Tap: Add to your mana pool. Cephalid Coliseum deals 1 damage to you.
Threshold symol:U, Tap, Sacrifice Cephalid Coliseum: Target player draws three cards, then discards three cards. Activate this ability only if seven or more cards are in your graveyard.
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|Commander / EDH||Legal|
Cephalid Coliseum occurrence in decks from the last year
Latest Decks as Commander
Cephalid Coliseum Discussion
5 months ago
Extraplanar Lens is always a nice option in mono decks when coupled with snow lands, and you've already got the snow lands. Provides pretty solid asymmetrical ramp assuming your opponents aren't running snows of the same type as you. You could also probably make use of Academy Ruins and Cephalid Coliseum.
Solid list so far. Nice job. :^)
7 months ago
Thanks for the suggestions!
Pikobyte, as I say in the description this is a non combo centric deck, hence your suggestion is not something I would put in the deck.
Song of the Dryads and Imprisoned in the Moon I've tried for a little while and as the cards above they were also cut. However I have thought on multiple occasions to try Kenrith's Transformation since it still deals with opponents commanders and replaces itself.
Crystal Vein over the span of this deck life I've found that much colorless mana is not something it needs and/or can utilize, for this reason I've kept the colors producing permanents to a minimum.
Cephalid Coliseum is indeed a very good suggestion, I'll put it in the next testing phase!
7 months ago
Crystal Vein ramps with Muldy out.
Cephalid Coliseum is an effective draw engine here.
Sylvan Safekeeper protects Muldy like a champ.
Bear Umbra is nothing short of amazing here. Allows you to aggressively progress your gameplan on your first main and still hold up plenty of mana for answers (or just play more stuff). Totem armor does a hell of a job at keeping Muldy in the game also.
Song of the Dryads/Imprisoned in the Moon are versatile and backbreaking against decks that're reliant on their commander. They're reusable (assuming they ever get rid of it) and only reliably answered by 2/5 colors.
Feel free to check out my list for ideas. It's retired but upvotes are still appreciated. Muldrotha's Madhouse - No Infinite
7 months ago
Cephalid Coliseum a land that can dig deep
8 months ago
Ascendancy-Breach-Frantic loop replaced with TYS-Breach-Frantic into fifty Lightning Bolts.
8 months ago
Ok, let's start with ramp. I think running 33 lands is good, but you need plenty of early ramp, luckily, there are lots of why to ramp in .
- I always start with all the signets and talismans that I can run, like Golgari Signet and Talisman of Curiosity
- Added to that list might also be Arcane Signet and Fellwar Stone
- Next are the three one-drop enchantments that should go in every green deck, Wild Growth, Utopia Sprawl, and Carpet of Flowers.
- While new, Titans' Nest has been really good. It ramps, removes unwanted cards from the graveyard, and provides a bit of card advantage.
All told, that's 10-11 cards of pure value, most of which are less than a dollar. Next is card draw. Blue and Black have some fantastic card draw. While I prefer cantrip because they are better for finding combos, the door is wide open. I'll list some go-tos below from cheapest to more expensive.
- I run Frantic Search in most decks because it's good, but any deck that wants cards in the yard needs one. Careful Study and Cephalid Coliseum
- You are already running Dig Through Time; you might consider Treasure Cruise too
- Wheel effects too, very good if you want cards in the yard, think Windfall and Whispering Madness.
- If you want similar effects, Echo of Eons is good (a little pricier). Also, it helps restock your deck.
- Again, cantrips like Ponder, Preordain, and Brainstorm are great for digging for specific cards.
- The top tier (but most expensive) are Sylvan Library, Rhystic Study, and Necropotence. Hard to beat but pricy
Now, let's talk about interaction and removal.
- If you want catch-all interaction, Hero's Downfall, Counterspell, and Disallow are great places to start.
- Nature's Claim is also great. Four life isn't really a lot.
- Depending on the meta Arcane Denial and Delay are really good.
- I also have a soft spot for Mindbreak Trap.
- Free counterspell and removal are always good, perhaps some of the new ones like Fierce Guardianship and Deadly Rollick
- The door is pretty wide open here too.
I'm not going to talk about the mana base for now. This is where the bill will quickly add up. I'd be more than happen to talk about it, though. Solid mana bases for EDH are a passion of mine. Once you buy the pieces for a good mana base in a color combo, you don't really need to do it again (unless you play a lot of these colors).
I that's a lot, but I hope it helps!!
9 months ago
Ok, I have a few suggestions for you and I'll try to keep it budget(ish) friendly.
The main thing I see that needs some tlc is your mana rocks. I'd drop all your lockets etc. that cost mana and get the rest of your Signets and Talismans in here. Dimir Signet, Talisman of Dominance, and Talisman of Resilience. Crystal Vein will also ramp into Muldrotha and can ramp in one turn with Muldy in play.
Feel free to check out my list for ideas. It's definitely not budget friendly but you may find a few ideas there. Upvotes on any of my decks are appreciated. Muldrotha's Madhouse - No Infinite