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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Castle Vantress enters the battlefield tapped unless you control an Island.
: Add .
, : Scry 2. (Look at the top two cards of your library. You may pay any number of them on the top and/or bottom of your library.)
1 month ago
Also, Castle Vantress allows you to scry, potentially mid to late game after any tutor gets you your win-con on top, thus then putting said win-con on the bottom with Castle. You can then Demonic Consultation, essentially removing your library from the game like Leveler. Then just Thassa's Oracle or Jace, Wielder of Mysteries or Laboratory Maniac for the W.
4 months ago
Going mono seems legit, but let me throw in another way:
If I counted correctly, you have 21 sources of Scry in here. 13 of them are small numbers on instants or sorceries. The remaining 9 are more or less repeatedable effects on permanents. My suggestions is to cut most of the one-shot scry effects. Valid exceptions are interaction spells that aren't overcosted (looking at Sea God's Revenge). You'll propably end up somewhere slightly below 100 cards that way. Fill that up with more repeatable scry effects and you're basically fine.
To end my comment, here are some ideas for repeatable scry effects:
Btw, Call of the Wild exists. Maybe give it a shot?
6 months ago
With Nightpack Ambusher out you can change some lands, because you need less , I recommend the following:
- +1 Ice Tunnel, -1 Zagoth Triome
- +1 Castle Vantress, -1 Snow-Covered Island
- +1 Waterlogged Grove, -1 Nurturing Peatland
9 months ago
Hey, you're welcome.
If you wanted to a couple of lesser lands here could be upgraded within the budget?
- Glimmervoid --> Skycloud Expanse
- Shipwreck Marsh --> River of Tears
- Path of Ancestry --> Evolving Wilds
Other options are to replace them for some less expensive utility lands?
- Phyrexia's Core --> Skycloud Expanse
- Tyrite Sanctum --> River of Tears
- Castle Vantress --> Evolving Wilds
The Talismans in the sideboard could replace some of the Signets?
- Talisman of Dominance --> Dimir Signet
- Talisman of Progress --> Azorius Signet
- Talisman of Hierarchy --> Orzhov Signet
You're light here with low mana cost ramp and have a pretty high mana curve. More ramp could help gameplay. These are better ramp options specifically with Urza as Commander than the other Signets/mana rocks. The 2 drop artifact creature mana dorks can be helpful to cast Urza quicker since they count towards his artifact creature affinity and can make colored mana.
- Ornithopter of Paradise, Silver Myr, Leaden Myr, Gold Myr
- Etherium Sculptor, Foundry Inspector
- Sol Ring, Arcane Signet, Liquimetal Torque
- Talisman of Dominance, Talisman of Progress, Talisman of Hierarchy
- Sculpting Steel
- Urza, Lord High Artificer, Forsaken Monument
- Tezzeret, Master of the Bridge
This is a ramp package to consider? It's 16 sources, most important 14 sources of low mana cost ramp with Urza, Monument and Tezz at high end. Thought Vessel is a good card, but it turns off discarding hand down to 7 cards which can fuel artifact reanimation. Solemn Simulacrum is another good card, but I think it's too much mana here since there's better 4 drops for power and/or help more Urza and Constructs. Sculpting Steel is excellent in multiplayer Commander and it can count towards ramp because it can become an artifact ramp source.
10 months ago
Castle Vantress would likely also be helpful
10 months 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.
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.
Potential Land List Show
1x Ancient Den
1x Buried Ruin
1x Mech Hangar
1x Power Depot
1x Flood Plain
Changing it to this (or a list of just 35 mana), should bring us down to 122 cards.
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.
11 months ago
Knight of Vantress
Creature - Human Knight
Whenever Knight of Vantress attacks or blocks, you may reveal the top card of your library. If you do, it gets +X/+0 until end of turn where X is that spell's mana value. Then, if Knight of Vantress destroys all creatures it was blocked by or was blocking, put the revealed card into your hand.
Those of Castle Vantress pride themselves on knowing all aspects of history, politics and yes, combat. Seldom does their pride show folly.
I want to see a mono-blue Spirit Hydra (Ravnica, Innistrad or Kamigawa) that can get +X/+X until end of turn, that has nothing to do with scry, handsize or cards drawn.
1 year ago
I'm not too familiar with the synergies of the commander, can you explain the purpose of these cards...
Font of Mythos + Howling mine - Why play these in the color that has the best card draw?
Spellbook - Is the redundancy necessary given that you run reliquary tower? I get it's also a 0 drop for Arcum. But I don't feel your deck consistently draws enough cards to warrant it. How has it played in your experience?
Here are various suggestions, please let me know what you think of each of them.
Imprisoned in the Moon - Removal/Commander Removal, even more effective against mono red or black. Not necessary, but given you aren't running counterspells, it might help to be a source of removal for you should you be lacking
Brainstorm/PreordainMystic Remora- You could use more one drops for an early game, not necessary but could be helpful to filter your draws. Mystic remora is the best of the 3 IMO. Not sure if mystic remora is out of your budget per card.
Misdirection - Redirect targetted draw, removal, extra turns, counter counterspells and more! Interaction while tappedout is nice, it's like a budget force of will, but redirects instead of nullifying it.
Narset's Reversal - Similar to above, but not a counterspell. Unsure if this and misdirection fall under what you consider a counterspell, but it's worth noting.
Riptide Laboratory - Protection for commander, sower of temptation and value if you ever add snapcaster mage.
Castle Vantress - Better island
Dreamscape Artist - Ramp, discard enchantments. Lands come in untapped. Most people let the little guy live.