Transguild Promenade

Transguild Promenade

Land

Transguild Promenade enters the battlefield tapped.

When Transguild Promenade enters the battlefield, sacrifice it unless you pay .

: Gain one mana of any colour.

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Transguild Promenade Discussion

carpecanum on Didn't you know? Sen Triplets bounce!

1 month ago

There are a few cards that bounce LANDS which you can then play. Boomerang , Eye of Nowhere , Reality Strobe , Churning Eddy . Tradewind Rider . Capsize once you get mana. Once you take a land or two and maybe a mana rock the game gets much easier.

I like to use Alexi's Cloak . First it effectively counters whatever was about to zap your boss, then it sticks around as Shroud.

Some of your high CMC cards could be replaced with general protection like Propaganda etc. Your opponents are going to have high CMC cards you can play.

I would loose the three Locket mana rocks for 5 color cards. Spinning Wheel etc. Throw in a Transguild Promenade and Rupture Spire , maybe Mirrodin's Core

TheVectornaut on Death Touch Green Boi

2 months ago

I'll just go through the mainboard cards I would personally cut first. Ancient Ooze : very big but requires trample or the like to actually do anything at 7 mana. Copper Myr : almost objectively worse here than most green mana dorks. Ezuri's Archers : not impactful enough in the main without a devotion or elf theme. Ghoultree : your creatures are too big to be dying that often and you want them alive anyway. Lumberknot : similar story to Ghoultree. Spawnwrithe : needs to be built around. Wall of Tanglecord : wastes the benefits of any Overrun effects. Predator's Rapport : more of a sideboard card unless burn is really popular. Reclaim : very slow and lacking enough good targets. Serpent's Gift : redundant and inefficient if you just run enough deathtouch creatures. Tower Defense : are there really enough flyers going around to have this in the main? Windstorm : see above. Spider Spawning : if this is what you're running Transguild Promenade for, it's not worth it without more GY synergy. Accorder's Shield : vigilance isn't impactful enough with no exert, tap abilities, or much else to abuse it. Brawler's Plate : very costly for the buff. Golden Urn : much worse than even the Rapport. Staff of the Wild Magus : staffs aren't even strong enough to do well in dedicated lifegain decks, unfortunately.

I'd say all of your maybeboard picks are better than the aforementioned cards. I'll list some other alternatives that come to my mind though. Primordial Hydra and Kalonian Hydra are some budget-unfriendly but highly dangerous beaters that you can get out relatively early. Joraga Treespeaker (or maybe Elvish Archdruid ) would make your archers much better by letting them double as mana dorks. Otherwise, I like Arbor Elf with Utopia Sprawl type auras on your forests to help ramp. If you prefer the vigilance idea, Champion of Rhonas is a budget Elvish Piper that likes not tapping in combat. If you like walls, Overgrown Battlement and Axebane Guardian can get ridiculous mana going. They also benefit from Assault Formation which synergizes with Tower Defense. In terms of small creatures with reach, Traproot Kami is my clear pick for mono-green, especially in multiplayer. If you need to add trample, Rancor is excellent value. If you need recursion, Eternal Witness should be near the top of the list. If you're struggling with flyers, maybe try Gravity Well . If you need more life, Engulfing Slagwurm likes forced blocks while Verdant Sun's Avatar likes playing beefy guys.

Given what you have already, I think shifting to include more deathtouch creatures and Lure s would be the most optimal plan. Viridian Longbow and Thornbite Staff are some other equipment that benefit from that strategy. For the creatures, Ohran Frostfang is a casual-only option that's completely busted in commander, and I'm always a sucker for Wasteland Viper 's versatility at only 1 mana.

RNR_Gaming on By the old gods and the new

4 months ago

So, you may want to finish your land base and give somewhat of an indication on what budget your on. Even a casual 5 color deck can have a hefty price tag due to the land base needed for consistency purposes.

Duals>fetches>utility pertaining to your strategy/shocks>rainbows>horizons> Pains>fast lands> anything beyond this is probably played due to budget restrictions or it's just laying around.

Anyways, Command Tower, Mana Confluence, City of Brass, Tarnished Citadel, Glimmervoid, Spire of Industry, Forbidden Orchard, Exotic Orchard are your cream of the crop rainbow lands.

To a lesser extent Unclaimed Territory, Cascading Cataracts, Gateway Plaza, Rupture Spire, Transguild Promenade and you could probably use this but won't need it Cavern of Souls - its expensive but provides such a great utility to really stick it to control players.

If you're on a very tight budget and don't want to spend a lot on lands - though I HIGHLY recommend fine tuning a land base over running these cards but they ensure you'll be able to get activations off; Chromatic Lantern, Chromatic Orrery, Prismatic Omen and Joiner Adept

enpc on A Spicy Land?

6 months ago

GenericToaster: This isn't anything like Transguild Promenade, sorry. Coming into play tapped is one thing, but the fact that you can play this turn one and you can't do that for promenade is a big distinction. Not to mention promenade completely consumes your second turn.

Paying 3 life for mana of whatever colour you want is akin to a turn one fetch into shockland. After that the life loss is negilgible and the kind of decks that would run this (both modern and Commander) would play this turn one and then watch the counters melt away.

The issue with the land is that it's just so much more flexible as far as life loss management than Mana Confluence or City of Brass while still being usefule early game, unlike Transguild Promenade.

GenericToaster on A Spicy Land?

6 months ago

I almost feel that it would be more useful to compare it to something like Transguild Promenade. Its basically taking that card, and giving you the ability to pay 6 life to not pay the tax and to untap it when it comes down.

But yeah, it sticks around once the counters are gone. Its just a land that taps for any color, if you chose to tap it the first turn, you take 3, second turn take two, 3rd turn take one, and after that its just a normal land that taps for anything.

multimedia on Kess, Discard Mage

8 months ago

Hey, nice start on a budget.

Consider expanding on instants/sorceries trimming creatures? The power of Kess comes from being able to cast an instant/sorcery from your graveyard on your turn therefore you want to take more advantage of this especially draw and dig. Could start by cutting half the creatures from the creature base and adding mana efficient spells that Kess can cast from your graveyard:

A powerful repeatable effect on a budget with Kess because she has flying is Whispering Madness. Cipher Whispering to Kess and then when she does combat damage to an opponent everyone wheels their hands for no mana cost to you. A repeatable wheel fills your graveyard up with spells to then cast with Kess. Can even cast Whispering from your graveyard with Kess and then Cipher it to her or another creature you control. The act of discarding a card to Whispering means that if the card has a madness cost you can pay that cost. This is a way to discard a lot of cards with madness while at the same time able to pay the madness bonus cost.

A wheel makes all players discard their hands and draw cards, but you can prevent your opponents from drawing with Narset, Parter of Veils and Notion Thief. Notion is $0.50 not $2. With one of these cards in your control then your opponents don't draw cards after they discard their hands.


For the manabase you would be better off playing more basic lands then lands that always ETB tapped such as the three Vivids, Transguild Promenade, Cinder Barrens, etc. Exotic Orchard could replace Promenade. My advice for the manabase on a budget is build it around more basic lands and include dual lands that have interaction with basic lands or are good budget dual lands:

I offer more advice. Good luck with your deck.

alkymyst on Budget Najeela

8 months ago

Hey! Since you asked about the mana base, I looked around a bit and found a few cards you might find interesting. Rupture Spire and Transguild Promenade are basically more Gateway Plazas, and if you're fine with the slowness they cause your deck en masse, they'll be great. Grand Coliseum is a bit more pricey, though it isn't super expensive, so make whatever decision you will with that. Zendikar Rising probably has a whole bunch of stuff you'd like, but as far as lands, Base Camp could be good, even if a bit unreliable. But take a look at the set, I feel like there's some stuff for that deck there. Very cool deck!

multimedia on The Ur-Dragon CMDR

9 months ago

Hey, well done on a budget.

You've added several excellent Rainbow lands, but then there's subpar 5 Vivid lands as well as 3 Rupture Spire lands and 11 Tri lands. The current manabase is very slow with 20+ of 37 lands will always enter the battlefield (ETB) tapped. I understand you're on a budget; I too play budget Commander decks and you can do much better than 20+ lands ETB tapped even on a $300 budget. 11 Tri lands, Path of Ancestry and Grand Coliseum is more than enough lands that will always ETB tapped.


To speed up the manabase you could simply add more basic lands and some cards that have interaction with basic lands. Manabase changes to consider:

If you make this change then could also add 5 Battle lands: Cinder Glade, Canopy Vista, Sunken Hollow, Prairie Stream, Smoldering Marsh, cut 5 Tri lands. Battle lands are budget dual lands that have good interaction when you have more basic lands. The Battle lands will give Farseek a dual land to search for.

Cataracts is a helpful land to cast Ur-Dragon with basic lands or colorless mana sources because any combination of 5 mana along with tapping Cataracts makes all five colors of mana. For example Sol Ring + Thran Dynamo + Cataracts = five colors of mana. Cataracts is also good with Fist of Suns.

I offer more advice and I have other cards suggestions. Would you like more advice and suggestions? Good luck with your deck.

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