Cavern of Souls

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ultimate Masters Promo (UMAP) Mythic Rare
Ultimate Masters (UMA) Mythic Rare
Modern Masters 2017 Edition (MM3) Mythic Rare
Avacyn Restored (AVR) Rare

Combos Browse all

Cavern of Souls

Land

As Cavern of Souls enters the battlefield, choose a creature type.

: Gain .

: Gain one mana of any colour. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.

Cavern of Souls Discussion

Goretast on Krenko Many

22 hours ago

Overall, the deck looks solid and I don't see any staples that you're missing, maybe a Goblin Vandal . I would just replace a few mountains with: Hall of the Bandit Lord , Strip Mine , and a Cavern of Souls if it's in your budget. You also might want to try Tears of Rage and Hellrider for more kill potential.

Dragaan on Cats Company

1 day ago

I've seen Qasali Ambusher do some crazy stuff before. The card is better than most would give it credit for, even in a format like modern (especially now, when the format is much more creature-centric and a bit slower).

Anyway, one thing I wanted to point out is that I used to play fair GW aggro/company lists a few years back (when the format was kinda in a similar spot, just without stoneforge and wrenn&sixx..) and I always found this little card - Shield of the Oversoul - to actually be good much of the time. I went from playing 1 just for shits to nearly always having one in those types of decks. I am well aware of the reasons against playing such cards (2-for-1's etc), but I dunno...THAT card always impressed me, esp in GW decks with lords like Wilt-Leaf Liege . I really loved putting it on a Voice of Resurgence or Liege. :)

Dromoka's Command is another card I always tried to fit in as a 1-of, but that's a more replace-able effect I guess (although it's versatility in these decks is great, esp when you consider it's a "counterspell" vs targeted or even aoe burn spells, w/ upside). Burrenton Forge-Tender is also nice to have in the board for those pesky red spells/decks.

Btw, may I ask why you are not using Noble Hierarch instead of the Birds? I find Hierarch to be one of the best creatures in the game, with that exalted ability being more meaningful on her than any other exalted creature. I realize she adds a huge amount to the cost of the deck, though. Cavern of Souls is another obvious one to me, but it poses the same problem as Hierarch...

SideBae on Howdy, May I have some blood?

1 day ago

Hey N3M3S1S! Welcome to EDH. I hope you find it fun... I like this format the most. Hopefully you'll find these suggestions helpful:

  1. Card-draw is one of the most important elements of any EDH deck -- in a format with three opponents, you typically want any source of card advantage you can get. Not being in blue means you don't have access to Windfall and friends, but Mardu has its fair share of mass-draw effects. I highly suggest Painful Truths ... You'll frequently be casting it as a three-mana draw-three, and the life-loss is more than worth it. Other draw-spells to consider: Night's Whisper , Minions' Murmurs , Faithless Looting , Syphon Mind , Read the Bones , Commune with Lava , Sign in Blood ... I'm sure there're more, but they aren't coming to mind. Permanent-based card-advantage is even better, since it's... well... permanent. Consider some of the following: Twilight Prophet , Phyrexian Arena , Arguel's Blood Fast  Flip, Greed ... I love that you already have Necropotence .

  2. Multi-for-One removal is another way to build card-advantage -- cards like Go for the Throat , Anguished Unmaking , Mortify and Path to Exile are good in two-player formats, but in multiplayer I've often found them not to be good enough. Some cards to consider instead: Fire Covenant , Grasp of Fate , Wear / Tear ... Though it's a one-for-one, I think you should include Swords to Plowshares . It only removes one thing, but it's like... REALLY efficient. Path to Exile ramping your opponent is actively dangerous.

  3. Gamble is a good tutor to consider. Enlightened Tutor and Vampiric Tutor are also good, although those two tend to be very pricy.

  4. Consider Cover of Darkness as another way to capitalize on your tribal theme. Other tribal-powering cards to consider include: Cavern of Souls , Patriarch's Bidding , Vampire Nocturnus , Bloodlord of Vaasgoth , Malakir Bloodwitch and Champion of Dusk . I suggest removing Gifted Aetherborn Paladin of Atonement , Pitiless Pontiff and/or Vampire Cutthroat for some of these.

  5. Your artifact-ramp package has room for improvement. I like your signets... two-mana rocks are much better than three-mana rocks. Consider some or all of the following: Talisman of Conviction , Talisman of Hierarchy , Talisman of Indulgence , Mind Stone , Fellwar Stone , Arcane Signet , Prismatic Lens or even just Coldsteel Heart .

  6. I think Lightning Greaves is probably better than Swiftfoot Boots , if you want to be able to equip frequently. If you need to get around the shroud, you can move the boots to something else, do what you need, and then return the boots to the first creature.

  7. If you take my advice from (5), you can cut some lands. In general, if you have ramp and your curve is low, you can run 31 or 32 lands. With your current curve, I suggest 35 lands plus ramp. If you want to keep your basic land count high, you can run things like Blood Moon , Ruination , etc. Otherwise, here're some non-basics to consider: City of Brass , Mana Confluence , Prismatic Vista , Godless Shrine , Blood Crypt and Sacred Foundry .

  8. Finally, I see you're running Bloodghast . Consider Skullclamp . The combo of 'play a land, pay one, draw two' seems good.

Right. Good luck have fun!

RNR_Gaming on Lathliss, Dragon Queen-Dragon Tribal

6 days ago

I like the deck very flavorful. Have you thought about adding Cavern of Souls it's a bit on the pricey side but ensures your dragons stick. Additionally, something like Quicksilver Amulet and maybe Sneak Attack to pump out a kill at someone that's made you made all game =)

CrimsonChaos on Ishkanah, Grafwidow (Full Deck)(advice needed)

6 days ago

If you're looking to do spider tribal, perhaps consider Conspiracy and Cover of Darkness ? Conspiracy will let you turn all your creatures into spiders, then you can give them extra evasion with Cover. Also, you may want to add some more dual lands and other useful lands if at all possible. Some examples would be Llanowar Wastes , Hissing Quagmire , Overgrown Tomb , Twilight Mire , and Nurturing Peatland . For tribal synergy, also consider Path of Ancestry as well as, if you can afford the hefty price tag, Cavern of Souls to help protect your spiders.

Another suggestion to capitalize on ETB abilities would be Conjurer's Closet . This lets you flicker a creature at the end of your turns, so you get continuous value! That all said, I like what you have going so far! Hope you have fun with your first deck! :D

jon_hill987 on Elemental Tribal

1 week ago

Kjartan, less budget and more a case of I had not finalised it yet. You are right though, even with half the lands being 5 colour for elemental usage, it is possible to draw all swamps and be stuck. What would you suggest? Baring in mind the Cavern of Souls playset is already a large amount of money.

GeminiSpartanX on H: foil Cavern of Souls ...

1 week ago

Hello all! I've recently acquired a foil MM17 Cavern of Souls , and I'd like to trade it for a non-foil Jace, the Mind Sculptor , preferably from eternal masters but any other non-foil printing would be good too. Let me know if you're interested! Thanks!

DoWell on Oona edh combo/control (competitive edh)

1 week ago

I'm sorry to be the bad guy, but this deck is far too slow to be competitive. It may be in your local meta, but it will be eaten alive in a tournament.

  1. An average cmc >3 is bad. The closer to 2 the better.

  2. Many of your lands enter tapped, which is a waste of space and significantly hurts your speed.
    You need:
    Command Tower
    City of Brass
    Reflecting Pool
    Exotic Orchard
    Cavern of Souls
    Polluted Delta
    Flooded Strand
    Bloodstained Mire
    Underground River
    Sunken Ruins
    Prismatic Vista

  3. Artifacts over a 2 cost aren't worth running other than chromatic lantern. They are, again, too slow. Check out:
    Talisman of Dominance
    Lotus Petal
    Mana Crypt
    Chrome Mox
    Fellwar Stone
    Thought Vessel

  4. I would run 6 or 7 counters. 3 of your 4 are unfavorable. Drop everything but counterspell. Check out:
    Flusterstorm instead of dispel.
    Mana Drain
    Delay over spell crumble (if you're playing a true competitive deck, they'll just tutor the card back up))
    Disallow is the only 3 drop work running.
    Swan Song is also better than dispel.
    Pact of negation is okay at best. 5 cost isn't worth it it stifles your next turn.

I can tell you like desertion given your artifact selection. There is only one word to describe that card. BAD. Take it out.

  1. Card advantage is king. Look into:
    Mystic Remora
    Rhystic Study
    Dire Undercurrents

That's all I have for you. It's a decent deck. I like the build outside of the artifacts, counters, and lands. Change them up and you'll be amazed how much better this deck will become. It'll be significant.

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Cavern of Souls occurrence in decks from the last year

Commander / EDH:

All decks: 0.09%

Green: 0.26%

Blue: 0.14%

Red: 0.21%

Black: 0.12%

Golgari: 0.16%

Rakdos: 0.17%

Modern:

All decks: 0.41%

Legacy:

All decks: 0.63%