Adarkar Wastes

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Premodern Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Adarkar Wastes

Land

: Add .

: Add or . Adarkar Wastes deals 1 damage to you.

GangstaFranksta on Arcades, the Strategist's Army

2 months ago

You should think about adding The Pride of Hull Clade because he is good but also cool. But I think you would benefit a lot from improving your mana base. I suggest it should look more like this:

Lands

Basic

8x Plains, 8 Island, 4 Forest

Pain

Adarkar Wastes, Brushland, Yavimaya Coast

Scry Lands

Temple of Mystery, Temple of Enlightenment, Temple of Plenty

Tri Color

Brokers Hideout, Seaside Citadel, Bant Panorama

Any Color

Command Tower, Exotic Orchard

If you wanted you could also add the gain 1 life lands: Tranquil Cove, Blossoming Sands, and Thornwood Falls. You may also consider adding Krosan Verge or Myriad Landscape just to help ramp.

It would also be really beneficial to have at least a Sol Ring and an Arcane Signet.

Other

Remove Verity Circle. Seems like there are a lot of possibilities where it is just sitting on the field not providing any value. And it isn't even a creature so it can't block. You could replace this with one of the mana artifacts I mentioned earlier or like a Swords to Plowshares, Pongify, Rapid Hybridization, Path to Exile (I kind of think you need some more removal lol, but you could replace Verity Circle with whatever you wanted.)

Remove Alive / Well. Just straight up not worth. Replace with one of the cards I have mentioned.

Other than that I think this is a really good deck. I think you could use most of my suggestions and keep it close to $100.

DreadKhan on Ur-Dragon (Recs. Needed)

8 months ago

I'll give you a few tips from my limited experience with 5 Colour decks and how they achieve their mana requirements.

My first point is that combining the Bounce Guild lands with numerous ETB tapped lands will feel incredibly bad, I would definitely throw in more untapped lands if you're going to use that many Bounce lands. I love the Bounce lands, but they should be played mostly with other lands that ETB untapped, like Basic lands, bouncing an ETB tapped land is not fun in my experience.

I would encourage you to lean into Green ramp, there is lots of it that's very good, including options that find dual lands that have Basic types (or even Triomes if your budget permits, but there are budget fetchable duals out there). To make that Green ramp work you probably would want more Forests because a Forest and ramp spell can fix your mana for you.

Another thing I noticed that helps 5 Colour decks is the fact that you can use budget fetchlands of all sorts. The worst of my favourite 3 is Myriad Landscape, followed by Blighted Woodland and Krosan Verge. Krosan Verge can technically find all 5 colours by itself if you use Triomes, because it can find non-Basics, but there is also Murmuring Bosk to help. In addition to these types of fetchlands, you might find some use for the old Panorama cycle from Alara, Esper Panorama, Jund Panorama, Bant Panorama, Grixis Panorama, and Naya Panorama. None of those are truly great cards, but in a pinch they both enter untapped while eventually offering good fixing. A nice perk to using more Basics is that you are better at enduring non-Basic hate, not sure if people use stuff like that in your area.

Their is the odd good land worth looking at if you want budget mana fixing, the pain lands Sulfurous Springs or Adarkar Wastes are very strong fixing options that are relatively cheap, people use these in budget cEDH builds, they're perfect if you want good non-Basics for a low price, the Enemy pair from that cycle (Shivan Reef and Caves of Koilos are generally quite cheap, the Ally pairs are pricy). There is also the odd land like Exotic Orchard that can fix pretty well, but most 5 colour lands that enter untapped are pricey.

My final suggestion is that I found it helpful to run more ramp than usual in my 5 Colour decks, as well as more lands total. My 5 Colour Sisay deck has 39 lands and iirc over 20 ramp spells/effects (some work as combo pieces), and my Reaper King deck has 38 lands and around 15 ramp sources. It's a big hassle to get 5 colours consistently, but if you straight up run extra lands and ramp it becomes much easier.

A few more general pointers, I noticed you don't have Crux of Fate in here, it's usually pretty good in a Dragon deck. You also might like Stinging Study as a big draw spell. It's usually not as good as Stinging Study, but Imposing Grandeur also exists. Bring to Light and Wargate are two pretty strong tutors, perfect if you want to power your deck up a bit.

plakjekaas on Are the Original Dual Lands …

10 months ago

The current landbases don't prevent the 5c goodstuff from happening. That's no reason to withhold them. Duals would be equally vulnerable to Blood Moon as fetches and shocks are.

Meta impact: Burn would drop win% if shocks weren't needed anymore, because players would have more life in their fetch-manabase.

The best argument made is that, with the duals legal in the format, there's no reason for other interesting two-color lands anymore. Pioneer is already reduced to shocklands (Hallowed Fountain ), fastlands (Seachrome Coast ), painlands (Adarkar Wastes ) and pathways (Hengegate Pathway  Flip ), with the occasional Deserted Beach-type lands for slower decks. Introduce the duals there, and nobody would care for Pathways anymore. Not much added to the format, just some possible play patterns eliminated because they'd've been "strictly bettered" and homogenized out of the format.

Not necessarily too powerful in their effect, just boring in their consistency, in a way that can't be fixed in the future.

Arrzarrina on Roon Shenanigans

1 year ago

19/01/2023 changes: There have been a few rounds of changes. Removed counterspells to attempt to make the deck to make more fun to play against, sold the Mox Diamond because it's become worth a mint in the last 7 years, added more draw and refocused the deck on creature ETB based interaction instead of something like Oblivion Ring. It's a good card but I don't get the value that I could get out of a Fiend Hunter. You know where I'm going with this. I've also added more mana fixing to the land base and adjusted colours for the new balance.

Removed:

Added:

multimedia on The Best Urza

1 year ago

Hey, well done work in progress for your first Commander deck on a budget. Good card sense upgrading the precon.

For the manabase consider upgrades of the Pain lands?

The Pain lands have been reprinted in the last two Standard sets, making them the least expensive right now. Now is the best time to get them since they will only increase in price as time goes on. Tyrite Sanctum is a nice budget utility land especially with The Flesh is Weak.


I'm playing Urza on a low budget and these are some cards, most less than $2, that I've found to be helpful.

  • Ornithopter of Paradise: artifact creature for ramp.
  • The Flesh is Weak: make Urza and all other creatures you control at the time an artifact. -1/-1 can wreck opponent's nonThopter token strategies who can be blockers against Constructs. Tyrite Sanctum makes it so you don't have to control nonartifact legendary creatures including Urza when you play Weak since it can put a +1/+1 counter on any legendary creature you control turns after to make it an artifact.
  • Liquimetal Torque: mana rock for ramp or make Urza or any other nonland permanent an artifact. Pair with Master Transmuter to bounce any nonland permanent.
  • Soundwave, Sonic Spy  Flip: new Transformers card that's good in multiplayer Commander, no mana cost to cast your choice of opponent's instant or sorcery. Constructs make it consistent to trigger with a high mana value and Soundwave, Superior Captain can be a repeatable source of artifacts.
  • Sculpting Steel: good in multiplayer Commander because it can be any artifact on the battlefield and it can change with Master Transmuter bounce.
  • Armix, Filigree Thrasher: because of menace it can be repeatable opponent creature removal, Losheel, Clockwork Scholar helps a lot too.

Being able to make Urza an artifact can make Urza a threat with menace to do Commander damage especially with Cranial Plating. Urza surviving nonartifact creature board wipes can give you a huge advantage. Making other nonartifact creatures an artifact is good too especially Padeem, Consul of Innovation for much more protection.


Some cards to consider cutting:

Filigree Attendant, Darksteel Juggernaut, Etched Champion are just beaters, they don't do anything else. You don't really need them since you'll have plenty of better beaters, Constructs, who don't cost mana. Burnished Hart is slow for ramp. Chief of the Foundry is subpar for an anthem effect, it's a lesser Master of Etherium.

Good luck with your deck.

multimedia on Breya, "Brothers war? I Barely Know Her"

1 year ago

Hey, you left out highlighting or explaining the best infinite combo with Urza you have here. Urza + Myr Battlesphere + Ashnod's Altar = infinite Myrs, infinite colorless mana, infinite copies of all artifacts you control and infinite damage to each player with Breya.

Nice version so far on a semi budget, but build around the Urza + Battlesphere + Altar combo with more protection? Consider more combo protection? Urza + Battlesphere + Altar combo can be activated at instant speed at any time as long as you control all three permanents and have 6 colorless mana available. You're going to want more than 6 colorless mana if you intend to activate the combo though because you'll also want instant protection.

Darksteel Forge and Padeem, Consul of Innovation can protect Altar + Battlesphere, but they can't protect Urza without additional effect to make Urza an artifact. In the combo Urza is also not leaving the battlefield making him much easier to protect.


Assembling combos in Breya is made much easier with Wishclaw Talisman and because it's an artifact it has insane interaction with Breya. You can sac Wishclaw before opponent gains control of it, but still tutor for your card. When you activate Wishclaw it puts the entire effect as one trigger onto the stack. In response sac Wishclaw, putting it into your graveyard, then when you resolve Wishclaw trigger you tutor for your card, but opponent doesn't gain control of Wishclaw because it's no longer on the battlefield. Pair Wishclaw with Goblin Welder, Emry, Lurker of the Loch, Goblin Engineer or any other artifact recursion/reanimation source for a repeatable tutor.

Master Transmuter is powerful with high CMC artifacts especially when she can help assemble combos Darksteel Forge and Myr Battlesphere. It's also nice with Breya as a source to create more Thopters for 1 mana or to abuse any other artifact that has an ETB ability.


Consider more Pain lands and Artifact lands? They could replace some basic lands to improve color fixing/Breya interaction which can help gameplay. 23 basic lands is a lot in a four color deck.

Good luck with your deck.

multimedia on Breya Budget EDH

1 year ago

Hey, well done version on a budget.

If you like Thopters and want to make your deck more competitive then consider adding the budget Sword + Foundry combo? Sword of the Meek + Thopter Foundry creates Thopters equal to the amount of mana you have available. Foundry sacs Sword, moving Sword to graveyard, Foundry creates a 1/1 Thopter which then returns Sword to the battlefield attached to the Thopter and repeat. Even without Foundry, Sword is a good artifact with Breya for sac fodder because it can return to the battlefield.

If you add Ashnod's Altar to Sword of the Meek + Thopter Foundry then it's a combo to create infinite Thopters. Create infinite Thopters on an opponent's turn and then attack with them on your next turn to win or attack with them you're same turn with Thopter Engineer. Each time you sac a Thopter with Altar you make enough mana to activate Foundry twice. One Thopter is saced to make colorless mana and the other isn't, results in creating infinite Thopters and infinite colorless mana. Altar was just reprinted in the latest set Brothers War (BRO), Retro Artifacts version (BRR), it's down to $5.

Breya and her Thopters can be a wincon with Ashnod's Altar + Nim Deathmantle combo. Because Breya can sac herself to do 3 damage to a player then this can enable Deathmantle to repeatedly return her to the battlefield resulting in doing infinite damage to each opponent, 3 damage at a time. Altar sacs a Thopter + Breya which makes 4 mana and when Breya dies it triggers Deathmantle. Pay the 4 to return Breya to the battlefield and repeat. It's great for synergy that all these combo pieces are artifacts making it much easier to assemble them.


Wishclaw Talisman is busted with Breya because it's an artifact, she can sac it along with any other artifact before an opponent gains control of it. When you activate Wishclaw that puts the entire effect on the stack. In response to this, activate Breya and sac Wishclaw. When you resolve the Wishclaw trigger you search for your card, put it into your hand and since Wishclaw is no longer on the battlefield then an opponent doesn't gain control of it, it instead is in your graveyard to be recurred. Wishclaw is great with Emry, Lurker of the Loch and Goblin Welder for a repeatable tutor.

I see Unwinding Clock here which is good with Master Transmuter because it's an artifact and it taps for it's ability. Transmuter has a unique powerful effect because of the way it's worded, it doesn't target, you can return the same artifact you bounce to your hand right back to the battlefield. With Clock + Breya you can create two Thopters on each player's turn equal to the number of players. Transmuter is also great to cheat high CMC artifacts onto the battlefield by bouncing any artifact you control. Especially high CMC artifacts if they have an ETB ability such as Myr Battlesphere to keep creating Myrs, Spine of Ish Sah to keep destroying opponent permanents, Thought Monitor for repeatable draw, etc.


Making some land changes within your budget can make your deck more competitive by cutting some lands that always ETB tapped for lands that don't. The Pain lands and other lands like them are excellent budget lands especially when your Commander can gain life. They ETB untapped to make colorless mana or you take 1 damage to make a colored mana. The Pains have been reprinted in the last two Standard sets making them the least expensive right now. You can also start to find some Pain lands in new Commander precons which is a welcomed manabase upgrade.

Good luck with your deck.

Max_Hammer on Shorikai go vroom

1 year ago

So, right now, Commander included, you've got 126 cards. Seeing as you're only 26 over the cap, this shouldn't be too bad.

This is a low mana cost deck with a lot of draw, you probably only need 34-36 lands if you're being generous. If I were you, I'd drop some of the slower lands, such as Temple of Enlightenment, Skybridge Towers, Prairie Stream, Azorius Chancery, Castle Ardenvale, Castle Vantress, or even Port Town.

You might also want to include more fetch lands, too. Flooded Strand, Fabled Passage, and Flood Plain all come with a pretty high price tag, but they're all good.

On the other side of the coin, Brokers Hideout, Obscura Storefront, Evolving Wilds, Terramorphic Expanse, Myriad Landscape, Esper Panorama, and Bant Panorama are all cheaper fetch lands that you could use.

Drawing mana late game can be a dead draw a lot of the time, so being able to remove that excess from your deck can be a really nice tool to have, so you can draw just what you want. Maybe take out cards that are fast, but not necessary such as, Skycloud Expanse, Sea of Clouds, Mishra's Factory, and Crawling Barrens.

Changing it to this (or a list of just 35 mana), should bring us down to 122 cards.

As for non-land ramp, you have a lot. I’m going to say you want to kick out Silver Myr, Gold Myr, Mind Stone, and Ornithopter of Paradise. Normally I’d say more, but for this specific deck that seems to love ramp, this seems more than fine.

118 left.

For the rest, I’d say Ondu Inversion  Flip, Access Denied, Tezzeret the Seeker, Tezzeret, Artifice Master, Phyrexian Metamorph, Cultivator's Caravan, Invoke Justice, and An Offer You Can't Refuse, all mostly because they’re too expensive.

That leaves you with 109

Okay, so, this decklist is surprisingly tight for being 30~ cards over and I don’t know where to kick the last 9 off. Maybe Artificer Class? Maybe some of the creatures/vehicles? Idunno, good luck.

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