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Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | 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 |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Penny Dreadful | Legal |
Pioneer | Legal |
Tiny Leaders | Legal |
Vintage | Legal |
Castle Vantress
Land
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.)
multimedia on
1 month 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
These land options are lower priced ones, there's many others that are higher price that are better such as Inventors' Fair and City of Brass.
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.
wallisface on
Mill Yourself
2 months ago
Lands like Waterlogged GroveFiery Islet would be good in the cases where you get land-flooded.
Castle Vantress would likely also be helpful
Max_Hammer on
Shorikai go vroom
2 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.
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.
Potential Land List Show
Changing it to this (or a list of just 35 mana), should bring us down to 122 cards.
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.
TypicalTimmy on Card creation challenge
3 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.
2/4
Hmm.
Let's see.
Hmm.
HMM.
HMMMMMMM
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.
Profet93 on
Infinite Reflection
4 months 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.
otttism on
Jeleva, Nephalia's Scourge
4 months ago
I would look at removing Temple of the False God in place for something like Castle Vantress for a couple reasons. Temple is a rough draw early game as it take a several turn to be online and it doesn’t provide colored mana on top of that. I can see the argument that it helps pay Jeleva, Nephalia's Scourge commander tax but I think a repeatable scry effect from the castle would be more beneficial to make sure you hit the spells you want when she ETB’s.
GrimVeracity on
Neera Wild Mage Copy Deck
5 months ago
lego22499 this seems like a very fun and explosive Combo/Copy deck! I think the key to cracking/breaking Neera, Wild Mage is going to be focusing on lower CMC ramp and interaction without jeopardizing Neera's ability. She can be a tough cookie to crack but one idea that comes to my mind is adding some cheap early game interaction that you aren't necessarily disappointed to hit with the Neera later in the game. Another way to aid in this struggle may be to run a higher than usual land count considering you may not want to be hitting many low CMC ramp/rocks with Neera's abillity and would rather hit the lands to get closer to something BIG hiding in your deck plus it wouldn't hurt to draw some extra lands early... especially Utility lands or lands that have a Cycling ability as this could help with draw if you start to flood out. That's the best I've got for now but I'll give it some more thought as well as feature the deck and maybe you can get some HOT tips from EDH players more familiar brewing around Storm, Combo, Copy, Ect. Anyways cool deck looking forward to seeing how it develops!
Low CMC Interaction
Chaos Warp, Pyroblast, Pongify, Rapid Hybridization, Reality Shift, Swan Song, Peek, Gitaxian Probe, Snap, Prismari Command
Cycling Lands
Remote Isle, Smoldering Crater, Lonely Sandbar, Forgotten Cave, Desert of the Mindful, Desert of the Fervent
Utility Lands
Castle Vantress, Mystic Sanctuary, Wandering Fumarole, Skyline Cascade, Halimar Depths, Soaring Seacliff, Faerie Conclave, Moonring Island, Cephalid Coliseum, Magosi, the Waterveil, Spinerock Knoll, Shinka, the Bloodsoaked Keep, Ghitu Encampment, Madblind Mountain, Hanweir Battlements Meld, Kher Keep, Hellion Crucible, Reliquary Tower, Wasteland, Strip Mine
DreadKhan on
Gretchen Titchwillow counter-ramp
5 months ago
I could be wrong, but I think more lands would be an asset here, in particular how about some utility lands on top of what you've already got? War Room is a nice draw effect, if you can bounce and replay it you get access to extra activations. Bant Panorama can find either a Forest or Island and counts for extra landfall. Blighted Woodland and Myriad Landscape are nifty lands that offer another mana sink you can turn to if your Commander is removed. Castle Vantress is a pretty big mana sink that's never bad to have around, and you're likely to have Islands out.
Tatyova, Benthic Druid nets you extra draw when you hit landfall (as does Aesi, Tyrant of Gyre Strait), stuff like Scute Swarm and Rampaging Baloths can make an army for you to help serve as a win con.
This is pretty out there, but stuff like Oboro Breezecaller and ramp on landfall creatures like Stone-Seeder Hierophant in particular can generate enough mana to go infinite with Gretchen if you have a land that taps for 2 or more out, infinite mana and card draw and ramp sounds really good to me, you might even deck yourself. Flooded Shoreline in particular seems like a nice land bounce effect, as long as you're not particular about the specific land you bounce, it even works with Mystic Sanctuary.
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