifact synergies you can use Endless Atlas or Tome of Legends.
Lots of options for card advantage. Take your pick for what you like, what matches your playstyle, and what synergizes with your deck best.