City of Brass

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

City of Brass

Land

Whenever this becomes tapped, this deals 1 damage to you.

: Add one mana of any colour.

DreadKhan on What do you want more …

4 weeks ago

I feel like two of my bugbears have been poked already, I want less 5c Legendary creatures (A LOT less), and I personally feel that changing the colour identity rule to allow Hybrid mana in more decks is an unnecessary and undesirable loosening of the very restrictions that help differentiate EDH from the other formats. Hybrid SHOULD work differently here because we use colour identity, a thing that doesn't exist in other formats because the only cards that care about it care about it in the context of Commander. I'd also argue it adds unnecessary complexity to an already streamlined system (if it has that pip it's not allowed), atm we only have a smattering of exceptions, mostly because they follow the letter of the rule and don't include coloured pips (City of Brass or anything with Extort come to mind). IMHO they could make it even more streamlined and restrict Extort to Orzhov decks and 5c mana production to 5c decks, but that's a deeply unpopular position I expect! I don't know how I feel about allowing stuff like Westvale Abbey  Flip, caring about the back of a card is confusing when there are no pips, but these backsides have colours, hence their restriction.

I suppose the thing I'd like to see more of is memberberries that don't taste like Malabar Spinach berries (which eat like if a berry was secretly a bug that tasted like spinach), I feel like there is a lot of lore that was used early on and just abandoned, usually because the developers used a setting in a very low power set, like Homelands and Fallen Empires (and The Dark). I'd love to see them go back to Kamigawa and revisit the past, the high tech thing was less my jam, and IMHO it was a mistake, the OG setting had better flavor for a Magic set, it'd be nice if Magic would stop trying to reinvent the wheel and instead go back to resting on their laurels; for 25 years or so they made the best competitive card game, and they succeeded in large part because they didn't fall for the power creep obsession that other games did, and this allowed EDH to become viable. So yeah, more references to old sets, and less attempts to appeal to the lowest common denominator.

The other thing I miss is cards that are hard to play; I miss effects that you could play wrong, everything in design is too dumbed down and idiot-proofed, either to make sure it can't combo off (or that it can't even be Johnny'd) or that it can never be used wrong or be made to backfire. It's like WotC heard people like me complain about a lack of higher level complexity in card design and instead of giving us complex riddles like Sewer Rats they give us Ragavan, Nimble Pilferer... You can't 'get got' with Ragavan, the only time it's bad is when it's literally too small, and even then you can technically hold him in hand and give him Haste if the opponent is more likely to leave an opening if you don't look like you can crack back, on top of which Ragavan both ramps you AND fixes your mana, and can both mill an opponent for 1 and give you access to a relevant card now and then. That's not a complex card, it's an unwieldly one that masquerades as complex yet is in fact as dumb a beat stick as the Goblin Guide it obsoleted. Give me cards that involve risk management and reward good judgement, I want cards that reward player skill, not cards that reward fat wallets.

FadingReality on Necroblooomin

1 month ago

Last post here. This will be a list of suggestions. If I place an "***" next to one I strongly reccomend you try to find room for it. Regardless, all of these suggestions should be considered as I think they're all good. I wouldn't be suggesting them otherwise.

LANDS

MDFC's:

Bala Ged Recovery  Flip

Agadeem's Awakening  Flip

Turntimber Symbiosis  Flip

Fell the Profane  Flip*** (highly suggest cutting a basic swamp)

Disciple of Freyalise  Flip

Branchloft Pathway  Flip (swap with a basic if you get this)

Brightclimb Pathway  Flip (swap with a basic if you get this)

Darkbore Pathway  Flip (swap with a basic if you get this)

Normal lands:

Thespian's Stage

Wasteland*** (I suggested this as a swap actually but I wanna relist it here so you don't forget)

Dust Bowl*** (Strip mine, wasteland, and dust bowl are the best lands that kill lands in the game, period. Run these 3 and you do not need any others.

Path of Ancestry (3+ color decks are gonna want any-color lands. You'd be surprised)

Mana Confluence (3+ color decks are gonna want any-color lands. You'd be surprised)

City of Brass (3+ color decks are gonna want any-color lands. You'd be surprised)

Horizon of Progress*** (3+ color decks are gonna want any-color lands. You'd be suprised) (The reason I added asterisks here and not the other 5 color lands is its ramp ability. You are running 40 lands so that ability will do work AND it's sac/draw ability will also be nuts in your deck. Did I mention it also taps for all 5 colors AND colorless too? Lol such a good land for you and in general)

Glacial Chasmfoil***

Underground Mortuary*** (helps with graveyard, is fetchable)

Lush Portico*** (helps with graveyard, is fetchable)

Shadowy Backstreet*** (helps with graveyard, is fetchable)

CREATURES

(You want several more "play additional land'' effects in this deck. Believe me the deck will be way more powerful with a critical mass of these effects.)

Ancient Greenwarden

Dryad of the Ilysian Grove***

Traveling Chocobo

Wayward Swordtooth***

The Gitrog Monster

ENCHANTMENTS

Necropotence***

Attrition*** (you have tokens out the wazoo to sac. this is also repeatable, reusable removal on a stick. even if your opponent has black creatures, its still a sac outlet.)

Grave Pact (double value if you have this AND attrition out. I would've put asterisks here too, but idk if you have enough sac outlets. Its good without sac outlets obviously, but with more it would be an auto-inlcude as opposed to a very solid suggestion)

Survival of the Fittest (would've put asterisks here too but you need roughly 25+ creatures before this is really worth running. This appears to be the case with most cedh decks that run this and it's also been my personal experience. This is a suggestion that you could include or ignore tbh.

ARTIFACTS

(RUN BOTH OF THESE!!! VERY IMPORTANT)

Conduit of Worlds*** (also gives you general recursion for every card in your deck except instants and sorceries)

Crucible of Worlds***

SORCERIES

Ravages of Warfoil****** (extra asterisks lol. This is a functional reprint of Armageddon. Doubles your chances of MLD!)

INSTANTS

Teferi's Protection (reason for this suggestion is it's heroic intervention #2 for the purposes of comboing with Armageddon/ravages of war. You'll destroy all lands on the board except your own. Be prepared for people to ragequit lmao.)

DreadKhan on Buggs Bunny and Friends

2 months ago

Tons of great ideas in here! In thanks I have a few of mine to share, I feel you might need more Basics to run Canopy Vista type lands, I'd run something like Rootbound Crag over Cinder Glade in here in a second. Another mana-base issue I noticed in testing was the possibility of not hitting the 3rd colour, you almost always have Green, but sometimes lack Red or White. The final issue I stubbed my toes on multiple times was drawing too many ETB tapped lands, leading to sluggish games. You could look into stuff like City of Brass, Gemstone Mine, and Mana Confluence to make any of your colours and enter untapped, and there's also more off-colour fetchlands that can find Shock lands. I mostly point this stuff out because the meat of the deck seems quite good, and it feels held back a bit by it's mana (in my tests, ymmv).

In my Selesnya tokens/counters list I found Captain Sisay surprisingly useful, tbh in that list the best thing she found was usually Farmer Cotton (and I didn't have as good token payoffs as you), but your list has various other good tutor choices. That said some groups balk at repeatable tutors, so I can see this one not being personally relevant.

This is in part a 'fun' card, but with your token shenanigans have you ever considered Sylvan Offering? I like the idea of giving a player who's not competing some free tokens and you get x3 of them.

legendofa on Possible Free Dinosaurs?? Yes PLEASE

3 months ago

How much money are you willing/able to spend? A five color mana base can get expensive fast. Command Tower and Arcane Signet are pretty much everywhere, and they're reasonably affordable. City of Brass, Mana Confluence, and Reflecting Pool are some higher-end options, and fetch lands + triomes are good too. If you want some lower-budget options, look to cards like Rupture Spire, Vivid Crag, Survivors' Encampment, or Mirrodin's Core--keep in mind that what you save in money, you lose in speed and efficiency, so if you want the "best" land base, be ready to shell out several hundred dollars.

As far as bracketing, the guidelines are being modified right now. I would put this as lower Bracket 3, with two game changers. I don't see any fast combos that can win a match around turn 3, and it's not ridiculously oppressive and stax-y.

As another card suggestion, Fist of Suns gives your commander some redundancy, and Birds of Paradise, Bloom Tender, and the Hierarchs (Noble and Ignoble) would give you some more early-game options.

FadingReality on

10 months ago

I forgot to mention this in the above post, but Archdruid's Charm is also grave hate because it can grab your Bojuka Bog at instant speed. Card does so much work.

Anyway here's a list of lands worth taking a look at. Main reason for this second post.

Ancient Tomb

Maelstrom of the Spirit Dragon

The World Tree

Mana Confluence

City of Brass

Horizon of Progress Taps for literally any mana (even colorless since it says "mana of any type" instead of "mana of any color"), can ramp you (!!!!), and can draw you a card in a pinch. Super good.

First two are for ramp/dragon stuff respectively. Last 4 all make your mana base stronger and more consistent. Also, when The World Tree comes online, all your lands that hurt you (cracking fetches, Ancient Tomb, Mana Confluence, Horizon of Progress, etc will no longer hurt you. They will now have the new ability "add one mana of any color" and you can pick that ability so that the lands don't deal damage to you.

Flarhoon13 on Garth, where are the bodies, Garth?

1 year ago

Turn 4 was my first spell Reclamation Sage, "call me Rec" for Jesse's Eidolon of Rhetoric... I wanted my opponents to flood the board for my Phyrexian Rebirth. The Gitrog, Ravenous Ride had already hit me for 7. Turn 5, Mirari's Wake. Turn 6, Phyrexian Rebirth took out 4 of my opponents' creatures plus Rec Sage. I had floated enough for Garth One-Eye as well. Turn 7 my excitement for a giant Villainous Wealth was entirely dampened by Ethersworn Canonist. I cast Hydra Broodmaster with six mana available from lands plus a possible Black Lotus for 9, so I could monstrify for four 4/4s. I realized in this turn cycle, though... I should have just Disenchanted the Ethersworn Canonist. I ended up using Garth to cast his Disenchant, which worked out fine. Turn 8, I untapped, cast Black Lotus into Villainous Wealth for x=10, targeting Seth (The Gitrog, Ravenous Ride). It was the right choice. Among 8 total nonlands, I hit a Rune-Scarred Demon, which fetched the Palinchron. I used my remaining 5 mana from Orzhov Basilica and City of Brass to Time Warp. Turn 8, again, I generated infinite mana with the Palinchron and Mirari's Wake, so, creating a million hydras of enormous size. Garth One-Eye cast Regrowth on the Time Warp, allowing me to kill my opponents on my next extra turn

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