|Commander / EDH||Legal|
Combos Browse all
- new eldrazi sicons and the old ones
- Eldrazi Mimic with Walker of the Wastes
- with the new wastes mana (not shur what is it called right now) does Kruphix, God of Horizons turn it in to that?
- If my general has no colorless mana in his color identity, can I include wastes in the same deck with the aforesaid general?
- Now with the new basic Wastes, could Draco only cost 4?
: Add to your mana pool. ( represents colourless mana.)
Price & Acquistion
1 day ago
Utility lands are a great substitute like Reliquary Tower or a pain lands like Yavimaya Coast, however they aren't basics which is the important part and the only reason I recommend them. Unless you had a creature like Ulvenwald Hydra (even though he is a good finisher I would recommend) that you can get out early and often to get any land, it would be hard to tutor for them otherwise (aka get them often enough), that and Blood Moon/Magus of the Moon turn them into mountains, rendering them useless. If you also had enough card draw it would get some of those cards, but its not as reliable as having a bunch of ramp spells like Rampant Growth, Kodama's Reach, Explosive Vegetation, and even a land that can even sit there and produce colorless; Blighted Woodland that for very cheap, can get the basic lands that you need and put them directly into play. However in one very specific case (albeit a more rare case than blood moon by a HUGE margin) Sundering Titan, the controller has to name every basic on the board and they are gone, which is another reason why I run fetches and dual lands that can be fetched, other than their enormous help with fixing when I need them. The only decks that will ever feasibly play this is either a Daretti, Scrap Savant deck or a prison style deck, which you should be trying to kill first anyway. I recommend more basics because they are easier to get out of your deck, nothing feels worse than to top deck a land when you really needed a removal spell, or to have a counterspell up for defense, but that's my take anyway, and it works out great for me since I happen to thin out my deck each time I play my Roon deck.
KEEP IN MIND Adding those wastes will basically turn your 3 color Roon deck into a 4 color deck. You will need to get at least one waste per game in order for you to get some form of value when you do play your displacer. The other upside to adding Wastes include: not being a good target for land destruction like Strip Mine, they are basics, and are under a dollar on sites like amazon. Downsides include: Adding another color to your deck, and lowering the amount of actual fixing for fetching a wastes. I feel the downsides are rather negligible since they should be the last land type you should fetch for after getting your colors. Except when it comes to opening hands, but that's highly dependent on other factors as well since they are still lands that actually do something when they come into play. If you aren't running Thought-Knot Seer then I would recommend 3-4 wastes if you do consider getting them (and 4-6 if you do get the seer). I would trade them with the ravnica bounce lands: Azorius Chancery and Selesnya Sanctuary along with Temple of the False God (since its never good in your opening hand nor when you can actually use it) and Secluded Steppe because its bad, especially for a 3 color deck.
Also, Opal Palace isn't that good here. Its more for voltron style decks, or decks that have a commander that gets removed a lot like Scion of the Ur-Dragon, Mana is pretty precious. Washing some colors can be cool, but that's like adding an extra (1) to every spell you play because you need to tap an extra land. I have also gotten the prebuilt Derevi commander deck, its what I used to build my Roon deck. I used to run Rupture Spire and Transguild Promenade as well, but I find that they slow me down WAY to much for what they offer in return, they are even worse when I have both of them in my opening hand. For all 3 of these I would just put in a regular forest, plains, and an island in their place. That's how bad I believe they are, if you want to add other utility lands in there or more wastes, be my guest, but I would strongly urge against these 3 unless you absolutely NEED that kind of fixing.
Also, no problem! I love deck doctoring, especially when it helps another Roon player :D
Just ask and I can answer other questions or provide more advice. I have this very terrible habit to mid-max my decks...
5 days ago
I say take out that Flickerform and Rite of Replication out of the deck, Don't get me wrong, they are fantastic cards, but there is really nothing to gain spending 4 mana to blink a singular creature, or dumping 9 mana into something that doesn't win you the game, but only draws attention, I would say yes to that if this was a voltron build or a control shell. Roon is a creature based deck at the end of the day not either of those archetypes.
There are basic lands called Wastes, They are colorless lands that are supremely useful if you are running Eldrazi Displacer, especially since they're basics (you could also be a dick and play Thought-Knot Seer like me). If you ran either a couple more basics instead of those tap lands or put in the lands like these: Scattered Groves, Irrigated Farmland along with shock lands and/or the buddy land/tango land from BFZ, you can get rid of those top deck duds known as signets and run something more useful, like Swords to Plowshares or Path to Exile. You should also run Solemn Simulacrum instead of wood elves based on how many basics you are playing, you could turn this into a hyper ramp deck on the side that's immune to Blood Moon and Back to Basics You could also take out that caravan and put in the ever useful Commander's Sphere, at its worst it can get you a card.
If you are really worried about torpor orb (which we Roon player's ALL should) Then I recommend this removal: Naturalize, Disenchant, Krosan Grip, Return to Dust, Angelic Purge, and my personal favorite, Bant Charm. Why bant charm? It does everything. It can take care of a pesky artifact (torpor orb) it moves a creature to the bottom of their owner's library (torpor orb on a stick: Hushwing Gryff, and Tocatli Honor Guard), and can hit an instant that you don't want to see, it's just good. Get that birthing pod ASAP. Paired with your deceiver exarch, Derevi, and felidar you can pod again and again! I'd say take out that extra blink, its not that necessary. Those instant and sorcery spells that blink do nothing on an empty board state, where restoration angel can be a blocker. Throw in more counterspells, they do more in top deck mode anyway.
Value is good, but it really means nothing if you can't kill someone, let alone the rest of the table, armada wurm is good, but you could do better! Trostani's Summoner, Hornet Queen, and Avenger of Zendikar are fantastic threats by themselves, but what if I told you they had an exceedingly powerful interaction with Cathars' Crusade? I'll let that one sink in.
Some of the cards in the sideboard should be in the main deck, Thragtusk's leave the battlefield trigger gets around torpor orb, so you can still have a 5/3 and 3/3 team of beaters ready to kill the orb player (even if you can't gain that 5 life). There are even creatures that only benefit from leaving the battlefield, such as Nevermaker, or Meadowboon, and Reveillark recurs your whole deck as it stands when it leaves, and if you add the aforementioned summoner and hornet queen you can recur game enders, it can even go infinite with karmic guide and a sac outlet, like Ashnod's Altar, which I think you should be running anyway. Find a way to put in Prime Speaker Zegana, Duplicant, Mystic Snake, and Reclamation Sage into the deck, because they are way too good not to be played in your deck, let alone any Roon deck! You also won't need cards like Oblivion Ring if you have Thought-Knot Seer, reveals a hand and exiles a thing forever instead of having the risk of having it come back, and it's leave the battlefield trigger can make an ally! Day of Judgment hoses you just as much as the guy you are trying to punish, especially with how little recursion you are running. If you are scared of an out of hand board state get Duplicant or Fiend Hunter instead. I find Mirror Entity something I don't play, it doesn't give me value when it comes into play, and I need to pump mana into it to be good, I find myself using that mana to play more blink targets rather than the entity. You could also throw in another Planeswalker that actually benefits this decks overall game plan very well: Kiora, Master of the Depths, she untaps Roon, can get a creature or land we need, and if you ultimate her, gives us targeted removal when we blink our value creatures!
And for my final recommendation I point you towards the Minion Reflector, this baby does everything you could ever want. Doubles your ETB triggers (and LTB triggers depending) and gives you a disposable minion that can swing in with no repercussion! It can also go infinite with Reveillark, karmic guide, and Ashnod's altar to make an infinite army like Kiki-Jiki, Mirror Breaker. If you want more suggestions just ask, or check out my Roon list for reference!
1 week ago
You could add a few Wastes, and because they are basic lands if any of your creatures get pathed you can search for them. plus you can still get colorless mana if a blood moon hits the field.
1 week ago
1 week ago
Further expanding on the above answer, means "generic mana" and can be paid with any color including colorless while must be paid with colorless.
The gatherer ruling you were looking at was input before created by Wastes was put into the game. While the ruling does say it cannot reduce the colored portion of a mana cost, due to the formatting, it is implied that the cost reduction only applies to "generic mana" and not colorless mana.
Basically, Heartstone only reduces the amount of "generic mana" that must be paid to activate activated abilities. Any attribute specific costs cannot be reduced.
3 weeks ago
4 weeks ago
4 weeks ago
This is an awesome deck, I love the theme. Plus 1 from me. Seven Wastes seems unnecessary though. You aren't using any of the (only two) cards that actually care about Wastes. If nothing else, I'd fill some of those slots with budget lands that come in untapped and also produce colorless mana, but have an extra usage if needed. Rogue's Passage is one I highly recommend. Additionally, Shimmering Grotto, Unknown Shores, Dreadship Reef, Crystal Vein, Ghost Quarter, Corrupted Crossroads, Opal Palace, Survivors' Encampment, Crumbling Vestige to name a few.