Caves of Koilos

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Format Legality
1v1 Commander 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
Oathbreaker Legal
Pioneer Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Caves of Koilos


: Gain .

: Gain or . This deals 1 damage to you.

multimedia on Liesa, Liesa, they so flying...

17 hours ago

Hey, good start at using/upgrading the precon on a budget, nice Sword of Feast and Famine. Some improvements to consider for gameplay is getting more value especially draw from gaining or using life such as Greed. Pay 4 mana to get Greed on the battlefield then it's repeatable draw a card for 1 mana + 2 life as many times as you want.

Some cards that are in the precon to consider adding:

Usually if a card in the precon is more expensive price then others then it's a good card that's worth an extra look and a playest. You're pretty safe to include all the expensive price cards in a precon in your upgraded version. Stinging Study is instant draw five cards for 5 mana + 5 life which is a good return and uses extra life your gaining to draw cards.

Keen Duelist can be repeatable draw using life for no additional mana cost. Yes, opponent also gets to draw, but that's a price you have to pay because of lower budget. Inkshield is powerful effect to protect yourself from combat and potentially create a ton of fliers. Orzhov Signet can do a lot more for gameplay than many creatures here because it can help to cast Liesa.

A nice guide for casual Commander deck building is to include at least 10 ramp sources and at least 10 draw sources. I would include more of each, but start with 10. More ramp and draw can be examples of quality filler cards and that's where you should consider starting for upgrades.

If you're interested I offer more advice in another comment. Would you like more advice?

Good luck with your deck.

thefiresoflurve on Mardu Humans

3 weeks ago

Hey there!

I do have some suggestions I think may help with the mana base: First Boros Garrison and friends. These are only good if you A) already have a comes-into-play-untapped land out B) tap that CITP-untapped land for mana and C) wait to play your land until second main phase. That's already a bit restrictive. I think you can do a bit better if you use things like: Caves of Koilos, Fetid Heath, Graven Cairns, Rugged Prairie.

If you have the $$$ for it, Smothering Tithe is also an excellent mana ramp card. I've played like 2 games with it ever where it doesn't pay for itself and another two cards, at least (yes, my playgroup does not run enough enchantment removal. I remind them of this a lot).

thefiresoflurve on Holy Angels

1 month ago

Hey, welcome to EDH! Liesa, Shroud of Dusk is such a fun commander.

First off, mana: you're probably going to want a few more lands. 36 is the usual average for a deck with average mana cost in your range. Also, there are some awesome ramp artifacts I don't see in here: Arcane Signet is a commander staple, basically the artifact version of Command Tower. Also, if you want to move out of 2 CMC mana rocks and into 3 CMC mana rocks, I recently discovered Coalition Relic and absolutely love it for the second ability.

As far as colors go, I recommend editing it a bit: Right now, only half your mana-producing cards give white mana, but >75% of the deck is white. Caves of Koilos, Goldmire Bridge, Scoured Barrens, and Silverquill Campus are all dirt-cheap dual lands you can add to help smooth that out. The remaining 6 lands could probably be Plains.

DemonDragonJ on Check Lands or Slow Lands?

1 month ago

For those users who are suggesting that I use the "pain lands" (i.e., Battlefield Forge, Caves of Koilos, and so forth), I will not use those lands in the majority of my decks, since most of my decks cannot afford the constant damage/loss of life; I will gladly take the (minuscule) chance of my lands entering the battlefield tapped over the constant danger of hurting myself when I need mana.

lhetrick13 on Modern Doran Company

2 months ago

Been a while since I have seen this deck cycled! How have the changes been playing out? Feeling like the deck has got its competitive edge back yet?

My only suggestion with the changes would be maybe dropping something else in for Caves of Koilos. I mean, you are running fetch, shock, and triome lands so I am surprised to see that in there. I would think Silent Clearing being a similar pain land but with draw potential or a filter land like Fetid Heath would be better choices. Another option would be to add in a pathway land like Brightclimb Pathway  Flip as Caves of Koilos are not fetchable anyways. That would reduce the amount of pain lands you are running which may be a good idea.

AstroAA on How Many Dual Lands Should …

4 months ago

In regard to your question of Silent Clearing and War Room - card draw wins games, and you can never have too much of it unless you kill yourself with it. I would definitely run Silent Clearing, and possibly War Room.

If I were to build a Black/White deck, my base for lands that tap for either color would look something like this:

Then, depending on if you feel like you need more, you could run the following:

I tend to stay away from lands that have a condition where they either entered tapped or untapped, and I straight up avoid lands that enter tapped. The Battlebond cycle, (Vault of Champions), is an exception because if you are playing commander, then they will enter untapped as you probably are playing multiplayer. Lands like Isolated Chapel more than likely will enter untapped, but there is a nonzero possibility of a situation like them being in your opening hand and you only have lands like Reliquary Tower or Command Tower in it as well, causing it to more than likely enter tapped.

DreadKhan on Isshin, Two Heavens as One

4 months ago

If you want a cheaper $ option than Grand Abolisher (or would like another card that can do similar work), Wandering Archaic  Flip is a substantial tax on all opponent's instants/sorceries, but that tax matters most with countermagic, making everyone else's counters either very good (if you want the same thing countered for example), or very expensive (people usually consider Cancel unplayable for costing 3 mana). Archaic isn't as good at protecting your own stuff, but it's a way bigger effect generally.

You might also like Generous Gift over Disenchant, and I prefer Vanishing Verse over Fracture, but Verse is more of a competitive card maybe. Slayers' Stronghold might be nice, vigilance and haste are useful for WR.

For (potentially) untapped duals, there are a few cycles worth a look. Pathways are good (but no longer cheap unfortunately, they might go down after they rotate out of Standard though), Blightstep Pathway  Flip, Brightclimb Pathway  Flip, and Needleverge Pathway  Flip are all solid cards to keep an eye out for. Luxury Suite, Spectator Seating, and Vault of Champions are duals that usually come in untapped when it matters, and are considered among the best non-fetchable dual lands. You could try the new cycle from Innistrad, Haunted Ridge, Shattered Sanctum, and Sundown Pass are good as long as you're not running a low land count, 35 should probably work. While Sulfurous Springs is pricey, Caves of Koilos is cheap, Battlefield Forge isn't bad either, they're always untapped and by mid game you usually just use them for colourless and they have no downside. Concealed Courtyard, Inspiring Vantage, and Blackcleave Cliffs are very good, some are really expensive once again. Urborg, Tomb of Yawgmoth is a great way to make all your lands Swamps, handy for stuff like Cabal Coffers as well as just to fix your mana. Shadowblood Ridge is an untapped source of RB, which isn't a bad, but there is only the 1 in your wedge of colours, this land might be handy if you run a cycle where the RB land is really pricey.

Hope some of this is helpful, the deck seems pretty decent.

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