Worn Powerstone

Legality

Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Eternal Masters Uncommon
Commander 2015 Uncommon
Commander 2014 Uncommon
Duel Decks: Phyrexia vs. The Coalition Uncommon
Urza's Saga Uncommon

Combos Browse all

Worn Powerstone

Artifact

Worn Powerstone enters the battlefield tapped.

: Add to your mana pool.

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Worn Powerstone Discussion

abby315 on Oona, Queen of Infinity

4 days ago

I don't think the regular mill subtheme works super well; it's a really convoluted win con for EDH excepting infinite combos, and you don't have many cards that take advantage of the graveyards of other people. I think focusing on the infinite combo aspect harder will give you a more streamlined gameplan for sure, and the alternate win-con should probably be tokens with Oona.

To that end, here are some more great tutors to grab Navigator and your other pieces:

Tainted Pact

Plunge into Darkness <-- works amazingly with Oona tokens.

Diabolic Intent

Dark Petition

Demonic Tutor

Sidisi, Undead Vizier

There are some better board control cards as well:

Toxic Deluge

Glen Elendra Archmage

Notion Thief

Faerie Macabre <-- for graveyard synergies, if those are prevelant

Go for the Throat

Propaganda

Fast mana:

Dimir Signet

Worn Powerstone

Talisman of Dominance

Mind Stone etc.

And some more combos/alt win con ideas:

Dramatic Reversal + Isochron Scepter is also an infinite mana combo.

Scion of Oona can let you swing for the win.

Capsize + infinite mana lets you bounce whatever you choose.

Not that all mill pieces aren't good; Altar of the Brood obviously mills out with infinite bounces, Sword of Body and Mind is just good value, Jace's Mindseeker can be nuts with other go-big decks, etc. But the cards that exist just to mill, like Keening Stone, Mirko Vosk, Szadek, Dimir Guildmage--cutting these for a more streamlined approach will help the deck function smoothly.

Of course, if you love the mill strategy, play what you love! But a better commander for that approach is probably Phenax himself.

ghoul_Legion on Artifact Rebels

4 days ago

Shifting Wall ----> Endless One

Worn Powerstone ----> Nothing out of green color.

ALso what Xyr0s said is pretty much on point.

xyr0s on Artifact Rebels

4 days ago

Worn Powerstone and Shifting Wall are not modern-legal.

The first 2 Galvanic Bombardment in a game are inferior or equal to Lightning Bolt, making lightning bolt the preferred card (since it's overly optimistic to believe that a game will go long enough for the third copy to come up). Harnessed Lightning is also questionable... it takes a lot before it's better than Flame Slash.

Pentavus is funny, but playing something with cmc 7 requires ramping of tron-like levels, or ways to cheat it into play. As far as I can tell, you have neither.

Ion Storm is going to be impressively disappointing. It requires 2 mana for every activation, after you've spent 3 mana to just put it on the table. And THEN it needs a creature with a +1/+1 counter, or an artifact with a charge counter... that adds up to a card, your opponents are going to love.

You play quite a few 4-cmc cards. At that cost, cards should have immediate impact in modern - like Cryptic Command or Supreme Verdict. Removal is quite good in modern, so if you play a small creature, and the next turn a vehicle, your opponent will gleefully path/bolt/push/snag your creature.

Sorry, this is a bit of a rain on your vehicle-parade.

PookandPie on Tribal Vamps

1 week ago

So, I just have a few suggestions real quick, but they are going to require 10+ cards in the deck to be changed.

First, this deck has a fairly high average mana cost, but only 31 lands. Less than 1/3rd of your deck is mana producing land. You'll want 36 land, at least, plus mana accelerators like Rakdos Signet. Even my more casual decks, like Ghave: Baby Makin' and Alimony, uses 35 lands plus 15 cards that ramp or can function as ramp- for a total of 50 cards that care about mana. This results in a deck that always has the mana to make its strong plays and develop early.

Now, I know what you're thinking. "Pook, don't you flood a lot having half of your deck devoted to mana production?"

No, I don't. Not with a Commander that has an activated ability, not with lots of mana hungry cards that, once they hit the table, I win. Your Commander also has an activated ability. A very powerful one. You're going to want the capacity to activate her throughout the game in order to change the flow of it-- someone not paying attention and swinging a Blightsteel Colossus at you isn't a big deal if you have 7 mana and Olivia on board (stealing creatures during combat is the best). Notwithstanding, you want Olivia to get big because it only takes 21 damage from her to win you the game.

You don't have to go that far into it, though. Simply having 36 lands + some number of mana rocks to smooth your draws so you are forced to mulligan less would be ideal. For this reason, I suggest these cuts:

Your worst creatures, like Twins of Mauer Estate, Falkenrath Reaver, Furyblade Vampire (he's not good. Spending a card for a minor damage boost isn't great in a multiplayer-centric format where life totals are 40), etc.. Put lands in their places, dropping at least 5 cards.

Other cards that can be cut because they're not great in Commander- Eliminate the Competition (Hex exists for 1 mana more, and doesn't make you sacrifice 6 creatures to play it. Also, it's not very good and no one runs it, so EtC is even worse in comparison). Fiery Temper is meh, 3 for 3 damage isn't exactly great in 40 life formats. Sure Strike (Loxodon Warhammer is better because it sticks around for longer than 1 turn and gives evasion, for example). Voldaren Duelist. Ravenous Bloodseeker. Markov Crusader.... honestly, there's a lot of creatures that could probably be dropped for more efficient ones, but dropping about 6-10 cards for the following will help:

Sol Ring, Rakdos Signet, Talisman of Indulgence, Worn Powerstone, Darksteel Ingot, Commander's Sphere, etc., would be a good start. Ones like Coldsteel Heart, Charcoal Diamond, Fire Diamond, could be useful if you needed even more mana rocks.

Once you get your mana base settled, the deck should start rolling more smoothly and you can see what you're able to do with it. Adding more draw (Phyrexian Arena, Skullclamp) would be important, more tutors are always helpful, and fun stuff like Contamination and Bloodghast could keep your opponents from interacting with you while you beat them down, etc., but I'll save that for another time once your mana situation is sorted, as that's a far larger issue right now (not having mana = you can't do anything, after all).

Eiti3 on Mana Rock Opinions

1 week ago

Greetings and salutations. I'm here to ask your opinions on whether or not the following cards should be inserted into my Landless and Creatureless Narset deck.

Currently I am trying to make the deck more stable/reliable as the deck is currently "all theory" and only works if you shape your hand to a large degree. Of course, nothing I add or remove will ever make the deck 100% stable or reliable until Wizards prints more 0-CMC mana rocks. Until then, I am here with a list of a few 1-3 CMC drops that may benefit the deck until Wizards helps a bro out.

For now, the deck is sitting at 32 mana rocks, 4 instant/sorcery burst mana, and an Omniscience under the 'Mana' category. I want to bring that 32/36 (excluding Omniscience) up to a solid 40. I feel like 40% of the deck being mana producers would help stabilize it until new cards are printed.


America, Land(less) of the Free [Creatureless Too]

Commander / EDH Eiti3

SCORE: 192 | 86 COMMENTS | 22218 VIEWS | IN 51 FOLDERS


Group 1 doesn't help well with ramp really, however it gives the deck a bit of draw. I would like to similarize these to my 3-drops where the few amount of 3-drop mana rocks they either produce 2 mana on a single turn or draw a card. I like the idea of being able to draw cards when the Narset engine isn't enough. However, I don't know if that is enough to warrent running them and cutting other valuable cards.

Group 2 are the Diamonds, or how I refer to them as "ETB Tapped". I sincerely dislike rocks like this because I can't use their abilities right away, which may be needed to drop another rock or two before the turn ends, but it instead sits there... I also dislike them for when Narset plops them down and I can't use them immediately for cards like Mirari or simply any cards in my hand. Tell me if I'm ignorant and wrong, but I will need examples for my Tunnel Vision brain.

So... OPINIONS! I would appreciate anything blatant and honest, but I would absolutely love examples. My brain is a bit stubborn and is unable to see other perspectives unless shown. Additionally, if you have any other 0-2 CMC rocks, spells, etc (not lands or creatures -boo, bad) that help the deck be more stable and reliable in Turns 1-4, I would be willing to do pretty much anything. My only gripe is nothing 3CMC or above. (Unless they cost less for some reason like Affinity.)

Thanks, Eiti3

Optimator on mill you sir

1 week ago

I love a good budget deck. You appear new to building EDH decks so forgive me if I come off as pedantic or tell you something you already know. You have no description so I have very little to go off--hint hint. I will keep budget in mind.

Well, since your commander is a little pricey, mana-wise, I would add more ramp. Sol Ring, Dimir Signet, maybe Mind Stone or Worn Powerstone. Card-draw is like pseudo-ramp so a few more card-draw engines would help you with your land drops. Phyrexian Arena isn't budget per se but it's an all-star card for EDH. Perhaps Fact or Fiction, Blue Sun's Zenith, or something similar.

I would add commander protection, unless you feel he is tertiary to the deck itself. Whispersilk Cloak is a no-brainer, and I'd add Swiftfoot Boots as well. Mask of Avacyn is a half-decent budget option. The rest tend to be pricey, a la Champion's Helm and Lightning Greaves.

Panas on Aurelia's Angels

2 weeks ago

Hello :)

I will share my thoughts on your brew and hope that they prove useful to you.

At first glance this deck has one, very apparent and very serious problem, which will cause it to be super slow and clunky: It is very mana intensive, in R/W, and it's featuring 35 lands. Your colours are the worst when it comes to accelerating your mana and anything less than 37 lands is usually reserved for much lower curves (avg CMC < 3.5, yours is 4.5). So I would suggest that you add at least 2 more lands and 4-5 mana rocks (Sol Ring, Commander's Sphere, Mind Stone, Boros Signet, Everflowing Chalice, Thought Vessel, Darksteel Ingot, Boros Cluestone, Prismatic Lens, Worn Powerstone and many others) in addition to the 2 medallions you already have. You could also opt for more cost reduction cards such as Cloud Key, Semblance Anvil, Seal of the Guildpact and Urza's Incubator. Then, to glue your mana together and make certain you hit every land-drop, every turn, I would also suggest you replace some creatures that are out of place/not offering much to the deck (e.g. Sungrace Pegasus, Viashino Firstblade, the walls, Lose Calm...) for these little beauties: Weathered Wayfarer, Knight of the White Orchid, Oreskos Explorer and Kor Cartographer.

Problem number 2 - and this is a problem you can do little about and which banes almost all R/W decks - you have very, VERY limited options for card draw besides wheel effects (e.g. the namesake Wheel of Fortune). There are some available inclusions such as Staff of Nin, Mind's Eye, Seer's Sundial and a few of the mana rocks already mentioned can replace themselves, but that's that. Just be aware of this when you march into battle!

Problems with individual card choices do exist as well but I think they come second to the ones mentioned above. In general, life gaining is even less important in EDH than it is in other formats. Also, big X-spelss for burn are rather weak, especially considering your weak mana base. You also need some more premium spot removal (Swords to Plowshares, Chaos Warp) and your boardwipes are lacking. Most of your creatures are flying, so include cards like Fault Line and Molten Disaster! They can be real gems in such a deck. Lastly, and this is just a slow pitch, have you considered running Kaalia of the Vast as your commander? Access to black means better card draw, and she can cheat your angels into play (dragons and demons too, if you so wish it).

It's always a pleasure looking at new decks and I find the community here to be very helpful! Try posting on Advertise your commander as well, for more help, suggestions and comments.

PS. I wasn't taking budget into account so some cards may or may not be affordable. Don't worry about that! If you are working on a limited budget, your deck can still be very strong! Ah, the joys of multiplayer! ;D

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