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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Sand Silos
Land
Sand Silos enters the battlefield tapped.
You may choose not to untap Sand Silos during your untap step.
At the beginning of your upkeep, if Sand Silos is tapped, put a storage counter on it.
Tap, Remove any number of storage counters from Sand Silos: Add (Blue) to your mana pool for each storage counter removed this way.
MthrFknHuman on
1 year ago
I accidentally put those in the wrong box. The Guildless Commons are for the sideboard, assuming a game grinds long enough to cycle the Mastermind's Acquisition a few times and build a combo from the sideboard. The Bottomless Vault and Sand Silos are for the main deck to build up over time for various expenses. I fixed it. Thanks for pointing that out man.
Max_Hammer on Instant Lottery
2 years ago
I have some land suggestions for you! Not all of them are great, but some of them could be pretty snazzy.
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Vivid Grove, Vivid Meadow, Vivid Marsh and Vivid Creek are all any color lands that just need you to proliferate every once in a while.
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Peat Bog, Hickory Woodlot, Saprazzan Skerry, Remote Farm, and Throne of Makindi are all two-for-one mana sources, so long as you proliferate.
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Saltcrusted Steppe, Dreadship Reef, and Calciform Pools are all dual color storage lands and could all be big pay offs late game.
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Novijen, Heart of Progress, Hall of Oracles, Oran-Rief, the Vastwood, Animal Sanctuary, Tyrite Sanctum, Nesting Grounds, Llanowar Reborn, Gavony Township, and Karn's Bastion are all just cards that relate to tokens on your creatures.
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Hostile Hostel Flip lets you get a big, mean creature in exchange for sacrifices one small dude.
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Crawling Barrens can get activated once, forgotten until someone doesn't have blockers, then swing with an absolute tank.
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Fountain of Cho, Icatian Store, Subterranean Hangar, Bottomless Vault, Rushwood Grove, Hollow Trees, Saprazzan Cove, and Sand Silos are the same as the above, but inarguably worse. Idunno, could be even snazzy late-game, but like, ehhh, nah, probably not.
visland on Talrand vs Everybody *Live*
4 years ago
visland on Talrand vs Everybody *Live*
4 years ago
I made thee changes because High Tide and Sol Ring are banned in 1v1 Commander formats. It frees up some budget space too.
blakeivey12 on Grandma, what big teeth you have..
5 years ago
I think you'd want to focus on proliferate and putting +1/+1 counters on your creatures.
I think that you have a larger number of enchantments then you need. Here are my suggestions to sharpen this area of your deck. Web of Inertia should be replaced with Inexorable Tide . Sheltered Aerie can be replaced with Hardened Scales . This next swab can be a large chunk of money but is a significant upgrade. Asceticism is an upgrade for Shielding Plax . It is up to you but I would cut Beastmaster Ascension and Bred for the Hunt . You can replace them with value creatures that allow you to utilize your commander.
For Sorcery, I am going to again focus on proliferate. Miming Slime creates a creature who can be powerful but not of value, instead I would put in Tezzeret's Gambit . Verdant Confluence is a good card but beings with it a high mana cost. Triumph of the Hordes is cheaper, buffs all your creatures, and threatens your opponents with an infect trample attack. I would replace Confluence with the Triumph of the Hordes card. Cultivate could be more versatile and cheaper then Journey of Discovery .
Now instants. Druid's Deliverance focuses on populate. This ability is for doubling tokens and not counters. Krosan Grip is more value as you get to remove a target artifact or enchantment. Your other cards are good choices but preventing combat damage just slows you down. I would remove Respite and Root Snare . You can use this spot to add 2 more creatures that will buff your experience counters.
Artifacts is really up to you. My only suggestion would be to remove Simic Keyrune and put in Whispersilk Cloak .
Lands look great! Some suggestions would be Yavimaya Coast , Temple of Mystery , Evolving Wilds or Terramorphic Expanse , Botanical Sanctum , and Hinterland Harbor . Sand Silos can slow you down somewhat and Darksteel Citadel only produces colorless mana. It is up to you on how you want to combine these suggestions. My last note is that your land count should be between 37 and 39 to make sure you can constantly play mana and don't get stuck.
Creatures are the bread and butter of your deck. You need them for those experience counters, so let's start putting in some value creatures that benefit you. Wall of Mist is a defender that will never attack, instead lets try to put in Chasm Skulker . Skulker can get very scary and when he is removed, you have an army of tokens. Cultivator of Blades can help to power up your creatures on an attack, triggers an experience counter, and is cheaper in mana then Oran-Rief Hydra . Druid of the Cowl can be upgraded with Gyre Sage . Sakura-Tribe Scout and Wayward Swordtooth allow you to play additional lands but this doesn't benefit your gameplan. Herald of Secret Streams and Champion of Lambholt are good value cards to replace them. Gladehart Cavalry is very expensive mana wise. Vorel of the Hull Clade is a great replacement that doubles your counters. Overgrown Armasaur should be replaced with Managorger Hydra .
eatmygender on Phoebe'ing out of control
6 years ago
I'm playing a really similar X deck (Canonically, X put Pheobe into the head of S.N.E.A.K. with no apparent motives, but that's besides the point), except it seems like my deck relies more on stealing rather than disguises. Your manabase could use a bit of work for one, Lonely Sandbar / Barren Moor is always resourceful late-game, and Sand Silos / Peat Bog are insanely useful early on and ramp you up really well. I don't have too many suggestions because I like Control/Abduction rather than Copy/Shapeshifter, but I would like to add that playing as many fun artifacts as you can is immensely fun. I've got a Magistrate's Scepter, Transmogrifying Wand and Everflowing Chalice, and they really add a layer of spice. My recommendation has to be Tamiyo's Journal in terms of artifacts, because of it's powerful Draw advantage and Tutoring abilities. It may be slow, but it can turn the tides of a game.
RobertButler23 on Blue Tron into legacy suggestions
6 years ago
Also there are depletion lands and storage counter lands that you might find interesting, like Saprazzan Skerry or Sand Silos
DaringApprentice on MTG list of EDH Ramp Cards | last update: 30-05-22
6 years ago
Some that I didn't see in the list but I run include Bear Umbra, Chief Engineer, City of Shadows, Dowsing Dagger Flip, Etherium Sculptor, Foundry Inspector, Gemhide Sliver, Growing Rites of Itlimoc Flip, Gyre Sage, Herald's Horn, Hickory Woodlot, Hollow Trees, Kiora, Master of the Depths, Krark-Clan Ironworks, Legion's Landing Flip, Mage-Ring Network, Manaweft Sliver, Myriad Landscape, Nature's Will, Nissa, Vital Force, Nissa, Worldwaker, Patron of the Orochi, Rushwood Grove, Sand Silos, Saprazzan Cove, Saprazzan Skerry, Sword of Feast and Famine, Teferi, Temporal Archmage, Training Grounds, and Urza's Incubator.