Ancient Tomb

Ancient Tomb

Land

: Gain . Ancient Tomb deals 2 damage to you.

Latest Decks as Commander

Ancient Tomb Discussion

Zuacamole on The Green Wumbo

2 weeks ago

FaiberJC

I do have this deck in paper and it over performs most games to be honest. It’s not cEDH buts it can play very close to it with the right hand.

As for replacements Boseiju, Who Endures can be replaced with Nature's Claim

Phytoburst can be replaced with a lot of things I’ve debated Boon of Boseiju recently

Survival of the Fittest can be replaced with Fauna Shaman although it isn’t nearly as powerful

Tamiyo's Safekeeping has a ton of potential replacements buts it’s super cheap and a common from the most recent set and I think it’s worth picking up

As for Gaea's Cradle the deck runs fine without it. I just added it in about a two weeks ago. It’s not necessary I just wanted to get one

Yavimaya, Cradle of Growth is super strong card with paired with Arbor Elf because you can untap any of your lands including Wirewood Lodge the untap selvala a second time.

Mana Crypt can be replaced with Ancient Tomb maybe? But there really isn’t a replacement same goes for Jeweled Lotus I would recommend just adding more ramp or lands to balance out the mana count in the deck if you had to go without them.

Decrepit_Angel on [Primer] Colored Mana is for the Weak

3 weeks ago

Profet93 Thanks for the recommendations.

I have messed around with Mystic Forge and it's associated combo a bit but I ended up cutting Sensei's Divining Top as I felt that it was unnecessary more often than not and not having ways to shuffle consistently made it way worse if I didn't have a way to go infinite with it. I mighy try Mystic Forge again but I felt that it was too slow in my testing. cEDH nowadays has the "turn 3 rule" where you need to be threatening a win or overwhelming advantage by turn 3 consistently by turn 3 if you want to be relevant. From my testing, cutting a lot of the random value pieces for extra ramp has allowed for a lot more turn 2 or 3 Eldrazi Titans and a lot more success against cEDH decks.

Manascape Refractor has been very good in testing. Mishra's Workshop is my personal favorite but it also copies Inventors' Fair pretty frequently. Ancient Tomb or City of Traitors makes it into a Worn Powerstone (which I already run). Bazaar of Baghdad and Eye of Ugin are useful as well, especially when I have access to Unwinding Clock and can repeatedly activate a random tech land every turn. At one point, this deck ran Candelabra of Tawnos as a way to repeatedly use tech lands but I would argue that Manascape Refractor is a much better way to accomplish that. High Market, Homeward Path, etc. are also surprisingly useful. On that topic, using it as a High Market with access to infinite mana through Rings of Brighthearth + Voltaic Key + Chromatic Orrery (also gives infinite untaps of all artifacts) allowed me to win once as I didn't have access to a different way to sacrifice and recast Kozilek, Butcher of Truth.

I had no idea that Soul-Guide Lantern even existed. I'm not sure if I would call it a strict upgrade to Relic of Progenitus but it is definitely good. I might swap out Tormod's Crypt for it so that all of my graveyard hate can be cycled if it isn't relevant.

Regarding the Metalworker combo, a lot of the primer is outdated. I tried updating it a few times but I ended up changing out 20ish cards so I figured I would wait until I had a pretty stable list to update it. The Metalworker combo is absolutely a backup option though. Typically by the time I would go for that combo, I would have access to casting Kozilek. As for Field of the Dead, I am not a fan of tap lands and roughly 1 out of every 20 games with this deck would even go long enough to get to 7 lands for it's ability to be relevant. I think Field of the Dead would be good in a casual meta but I try to play this at cEDH tables as this deck is ridiculously unfair to play at casual tables.

Reliquary Tower is a good budget option but it might as well be a Wastes with the way the deck runs most games. I typically mulligan for some form of acceleration and try to immediately get to 10 mana which usually empties my hand. Kozilek will get me a new hand, but very rarely will I pass with more than 7 cards in hand, and if I do, I haven't had the scenario yet where I had to ditch anything useful.

The main form of drawing power in the deck is my commander. Mikokoro, Center of the Sea, War Room, Ugin, the Ineffable, sacrificing Mind Stone, Hedron Archive, or Dreamstone Hedron are the only other ones I have for card advantage. This deck is basically an all or nothing deck intent on playing really early Eldrazi Titans, going infinite, or playing stax to slow everyone else down (usually some combination of the 3). As colorless does not have access to particularly great interaction, I have tuned the deck to be about as fast as physically possible. Most games I am able to cast Kozilek, Butcher of Truth on turn 3 or earlier (admittedly almost always at least 1 mulligan for fast mana). Although some times people will have answers, that early in the game is enough to cause problems for most decks. The plan from there is to either just kill my oponents or do as you said where I cast Kozilek, draw some cards, ramp some more, and repeat. Although the situation will occasionally show up where the game goes long, this deck absolutely shines when it is doing terrifying things really early.

If you have any other questions, feel free to ask.

rambunctiousOrator on it's a deck alright

1 month ago

Hey, sweet deck. Let's take a look at win conditions and lands. I've identified a problem with your deck: You aggressively want to control the board with your 1-3 drops. While other players are playing 6 mana bombs every turn your are trying to eke out board advantage with 3 or 4 creatures a turn.

  • You don't need board wipes in this deck, they actively go against your game-plan, and in no way help you win.
  • Less removal in general. I counted 18 pieces of removal in your instants and sorceries. Keep Path to Exile, Swords to Plowshares, and Damn and get rid of the rest. You ARE the threat, if your deck is running slowly to the point that you feel like you need removal, you need better creatures.

As for lands, use this mana base.

Lands:

How would I change your win condition...well you are trying to do knight tribal...

Consider these cards:

Remove these cards:

-15 pieces of removal from instants and sorceries, keep Path to Exile, Swords to Plowshares, and Damn

Good luck, and happy hunting. Let me know if you want to continue the conversation or have questions

Stardragon on Colorless Support Over 40 of …

1 month ago

Grubbernaut I knew Lunar necklace was going to be a problem i just knew almost did make it may need to delete it rather than rework it, Ashlands is meant to be that goof since shock lands are good it meant to the colorless version of those. Moonstone was debating on add suspend or not. to answer your examples Ancient Tomb is good though expensive, other than being old it don't see much reason to use City of Traitors as it will either have to the last land you play or a one turn ritual basically. Crystal Vein is good not tomb good but decent though again you have to blow it for fast mana. The Moxes are expensive and not every can have that deep of pockets a style should be locked out due to not being rich. Monolith are werid that do give fast mana but only every other turn and not a net gain i never got the love for them.

Grubbernaut on Colorless Support Over 40 of …

1 month ago

To be more specific: Lunar Necklace, Ashlands, and Mox Moonstone are all "too good" to exist in EDH, imo. We already have Ancient Tomb, City of Traitors, Crystal Vein, Mox Diamond, Mox Opal, Grim Monolith, Sol Ring, Basalt Monolith, and the plethora of good-but-not-great rocks; the problem with trying to push colorless is that you inadvertantly push all the other colors at the same time.

For it to be more balanced, you'd need some sort of clause that prevented use on colored spells, in colored decks, etc.

kikimaki on Azusa High Power

1 month ago

Hey artaud21 first of all thanks for the comment!

Your suggestions are all great. Reshape the Earth i have considered include, but the thing i don't like about it in this deck is that a big 9 drop that just bring more lands is a little redudant. I've tried to include similar cards that generate mana like Forsaken Monument, Tireless Provisioner, Boundless Realms, Lotus Cobra, but in the end of the day those cards sometimes don't perform very well because the main issue with this deck is not mana (we have plenty), it is the card advantage. Also, you have to remind that we get just 40 slot for all nonland cards and is hard to include everthing we want to include.

That been said, i do think is a good card combined with Field of the Dead and i intend to test it in the future! About the rest of the lands you mentioned, Ancient Tomb i don't use because of budget issue (like other powerful lands), and the other two definitely will test it out! Thanks again for the suggestions!

P.S.: Just so you know, this deck performs VERY well, it is very powerful and wins lots of games in my table. It is consistently explosive. If you like the theme, you should try it!

artaud21 on Azusa High Power

1 month ago

How about Reshape the Earth? You can make enormous board presence tutoring for Field of the Dead and any 9 other lands. Speaking of lands kudos for using 60 of them but I don't see some crucial ones like Ancient Tomb, Hickory Woodlot and Eye of Ugin. Getting Turn 2 Azusa is also important and I don't see any tools to help with that.

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