Lands you control have ": Gain one mana of any colour."
: Gain one mana of any colour.
|Have (8)||, orzhov_is_relatively_okay819 , bigred2728 , gildan_bladeborn , gmars , CompleteWaste , 31770 , testbinder|
|Want (7)||Scrappy , lightofwill , Swmrulz , Hobo_Grandpa , TrevStar7 , Gotelc , glittertox|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Chromatic Lantern Discussion
3 days ago
I've play-tested this a few times and its main problems is its speed. In seven out of ten games, I could not do anything useful until turn 5. To improve on this, I would definitely include Chromatic Lantern, for similar reasons you've already included Prismatic Omen and Dryad of the Ilysian Grove. Also, I would replace some of the cards in your deck with some more ramp spells or land-fetching of whatever sort. Some more opportunities for card-advantage would also really help out. I'm thinking Phyrexian Arena, Rhystic Study or something similar.
I should also point out that Jodah is instrumental in your strategy (at least in the early-mid game, until you have something on the board that allows you to cascade for free), but you've not included any protection for him. In my play-group, this guy is a primary target as soon as he hits the battlefield. So stuff like Lightning Greaves, Swiftfoot Boots, Mother of Runes or other cheap stuff like it would be highly recommended too.
Hope the deck works out for you.
1 week ago
My first thought is “How does this deck manage to function on barely 31 Lands and a total of 5.5 Ramp spells and 3 Mana Rocks?!”
Archons are a VERY expensive tribe to run; I would be cramming as mana Land tutors and mana rocks into this deck as I could, along with at least 37 lands.
I tried running an Elf tribal deck with 30 lands and always found myself wanting more lands after the first board wipe, and Elves average 1-4 mana each—I bumped that deck up to 36 and it’s much smoother nowadays. The Archons here average 5.8 mana each.
It’s not fun to sit there wishing you had more mana to play your big, bomb-y creatures while your opponents are doing stuff the whole game. I’ve been there more times than I care to remember.
If you don’t want to add more ramp and mana fixing, the other option is to go more heavily into stax and tax effects to slow down your opponents to give yourself more time to build up to your big spells. You have a couple in the deck already, but there’s tons of options, especially since you’re playing 4c and Archons just happen to be primarily in White and also just so happen to love creating stax effects of their own, AND they DO like Enchantments!
There’s obviously more than this, but I’m on my phone and these are what came to mind.
2 weeks ago
I like the concept. I might run a little more removal, especially early game. Something like Bone Shards maybe. Also, while Chromatic Lantern doesn’t see a lot of play in modern, I have seen a fair amount of decks with Utopia Sprawl and Abundant Growth. Fast colorless artifact heavy decks or decks with mana dorks could be a problem. A turn 1 Birds of Paradise or turn 2 Memnite with Colossus Hammer are very real threats.
3 weeks ago
Hey, well done for being new and knowing that you can still learn and improve your deck building.
Some cards within your budget to consider adding:
- Hellkite Charger
- Savage Ventmaw
- Crux of Fate
- Temur Ascendancy
- Faeburrow Elder
- Fellwar Stone
- Boros Charm
- Swords to Plowshares
- Patriarch's Bidding
- Blasphemous Act
- Exotic Orchard
- Path of Ancestry
- Unclaimed Territory
You have Old Gnawbone, Hellkite Charger is a combo with Gnawbone for infinite attacks as long as Charger can keep attacking you can keep paying seven mana with treasures to have another combat step. This combo uses Dragons as the win condition by attacking with Tiamat being a source of lethal Commander damage. Savage Ventmaw can make six mana when it attacks that can be used to pay for Charger, needing only one mana to have another attack which can result in having a lot of extra attacks on your turn each turn equal to the amount of untapped mana you have. Crux of Fate can wreck since it can destroy all nonDragon creatures your opponents control leaving only your Dragons alive to attack.
Temur Ascendancy does two things that are really good for Dragons, it's a haste enabler and repeatable draw whenever a Dragon ETB. Faeburrow Elder can tap for two mana, green and white, but if you control other colored permanents then it can tap for even more mana, up to tapping for five mana, one of each color. Fellwar Stone is another two drop rainbow mana rock.
Boros Charm at instant speed can protect all permanents you control from most removal including all your lands. Swords to Plowshares and Counterspell are staple single effect instant removal options. Blasphemous Act is really good in multiplayer Commander as a fail-safe/reset the battlefield of creatures and it's mana cost consistently can be reduced to only one red mana.
Patriarch's Bidding is among the most powerful reanimation effects for tribal, for five mana it reanimates all Dragons that are in your graveyard.
Some cards to consider cutting:
- Temple of the False God
- Temple of the Dragon Queen
- 1x Swamp
- Orb of Dragonkind
- Migration Path
- Fearsome Awakening
- Grand Master of Flowers
- Dragon's Fire
- Velomachus Lorehold
- Dragon's Disciple
- Icefall Regent
Temple of the False God is not a good land. My advice is cut it from all your decks, since you can't tap it for mana until you control five or more lands. If you have it in your opening hand then that hand is a mulligan and any land that does this shouldn't be used. Orb of Dragonkind can't tap to make mana to cast any nonDragon card or pay for anything else, there's better ramp options.
You're not going to be casting enough instant or sorceries in a turn to reduce the mana cost of Demilich much. Quad blue or triple blue mana cost is too difficult to make with this manabase without controlling Chromatic Lantern or The World Tree with five other lands. Velomachus Lorehold cares about cheating the mana cost of powerful 5 CMC or less instants and sorceries which you don't really have here or do you need to include since Dragons are the high CMC cards you want to cast. Casting a Crux of Fate for free would be nice, but even so I don't there's enough worth while instants or sorceries to make Velomachus worth playing.
Good luck with your deck.
4 weeks ago
BotaNickill Yeah, since you are running a super competitive deck, I think you should run Jeweled Lotus, Mana Crypt, and probably some form of way to guarantee land drops like Land Tax. Also Chromatic Lantern is pretty underwhelming, when mana rocks for two really do more, like the signets, or another 2 cmc mana rock, you don't need to fix your mana if you have a 3 color deck, especially when you are running fetchlands
1 month ago
If you don't want to proxy the suite of OG duals, you could use checklands, battle lands, etc for more untapped mana; it'll be more important than it being rainbow, overall.
1 month ago
So I think the first major thing is that you rely on a large amount of mana for a lot of your big effects, as well as specific colors of mana.
For general ramp, I would recommend looking at Kodama's Reach, Cultivate, Overgrowth, Harrow, Fertile Ground, Utopia Sprawl, Search for Tomorrow as possible ramp cards that get more mana and do a bit of color fixing.
I also think a good include would be Staff of Nin for allowing you to get some extra card draw and enrage pings for when you are trying to get your state rolling.
2 months ago
Well, I think Chromatic Lantern would probably be good in this deck. Golgari Keyrune is probably not a great card in this deck. What is your budget for additional cards? What cards do you have or not have? The Ur-Dragon is a bomb, but also quite pricey. You might also consider Crucible of Fire or Dragon Tempest - I have found the latter a decided benefit in any dragon deck