|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Uncommon|
|Eternal Masters (EMA)||Uncommon|
|Commander 2015 (C15)||Uncommon|
|Commander 2014 (C14)||Uncommon|
|Duel Decks: Phyrexia vs. The Coalition (DDE)||Uncommon|
|Urza's Saga (USG)||Uncommon|
Combos Browse all
Worn Powerstone enters the battlefield tapped.
: Add to your mana pool.
Price & Acquistion Set Price Alerts
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Worn Powerstone Discussion
1 day ago
With your curve, you'll probably want to go up to 37-38 lands and add a few more pieces of ramp. I'd consider Mind Stone, Fellwar Stone, and Worn Powerstone. A 7cmc commander like yours is going to eat removal, and you want to be able to cast her a few times. You'll get more value out of a Mind Stone over a game than you will from that Dark Rit.
For other cuts you can easily go down 3 wraths. As is you should have more than enough removal. Armageddon is a spell I'm not sure you're set up to get maximum use out of.
2 days ago
I used to think likewise about mana rocks, but I'm back to test them because they really put you ahead faster than green ramp spells.
Sol Ring is just way too powerful not to use it, especially in a deck with costs that require so much generic mana.
In the best scenario where Rampant Growth, Sakura-Tribe Elder or Wayfarer's Bauble (or Gruul Signet that matter) are on your opening hand they will make you have four mana by turn three and you don't/didn't have so many important cards for four mana, you need to hit higher mana to start developing your game, the deck average mana cost is just too high for +1 mana spell to be meaningful.
Worn Powerstone and Overgrowth compared to Cultivate add the same amount amount of mana but if you cast them on turn three, with Worn Powerstone and Overgreowth you'll be on six mana by turn four providing you have a fourth land in your hand but with cultivate you'll only be on five mana. Overgrowth after turn three will usually be placed on a untapped land and you'll be able to use its mana on that same turn.
About Rite of the Raging Storm. In my meta the board will be starting to get scary by that point. There can be many problematic creatures like Yidris, Maelstrom Wielder, Atraxa, Praetors' Voice, Kalemne, Disciple of Iroas, The Gitrog Monster and others. All that Rite of the Raging Storm does is just lowering other players life slowly, later it can be good to get triggers from Omnath, Where Ancients Tread and Warstorm Surge, but you can't keep the elemental for blocking purposes or to mass them for posterior use. You'll still have your doors open for anyone, and you know what? they will be pissed that they can't attack you with the token so they will attack you with their own creatures for sure. At that point a Deadly Recluse will probably be more useful (all of this on my meta, maybe your games play out differently). So all of this means that in your deck Rite of the Raging Storm is a late game card and for a late game card is not that good.
3 days ago
It depends on how many crads you want to remove. I usually start with the highest costs, big flashy cards are useless if you can't play them. Anyway most of the time they will be stolen, cloned, reanimated or casted for free from your library, or just be killed by some removal or board wipe, it's way better when your oponents spend resources against other players' creatures.
Avenger of Zendikar actually not that good. If left unchecked it can finish the game, but usually by your next turn you'll have a bunch of 2/3 plants which are still not so menacing. In a deck more dedicated to give board wide buffs to your creatures can perform better. Tokens are not elementals either.
Hateflayer I really like this creature a lot, and I want to find a deck where I can abuse it (vehicles maybe?), but just by itself, it's not that good, being an elemental just doesn't justify its inclusion.
Magmatic Force Yes, this creature is insane. You don't need to do anything it just sits there throwing lightning bolts here and there. Every turn that stays alive is producing value. But the cost is super high, so not really sure about remmoving it.
Phytotitan This card actually works with the deck, but I ended cutting it from mmy deck because it really wasn't enough for the cost, it doesn't comes back until you upkeep and comes tapped, so it's not that marvelous. The good part is it comboes perfectly with Incandescent Soulstoke, but it's the only creature that goes well with it. Most of the time you don't want to throw your elementals for one attack and then sacrificing them, do you?
Incandescent Soulstoke for the reason I previously stated. Just the +1/+1 to elementals won make this guy earn its spot.
Smokebraider not a bad card, but you don't have too many elemental spells. Playing green you have available all the mana dorks you can dream of, Whisperer of the Wilds will easily give you two greens to spend on whatever you want. But you should really start by getting a Sol Ring, an absolutely broken card that should had never existed that you can get for an stupily low price. Then, the next mana rocks to include would be Worn Powerstone, Thran Dynamo and also Overgrowth. You are trying to reach a really high costs, so you need cards that give you more than one mana, spending one card on ramping one mana just isn't enough, you need to get to 7.
Soulbright Flamekin Don't let all those red mana symbols fool you. You give it six colorless mana and it gives you eight red mana, so in fact it's just producing a net two mana, but you have to spend six before, bad deal.
Wayfarer's Bauble, Sakura-Tribe Elder and Rampant Growth As I said before, spending one card to get one land ahead just isn't enough. When you are in a rush to get to the fourth mana because that's the cost of your commander and you need it to get the deck rolling then that kind of cards are great, but if you ramp like that you'll run out of cards in hand and you still won't be able to cast Omnath. You need cards that give you more than one mana.
Rite of the Raging Storm the problem with this card is when you cast it what you really need is survival. On top of that, you won't get your token until your next turn.
Second Harvest It's a "win more" card. If you have a couple or more of the Omnath tokens to duplicate I'd say you are on a confortable situation and if the opponents dont do something against it soon they are going to be in a world of pain soon anyway. I rather have a card like Heroic Intervention to keep my position on the board in case of board wipe than trying to push a bit ahead and then risk wasting the card, but that is a personal preference.
In my experiencie, the biggest problem of the deck is that in the early game you are really weak and you run out of cards if you try to rush to seven mana. So you need cheaper creatures, more card draw, board wipes and some way to pillow fort yourself.
Arbor Colossus This guy may be what you need: big, cheap, with reach, and it can even destroy some naughty dragon who dare come too close.
Ohran Viper This creature is really nice, gives you cards (hopefuly it can get you a couple of them) and if it stays back to block works as deterrent.
Chain Reaction this card can be as wild as Blasphemous Act. You won't get a better board wipe for that mana in these colors.
Thaumatic Compass Flip helps you get lands and later becomes protection from attacks, maybe it's worth trying it out here.
I would add one more sacrifice outlet just in case, like Altar of Dementia or Spawning Pit, you don't want your small elemental tokens exiling insted of going to graveyard.
Blade of Selves Is my secret weapon. When you equip Omnath with it and attack, the myriad copies are created at the same time and because of the legendary rule (copies of Omnath are also legendary) they are all put in the graveyard as soon as they are created and you'll get one trigger for each Omnath that was alive times each Omnath that died. After geting your calculator to work out the numbers you will see that it's a whole lotta damage.
5 days ago
multimedia no worries! Thank you so so much for the help!
I checked out your elf deck, awesome coding! And is that Quenya from Lord of the Rings I see? Respect!
I was wondering if you'd be okay if I posted your comments and my following response on my deck page; I like to have everything in one place and the comments don't delete there as they do on the wall. let me know!
Now, to respond to all the suggestions! Again thank you for the advice!
First off I'd like to mention that I'm not a huge fan of most X-spells, and I wanted to stray away from them somewhat because I know that's what many people are going to to with F&S. I understand the value of X-spells with F&S is huge here, but they kinda need a ton of mana pumped into them, and I don't think Boros can consistently do that. In situations where I can't get Neheb, the Eternal to stick they become less effective, even if X = 10 and I gain 100+ life, it doesn't seem worth it to me because now I've just pissed off the other 3-5 players and will probably be crippled by the clapback. Second, I'm trying to focus on Sunforger and my combos a lot more, as I think that is what will make my deck stand out when all is said and done. So Combo/sunforger first, value/x-spells second. I don't want to strip stuff away from my Sunforger for more X-spells because I feel like I'll want Sunforger goodness more. So there's some thoughts that will hopefully explain my choices and why I will or won't take some of your suggestion :)
- Doubling Cube: I think you over value this somewhat. To make it produce 4 or more mana(making it better than just any mana rock), I already need 10 mana out. So that's a while before I feel it really benifits me. I'll test it though!
Earthquake, Rolling Earthquake: I think I covered these well enough. Again I want to emphasize that I just don't want them personally, and I know that X-spells are a great way to go with this commander. Will definitely keep them in the back of my head :)
Breath of Darigaaz, Hour of Devastation, Price of Progress, Acidic Soil: these are all great damage options, and I'll be testing them out along with all the ones I got in there now, like Flame Rift, Flamebreak, Fiery Confluence, etc. Time will tell which ones are the best.
Gamble: I'm gonna be straight up with you, I hate Gamble. I've used it and It's awful.
- Faithless Looting, Tormenting Voice, Wild Guess: All good draw options. I'll consider!
- Survival Cache: I really like this one, but the fact that it can't be Sunforged was holding it back over options like Ritual of Rejuvenation and Reviving Dose. Yeah I see the rebound but that's just my philosophy getting in the way of good cards lol.
Winds of Change: I don't consider this card draw, but rather card selection. I find wheels usually help my opponents more anyway.
Mark of Asylum: Yeah this is a good one that I should find room for.
- Furnace of Rath: Out due to aggro meta :(
Hopefully all that makes some sense.
Again I definitely see the reasoning for all of the suggestions. Just not the direction I want to go :)
- Expedition Map needed to grab Inventors' Fair and Mistveil Plains.
- Book of Rass mid/late game draw that's a good mana sink more Neheb and a huge lifegain payoff. Also part of my beloved janky combo :)
- Basilisk Collar figured I'd be nice to snipe some big creatures, but I suppose if I'm dealing enough damage in the first place that's not needed. Probable cut.
- Swiftfoot Boots I kinda need the protection. there won't be many creatures out wth me wiping the coard so much so my creatures will be big targets.
- Strionic Resonator Can probably be cut, your right.
Painter's Servant I want my janky value! :D
- Thalia's Lancers gets Neheb or Gisela
- Stonehewer Giant gets sunforger, can also be a sweet combat trick with enough mana; two to find sunforger and two more to use sunforger to cast a life saving spell. Still, he costs a lot so maybe he'll be cut.
- Brass Squire probably cut, but is really good with sunforger.
- Imperial Recruiter gets Treasonous Ogre, Weathered Wayfarer and Painter's Servant
- Weathered Wayfarer gets Inventors' Fair and Mistveil Plains. not sure if you've ever played Boros but this kind of stuff is necessary, trust me.
- Fire Servant probable cut. I agree.
Generator Servant But he's so goooood. Turn 4 hasty F&S. Total pet card.
Teferi's Protection - essential part of my sunforger package. Way too good to now use.
- Tithe - can get Mistveil Plains and helps me hit those land drops. This is usually the first Sunforger target just to get the M-Plains.
- Open the Armory gets sunforger. I need all the consistency I can get.
Again thank you so so so much for the advice! Let me know if I can post it on the deck.
I don't want you to think I don't appreciate all the help and suggestions, I really do! It's just that this time around I have a different vision for my deck that a lot of these can't fit into. Thanks again friend!
5 days ago
I removed some of the ramp for some cheaper options. Kess, Dissident Mage needed some more protection so Swiftfoot Boots was necessary till I get the other boots. Land switches kinda water down the deck a little bit. (i need better land)
5 days ago
Hello there. I gots me a few suggestions.
First, run more mana rocks and acceleration. A good rule of thumb here is 1 and 2 drop rocks are great here. 3 drop is ok if it produces more than 1 mana (Gilded Lotus is bad here). Mana accel I run that you don't: Crystal Vein, Ancient Tomb, Chrome Mox, Grim Monolith, Lotus Petal, Pentad Prism, Worn Powerstone, Mana Crypt, and Copy Artifact.
Anyways, feel free to check out my list for ideas... it's not superfriends but it should still give you a few ideas.
6 days ago
Apologies for the delay, I had to write this twice.One time mana sources make a lot of sense since you do need 11 mana to play your commander and equip all in the same turn.Basalt Monolith, Grim Monolith, Lion's Eye Diamond, Mana Vault, Pyretic Ritual, Desperate Ritual, Seething Song, Lotus Bloom, Lotus Petal, Treasonous Ogre, Vessel of Volatility, Simian Spirit Guide
EquipmentHammer of Nazahn, Helm of the Host, Lightning Greaves all good but how do you feel about Sword of Feast and Famine + Aggravated Assault backup strategy? Sword of the Animist is a good equipment for this strategy as well but depending on the table may not be fast enough.
Love the counter package, no Dualcaster Mage?Fork, Burnout, Pyroblast, Red Elemental Blast, Reverberate, Ricochet Trap, Glorious End, and of course Possibility Storm. Not a big fan of Veilstone Amulet in cedh but the makeup of your local meta will make or break this card. Active Volcano is probably too much.
Maybe too many colorless lands? I think you could cut one land overall but I understand you want to hit each land drop. Ancient Tomb, Buried Ruin, Cavern of Souls, City of Traitors, Command Beacon, Crystal Vein, Dwarven Ruins, Gemstone Caverns, 25xMountain, Sandstone Needle, Scorched Ruins, Sequestered Stash
Kuldotha Forgemaster is a good way to tutor the equipment into play.
Sphere of Resistance is a fantastic protection card but can make it easier for others to combo if you leave it out.
2 weeks ago
Hey! I like the idea of the deck and your introduction.
If the point of the deck is making colorless creatures unblockable (except by artifact creatures) to enable ninjustsu, wouldn't you need some cheap eldrazis or artifact creatures to spend as little mana as possible each time and start producing value earlier? Maybe with some kind of evasion of their own just in case.
These creatures could do the job: Eldrazi Skyspawner, Bearer of Silence, Dimensional Infiltrator, Fathom Feeder, Hovermyr, Gust-Skimmer, Mist Intruder, Slaughter Drone, Ferropede, Mindmelter, Pilgrim's Eye.
What's the plan to make the ninjas unblockables the turns after they ninjaed onto the battlefield? Other than Deepfathom Skulker there is nothing else to help them. Key to the City, Whispersilk Cloak or Thassa, God of the Sea are good options for that task.
The costs of the deck are quite high, I'd advise more mana rocks/dorks that add two or more mana to help you reach those costs Worn Powerstone, Palladium Myr, Hedron Archive, Gilded Lotus or Pyramid of the Pantheon and the Temple of the False God.