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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | 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 |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Boros Garrison
Land
This enters tapped.
When this enters, return a land you control to its owner's hand.
: Add .
dominionloser123 on Zacama, Naya Tyrant
2 months ago
Restricting your ramp to creatures is supremely awkward for Zacama, who specifically wants you to ramp with lands. Howeer, if that's your deckbuilding criteria, you have to work around that. With that said, I might consider Creeping Renaissance as one of your few noncreatures, though, if your body count is so high.
Horned Kavu, Fleetfoot Panther, Jeskai Barricade, and Loyal Gryff are some additional bouncing bodies.
Since you're ramping towards 9 mana, I might also suggest leaning into dorks who tap for more mana. Joraga Treespeaker is high on this list, because it is either a 3-mana dork that taps for 2, or a Sol Ring that comes in tapped with a stun counter.
I don't typically like them, but Boros Garrison, Selesnya Sanctuary, and Gruul Turf do give you extra land drops to play, helping you to eventually hit 9 mana.
Monomanamaniac on Here we go A-Ghen (Arcanum Weaver)
6 months ago
So I'm not absolutely sure what you were looking for, or what your budget is, so I just grabbed as many decently affordable cards that I could find and brought them for you to check out. I mostly picked out things that might help you close the game with life loss or give you value from in looping. It's too bad Thousand-Year Elixir isn't more affordable Agent of Erebos Ajani's Chosen Archon of Sun's Grace Ashiok's Reaper Boros Garrison Carmen, Cruel Skymarcher Caves of Koilos Cemetery Tampering Clifftop Retreat Curse of Opulence Darksteel Mutation Debtors' Knell Doomwake Giant Dragonskull Summit Exotic Orchard Fellwar Stone Grim Guardian Hopeless Nightmare Isolated Chapel Mesa Enchantress Myriad Landscape Open the Vaults Orzhov Basilica Rakdos Carnarium Resurgent Belief Ruinous Ultimatum Smoldering Marsh Spirited Companion Starfield Mystic Talisman of Conviction Talisman of Hierarchy Talisman of Indulgence Underworld Coinsmith Wicked Visitor
CommanderNeyo on These Hands Rated S for Speed
11 months ago
Howdy! Note that you cannot use Archangel of Wrath, because although it is a white creature it has black in its color identity because of the {{b}} kicker cost.
Have you considered adding Sol Ring, Boros Signet, and Talisman of Conviction? They are excellent mana options.
I also would consider adding (2) more lands - your commander is (5) mana, so you want to make sure you can cast her.
Also, giving Karlach haste will speed up the gameplan - consider cards such as Lightning Greaves or Rising of the Day. I especially recommend Rising of the Day, because it also gives your commander +1 power - so you can one-shot a player every turn with commander damage.
You have a generally high average mana cost for the deck, so I would consider removing some of the higher cost cards or add more ramp, such as Worn Powerstone and Thran Dynamo.
I would consider removing Earth Tremor and replacing it with Swords to Plowshares. Generally you want your removal spells to be around 1 or 2 mana, so that you aren't spending all the mana in your turn just to remove one threat.
I would also consider updating the lands you have - there are lots of cheap lands to consider, such as: Command Tower, Needle Spires, Battlefield Forge, Temple of Triumph, Clifftop Retreat, Boros Garrison, Furycalm Snarl, Wind-Scarred Crag, Sacred Peaks, Boros Guildgate, Alpine Meadow, Stone Quarry, Rustvale Bridge, and Lorehold Campus.
Hope this was useful!
KongMing on Hinata, the Morning Star [Spellslinger Primer]
1 year ago
I recommend Boros Garrison, Azorius Chancery, and Izzet Boilerworks for better ramping with untap shenanigans like Reality Spasm.
Also, it's very high CMC, but with your reduction, you might be able to cast Jin-Gitaxias, Progress Tyrant and then cast and copy a spell like Aurelia's Fury to finish up the game. Jin is nice because he not only copies your big endgame spells, but also protects them against opposing interaction.
plakjekaas on People's Thoughts on Mommy Norn?
1 year ago
No, she doesn't shut down shocklands. Paying life for your shockland is not a trigger. It does not use the stack, you cannot react to it, just like you can't react to the creature type being named with a Cavern of Souls. Because the oracle text says "As ... enters the battlefield" not "When ... enters the battlefield".
It looks like the people defending her never played with Tocatli Honor Guard, Hushbringer, Torpor Orb or Hushwing Gryff and have no idea what the oracle text actually means. And Norn is worse, since it's every permanent entering the battlefield, not just creatures. Like Strict Proctor.
TypicalTimmy I looked at your Miirym deck, here's the "occasional benefits" Elesh Norn is actually going to shut down or interfere with:
That's a lot of synergy, ramp, carddraw and wincons shut down by a commander. About 1/3rd of all your nonland cards. And that deck is going to have a hard time removing her too, by the looks of it.
Now there are a few cards that get better playing against Norn: bouncelands like Boros Garrison don't return lands to hand anymore, Kroxa, Titan of Death's Hunger doesn't need to sacrifice itself, but effects like those are not enough to catch up with the Norn player.
What's this "no game-winning effects in white" everyone is talking about? Cathars' Crusade will end the game in a hurry, especially if you pair it up with something like Blessed Sanctuary. Double up on every O-ring effect. Stonehorn Dignitary will keep you alive, especially if you play Teleportation Circle and Conjurer's Closet, as one definitely will in this deck. Felidar Retreat and Emeria Shepherd with all your Land Tax effects will snowball into an enormous boardstate easily. Solitude will rule the table. Sun Titan is still one of the most played white creatures for a reason. For carddraw that white wasn't supposed to have, Spirited Companion, Carrier Pigeons, Combat Thresher, Farsight Adept, Inspiring Overseer, Mentor of the Meek, Priest of Ancient Lore, Resistance Squad, Roving Harper, Rumor Gatherer, Search Party Captain, Skyscanner, Thraben Inspector, Wall of Omens all double up with Norn. Because everyone memed that white is a bad colour, nobody seems to know what the color has to offer. It could already hold its own without such a saltmine of a card for the command zone, and if you need this middle finger to half the popular deck archetypes to even consider building it, you do you, but prepare to be avoided.
Epicurus on How to Lose Friends & Alienate People
1 year ago
Realms Uncharted and Scapeshift are worth considering. Also, bounce lands might be fun (Gruul Turf, Boros Garrison, Selesnya Sanctuary). I'd replace the multiplayer lands with these.
Some more cards to consider:
to_regatha_and_beyond on Cash is King
2 years ago
Nice deck. I like the way you're combining multiple approaches here.
If we're looking at wincons, the traditional Amulet Titan approach seems like the best you have here, so I would probably add in a Boros Garrison as a way to activate the Slayers' Stronghold. Without the Garrison, the stronghold sort of sits there unless you can find a way to make it work with the Lotus Field, which can be annoying. While you don't need to play a competitive deck, it's important to learn from competitive builds.
nbarry223 on Cash is King
2 years ago
Decent concept, I think the card counts/options are a bit off though.
First of all, how do you activate Slayers' Stronghold? You should run a Boros Garrison. Cut Thragtusk add Sun Titan. Elvish Reclaimer, Springbloom Druid, and Roiling Regrowth are good ramp options in addition to going harder on Harrow to feed Brought Back. You should also go harder on Flagstones of Trokair.
Urza's Saga also gets you to Amulet of Vigor and makes a decent Brought Back target. I'd also go a lot lighter on Oblivion Stone. Maybe run something like Porphyry Nodes if you are that scared of aggro, since all of your creatures you want to stick around will be large.
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