Vault of Whispers


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Planechase (HOP) Common
Mirrodin (MRD) Common

Combos Browse all

Vault of Whispers

Artifact Land

(Vault of Whispers isn't a spell.)

: Add to your mana pool.

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Vault of Whispers Discussion

BioProfDude on Mulch -- $13 Golgari Graveyard

1 day ago

Have you considered just a Gurmag Angler or two? With that high density of creatures, you're certain to get cards into the graveyard. I get that it might mess with the delirium mechanic, though.

Also, why Tree of Tales and Vault of Whispers? I don't see any artifact interaction in your list. There's an increasing number of land destruction decks in Pauper and some of the land destruction cards will do damage to you if the land is non-basic. Moreover, those lands can be targeted by artifact hate cards, which could easily mess with your mana-- killing your lands would be bad, right? That artifact hate is the same as land destruction, but generally cheaper to cast and available in a wider variety of decks (i.e., not only in land destruction decks). Whenever I see someone playing artifact lands, I throw in an artifact hate card or two when I sideboard. Those lands are usually there for a reason, so I want to target the land or the artifacts with which they interact.

Cool deck! +1 from me!

He_Who_Hungers on Scarecrows

5 days ago

It looks to me like you're going for a sort of different type of deck than mine (or at least are playing it in a very different environment), so I'll be careful with suggesting too much, and stick to the things I have found worked well in general for me.

First I would recommend is Channel the Suns. If you're looking to get the King out as early as possible, this is the card to do it, allowing you to drop him as early as turn 2 in combination with Sol Ring. Even beyond that, it usually feels pretty good to get him out a turn earlier, or for one less mana, sometimes enabling you to follow him up with a scarecrow right away.

Secondly, I agree with your aversion to use too many changelings, but if you're looking for a wacky combo, it doesn't get much better than the trio of Changeling Hero, Changeling Titan and Changeling Berserker. I find they work great on themselves, as they allow you to champion a scarecrow, which re-enters when they die, and can get you another trigger. If you manage to get all 3 of them together, though, you can have them champion each other (e.g. play the Titan first, champion any creature, then drop Hero, champion the Titan, then play Berserker, champion Hero. Since Hero leaves play, Titan re-enters, which champions Berserker, causing Hero to return and so forth), which is usually a game ender since you're able to destroy all of your opponents' permanents. I'm usually not much of a combo player, but I personally find this one very funny, if a bit hard to get off.

For theme, I'd urge you to play Reap and Sow. It's not really a great card, but it can help you ramp and tutor for some of the more key Nonbasic lands (in your case probably Cataracts or Inventor's fair). And it just fits the theme. If you're playing Reaper King, you might as well start Reaping (or sowing, or both!).

I also tend to like Tezzeret the Seeker , especially if you back him up with a set of artifact lands (Seat of the Synod, Tree of Tales, Vault of Whispers and Ancient Den). You'll mostly want him for his second ability, which allows you to tutor your artifact lands for some added ramp, or a simple -1 to grab that Heap Doll if you need a RK trigger and don't have one on hand.

Lastly I'd like to recommend either Fabricate or Drift of Phantasms (or both, as I did). The point of fabricate is hopefully somewhat clear, and I tend to like the Drift as it can find a lot of your key cards (I usually end up transmuting him into either a Scarecrone or a Chromatic Lantern), and even if you don't need to transmute it, it can never hurt to have an extra flying blocker.

I'll leave it at that for now. If you're looking for more inspiration, take another look at my list.

rob_shifflett on

1 month ago

Voyager Staff is amazing. Tutorable with Trinket Mage. Makes SwampThang almost impossible to keep off the table, even against THE Cyclonic Rift.

Running Trinket Mage with Seat of the Synod, Tree of Tales and Vault of Whispers can supply additional mana fixing.

isaelis on Budget Trips

1 month ago

OOOOOO cool idea!!!! With Dreamscape Artist, and depending on the budget, you could add Ancient Den..... Seat of the Synod.... Vault of Whispers... those would be GREAT sac fodder for dreamscape since you just get them back eventually!!!

Traumitz on A Song of Spikes & Ire (by B.R.R. Martin)

1 month ago

HiGattison+1 for your deck!I'm building a similar one :) Imho you could try to run Great Furnace and Vault of Whispers to trigger Reckless Fireweaver more times:)

Valengeta on Light 'em Up (burn and draw)

1 month ago

Ikr, on my artifact deck I use both Seat of the Synod and Vault of Whispers but have to remove those and just use the Citadel for Modern formal games. Those artifact lands are a great boon, but that's why they're banned lol. Check it out if you want Rain of Quicksilver, I'll have a look at yours

SamsWrath on 0 to Doomsday in 3.5 turns -Grenzo Doomsday Reborn

3 months ago

1) I don't see the value in running Vault of Whispers and Great Furnace. They are vulnerable to Wasteland/artifact destruction and aren't fetchable. If you were running Tainted Pact as an extra dig spell they would make sense (so you have a lower chance of hitting a card with the same name; e.g., Swamp). However, with only 7 basic Swamps your Lake of the Dead is going to often whiff.

2) Unmask is loss of card advantage. If it acted as a discard outlet instead of exile it could be useful for pitching a combo piece out of your hand before casting Doomsday but, exiling a card as the cost just feels bad.

3) Cutting down the already limited pool of creatures from 12 to 10 makes using Diabolic Intent that much more difficult.

4) Are you using Ricochet Trap to target itself with a counter or using it to save an artifact/creature from destruction? Casting for 3 CMC seems heavy for this deck for a spell that isn't a board wipe. Using it as a counter spell target seems okay since it's just R to cast but, I would run Defense Grid over Ricochet Trap all day long. Defense Grid also has the added bonus of adding to Metalcraft for Mox Opal.

SynergyBuild on Muldrotha - Combo in Sheep's Clothing

3 months ago

+1! Love your list a ton!

How about trying out Vault of Whispers, Tree of Tales, and Seat of the Synod? With Oracle of Mul Daya type effects, you can play a land, then play the artifact land, naming artifact from the yard!

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