Cavern of Souls

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.

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Cavern of Souls Discussion

MagicTroll on Unpunctuated Fire

2 days ago

I think you could use Cavern of Souls though cost is always a factor for me.

CoSM0 on 4C Dragons [Budget/Casual/Primer]

5 days ago

I totally get that cards like Mana Confluence , City of Brass , and Cavern of Souls can be expensive but playing any more than three colors without dropping hundreds on a mana base gets really really hard. Personally I'd either shell out for the 5c lands and go hard into 5c dragons or I'd go down to three colors. Additionally I'd recommend some cards to make your dragons cheaper like Dragonlord's Servant as well as cards to help you get to turn 4 like Lightning Helix and Lightning Bolt . This deck is going to lose a lot to fast aggro if it doesn't do anything until it drops a dragon and the longer it takes to drop a dragon the longer you need to tread water for.

darkmus on Serra's Descendants, competitive Angel Tribal

1 week ago

K0rt Thanks for the in depth suggestions. Yes, is actually working quite well in the new meta, there aren't that many combo decks around now, which are our main "weakness". The Anguished Unmaking vs Vindicate thing, as said before, there are no many Heliod, Sun-Crowned around lately, so yeah, they are pretty interchangeable depending on your local meta. Urza's Saga doesn't tend to be a big problem anyway.

I play Emeria's Call  Flip in the mono white version. In tens if not hundreds of matches I think I casted it like 3 times, and it resolved 1. The thing is we rarely get to 7 lands, and when we do its against control, and by that point they always have counter spells because we have been casting our things with Aether Vial and Cavern of Souls . In the other hand I ended needing to pay 3 life for basically a plain many times. In mono white for sure put 1 in there. But in BW we have enough lands that hurt us. Archangel of Thune is a beast, she steals games out of nowhere. She's a huge finisher. Next to Righteous Valkyrie the reason we are able to win matches. She rarely ETBs and doesn't put at leas 2 +1/+1s on all our other stuff that can attack(if not 4+), that's huge immediate value. Yeah, if she's killed in that exact moment with the trigger on the stack you don't get it. But it happens like 1% of the time, and you can easily play around that playing her with vial or protecting her with Giver of Runes and Shalai, Voice of Plenty . I don't think Angel of Invention is even in the same league as her (in this deck at least).

I've tried Serra the Benevolent and is more or less the same thing as with Emeria's Call  Flip seems great but it ends up adding nothing. the +2 is worthless, we don't tend to have a ton of creatures and our early ones don't have flying. The ultimate the very rare time I got to use it was always in a win more situation in which I had a ton of life anyway. She rarely was able to -3 more than once. Easily 9 out of 10 times (if not more) she ended up just being a 4cmc Serra Angel . And by that point the deck rather have other 4cmc angels that add more, and can be made uncountable with cavern or play at instant speed with vial.

About the side yeah, that is more adaptable to everyones local meta. This thing works super well in general against tribes, basically we excel against Aggro and midrange, do well enough against control and tend to be f*** against combo. So most tribes are easy wins, with the life gain they can't race us and we fly. Elves is for sure faster than us but not a lost game by any means, the thing is I don't she them that often. But if it is a common deck in your area I'll suggest to add 2 Settle the Wreckage , if not I wouldn't add a sideboard card just for a deck which is rare and not such a big threat. The hardest tribal decks are combo goblins and the new elemental deck (that can be brutal, not as a tribal deck, but as a deck in general). Non of them are an autolose by any means, but they ere the toughest ones. Stony Silence is a great card. I had Damping Matrix in the side before and I changed it for Linvala, Keeper of Silence . But in the new meta I am totally going back to Damping Matrix which is a bit of the best of two worlds between the silence and Linvala. Selfless Spirit is another great card, I've had it on the side but I don't seem to find many board wipes lately so I took it out. There is not much control in my area ATM. But another one that goes in and out depending on the meta. The control match up is not easy but it can be grinded up with the help of cavern and vial to cast our things and Giver and Shalai to save them from dying. Also don't over commit. Tends to be a 50-50. Thanks for the great suggestions!

Kazuhahaha on GR8 BALLS

2 weeks ago

cmgoffena13: keep the Unclaimed Territory , add Cavern of Souls , fetch lands, and shock lands. you'll definitely be casting Groundbreaker . cut Evolving Wilds and Nomad Outpost . cut the Spark Trooper since it's you're only white card, and you can't afford 4-drops here when you're not attacking until turn 3. assuming you even "have" 4 mana turn 4, better to spend it casting a 3 mana ball, then either unearth/assault strobe. you can cut the pyroclasm's and thrills to max out on unearth, assault strobe, and add bolts to pair with push to help keep you alive until turn 3.

darkmus on Serra's Descendants, competitive Angel Tribal

2 weeks ago

cabal_patriarch I was going to go a bit in depth of why your suggestions don't really fit in this deck, but zapyourtumor gave you a really good answer, basically all your suggestions dilute too much the plan of the deck. I would only ad that I don't like multiple legendaries in a deck, that's why Shalai, Voice of Plenty is a x3. She used to be 2x but since is ability makes her the only possible objective she doesn't tend to stay around for long. Also combos with Giver of Runes making a nice look that essentially makes all my stuff untouchable. Plus she can be used as short of a counter spell with vial, which can be really handy even if you already have 1 in play and you have to sack it. Plus we want as many angel creatures in the deck as possible to trigger all our stuff.

I haven't tried Vault of the Archangel but I don't feel that it would make the cut. Not because of the card itself but because we can't afford more colorless lands because the Cavern of Souls are great, but all our creatures aren't angels plus the 4 instants... So essentially why have in a way already 8 colorless lands. I've tried Nykthos, Shrine to Nyx and Field of Ruin and those showed me that I can not afford more colorless/conditional colorless mana. Also I may be wrong, I don know without trying, but I think that my creatures are relatively to big to have death touch be really relevant, and already gain me enough life to make the life gain redundant. Flavorwise is amazing though, xD.

Profet93 on Artificer-in-Chief: Maga, Traitor to Mortals (MB)

3 weeks ago

Deserted Temple - Untap coffers, nkythos or thawing glaciers (for extra use/ramp)

Profane Transfusion > Soul Conduit. Splits the difference of 12 mana soul conduit (6 to cast and activate) and doesn't telgraph your plays. Also, Mirror Universe is worth mentioning given you have no budget, but I digress...

Rings of Brighthearth - Draw with top, extra activation of PW abilities. If you add fetches (that go well with top btw), you can use rings to ramp further. Lastly, Rings + Deserted Temple + Coffers = Infinite black mana. It's a bit of a stretch given your current list, but worth mentioning.

Necropotence > Underworld connections - Same CMC, can give you a major boost to give you best chance of finding the card/combo or tutor you need. It works very well with profane transfusion (or soul conduit for that matter).

Cavern of Souls - Naming commander. If you drop all your mana into it just for the blue player to say NO, then you're gonna have a bad time.

Imp's Mischief - As you only have 1 instant, opponents will know not to fear instant speed interaction. Be sure to keep them on their toes and bluff with mischief. It counters counterspells, and redirects targetted removal, draw, extra turns and more! So much utility.

Lili and Ob Nix walkers are both weak for their CMC and impact. I would swap with more draw or interaction.

Feed the Swarm - Enchantment interaction

Oubliette - Commander removal and watch black and red players cry. Or just regular removal

Hero's Downfall - Removal that hits walkers

Dismember - Cheap interaction

The remaining suggestions are less impactful but worth noting...

Mind Twist - Its random discard that also acts as counterspell bait.

Night's Whisper - Draw

Sign in Blood - Slightly harder to cast than above but can be used as such..... Necro to 1 life, profane transfusion, then cast sign in blood on opponent (night's whisper doesn't target but easier to cast)

Read the Bones - The ease of cast, scry 2 is nice. Although I'm biased since it was my first foil since coming back to MTG, again, I digress...

Syphon Mind - Lastly, potentially the best option. 4 mana, draw 3, each opponent discard a card. Dependent on # of opponents, fuels opposing reanimator, but usually a solid card.

I would love to hear your thoughts on each suggestion.

Unlife on Infect gets to run Cavern …

1 month ago

I can’t think of any time I’d want to run a Cavern of Souls in my infect decks, except maybe as a sideboard one-off in legacy along with Crop Rotation . And even then, an additional Daze or Spellskite is usually just better and more flexible. I can’t use the cavern to name a creature type, and still benefit for being able to use it to cast a pump or protection spell next turn other then say Apostle's Blessing . Like it was said earlier, counterspell sing our creatures is less of a concern then killing them or countering our pump spells. I’m not sure about anyone else but I’m already running a fairly minimum mana base with Inkmoth Nexus taking up 1/5 of it, I don’t have room for a card that won’t make me colored mana.

The suggestion to run Yavimaya, Cradle of Growth however, that I can see myself running.

Metroid_Hybrid on Infect gets to run Cavern …

1 month ago

Yeah, that's right. Exactly what the title says!!

You may ask: which particular Infect deck(s), and in what format(s)? Show

In all seriousness, I say this because of the recent(ish) addition of the "Phyrexian" subtype has literally homogenized every single creature with Infect under a single "Tribe".

Think about it...

Virtually any & all dedicated Infect decks are now effectively "Phyrexian Tribal" decks as well. This means that Infect players in every format where they exist can now play a Cavern of Souls & name: Phyrexian..

Thoughts??

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