City of Brass

City of Brass

Land

Whenever City of Brass becomes tapped, it deals 1 damage to you.

: Add one mana of any color to your mana pool.

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Legality

Format Legality
Canadian Highlander Legal
Unformat Legal
Oathbreaker Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Duel Commander Legal
Casual Legal
Custom Legal
Tiny Leaders Legal
Limited Legal
Commander / EDH Legal
Legacy Legal
1v1 Commander Legal
Highlander Legal
Leviathan Legal
Oldschool 93/94 Legal
2019-10-04 Legal

City of Brass occurrence in decks from the last year

Latest Decks as Commander

City of Brass Discussion

Heliogabale on SIsay and her Shrines

1 week ago

Cool thematic deck, looks fun to play.

I don't know your card pool or budget, but I prefer relying on fetches and shocks than having the 3-colored slow lands. Whenever I see a mana base with this many lands that enter the battle field tapped I can't help but think of Amulet of Vigor. An Enlightened Tutor could allow to find it early and still be helpful in late game. A City of Brass or a Mirrodin's Core could come in handy.

I am thinking Captain Sisay may be a good addition as a fall-back option should your commander be disabled. I would also look into slotting Najeela, the Blade-Blossom in there.

Arguably, Song of the Dryads is a stronger removal than Kenrith's Transformation. Three Visits is faster than Spoils of Victory, you can fetch a Triome (or a shock land) and play it for free on turn 2. You can Fetch 2 Triomes with Krosan Verge.

Hope some of this helps!

DemMeowsephs on SOULBOND PROGENITUS VOLTRON

1 month ago

Hey there, pretty cool deck! With Progentius being a lot of mana, you may want to include some more/upgraded ramp cards- which are exactly the things I can recommend! Let's start off with the lands. Note that I may recommend things you purposely left out or can not afford, so if that is the case please feel free to ignore those! In 4+ color decks, there are usually 3 types of lands I recommend running. The first type is the shock lands. These are must-haves, for more reasons than you may originally think. Shock lands are cards like Breeding Pool, and there are ten shock lands in every two-color combination. These guys give you the option for two different colors and the option to be untapped! But a huge reason they are so powerful, is because they can be used effectively with cards like Nature's Lore and Three Visits. While nature's lore and such only say forest, if you wanted red mana, you could search for Stomping Ground, giving you both the red and the green! Thus, I would consider adding these shocks and replacing some of the less good effects you have that do something similar, like Sakura tribe elder, etc. The second type of land I would recommend adding are fetches- however, these can be super expensive, so I will explain other options after. Nonetheless, fetches are great because you can use them, to get shock lands similarly to what we did with natures lore! Fetch lands are cards like Windswept Heath and Scalding Tarn, allowing you to search for any land with those subtypes. They also work SUPER well with cards like Ramunap Excavator and Crucible of Worlds, because now you can play these fetches again and again and again every turn, meaning you'll never miss a land drop and can pick any colors you could possibly want if you have the shock lands. However, these are pretty expensive, and so I would recommend the pain lands or filter lands. Pain lands are cards like Battlefield Forge, giving you guaranteed colored mana. Filter lands allow you to put in one color, and get any combination of a different color and that color! For example, Mystic Gate. This can be especially great with Progentius's casting cost. The last and possibly the best type, are multicolor lands, that give you any color. Mana Confluence, City of Brass, Forbidden Orchard, Command Tower, and Tarnished Citadel are all great examples of this. A lot of these lands are super expensive, and yet lands are a super important part for getting progenitus out, so if you ever are looking to upgrade progentius, consider the ten shocks, ten fetches, ten filters, and ten pain lands, as well as a few multicolor lands.

I slightly mentioned some ramp cards before that work well with shocks, though there are quite a few other ones that could work super well in the deck. First one is Chromatic Lantern. This guy can help you EASILY not worry about which lands give you what colors, and allows you to just try your best to get 10 mana, as well as producing any color mana himself. Bloom Tender could be GREAT in this 5 color deck, meaning that before progentius it could tap a lot of mana but then even with him out, could add FIVE mana which sounds pretty great to me. Selvala, Heart of the Wilds could work wonderfully once Prog is out, tapping for 10+ mana all at the expense of a single mana. Even before that, it can be a very helpful mana dork. Speaking of dorks though, I would seriously recommend some smaller ramp dorks like Birds of Paradise, Sylvan Caryatid, Ilysian Caryatid, Noble Hierarch (which can also buff progentius) and a lot more. Last but not least, some extra ramp cards that I would recommend including are Arcane Signet, Commander's Sphere, Exploration, and Burgeoning!

But OMG there are so many amazing synergies here I would recommend too! Hunter's Insight and Hunter's Prowess could draw you SO many cards with Progenitus, especially if you give him double strike! Berserk could immediately double his power, and you don't have to worry about him dying because he has inestructible! Basically one mana double strike for progentius. Blessing of the Nephilim, Civic Saber, and Might of the Nephilim would be GODLY with progentius, the last one giving him +10/+10 already!!! You also may want to consider unblockable spells that can make Progentius unblockable for cheap mana, giving you an auto-kill.

Anyways though, that was a lot to think about, please ignore any spelling errors I was kind of rushing, and I hope this helps! Be sure to check out some of my decks like Double Trouble EDH ⫸PRIMER⫷ (where you can also find some of the best unblockable spells)!! Hope this helps, good luck on this great deck, an have a wonderful day! Cheers

enpc on A Spicy Land?

1 month ago

GenericToaster: This isn't anything like Transguild Promenade, sorry. Coming into play tapped is one thing, but the fact that you can play this turn one and you can't do that for promenade is a big distinction. Not to mention promenade completely consumes your second turn.

Paying 3 life for mana of whatever colour you want is akin to a turn one fetch into shockland. After that the life loss is negilgible and the kind of decks that would run this (both modern and Commander) would play this turn one and then watch the counters melt away.

The issue with the land is that it's just so much more flexible as far as life loss management than Mana Confluence or City of Brass while still being usefule early game, unlike Transguild Promenade.

MagicMarc on A Spicy Land?

1 month ago

I don't think the damage is bad. I didn't realize you can always tap it for 1 of any color. For some reason I thought it stopped working after the counters were gone.

I run quite a few copies of stuff like City of Brass, Caves of Koilos or similar that never stop hurting you.

The fact that the counters fade even if you do not tap it is nice. Also, that you can use other cards to get rid of the counters anyways. So it is not totally eliminated as a combo piece either.

What would you call the counters? Attunement Counters? Link Counters? Bonding Counters?

SirHipHopHippo on "At the beginning of your upkeep" Tribal

1 month ago

Gontilordofmtg Thanks for commenting! I feel the life gain card are pretty important in this deck as Phyrexian Arena, Bitterblossom, Ancient Tomb, City of Brass, Mana Confluence, Spire of Industry, and Tarnished Citadel all do damage to me or make me lose life, and having that life gain cushion is important.

As for removal, a friend of mine always says "A fun commander deck is all questions and no answers", so all of my decks tend to just be very selfish and try to get ahead as quick as possible rather than worrying about other players decks.

However, I do have two ways of removing things, Capricious Efreet and also Dominus of Fealty + World Queller let me do this fun thing where I take any permanent and then immediately sacrifice what I took with the World Queller trigger.

I've considered adding the red siege enchantment, but I typically rely on Golos and hardly cast cards from my hand, nor top of the deck.

Snap157 on All Cops Are Bastards

1 month ago

Maybe Ancient Tomb, City of Brass, and Tarnished Citadel for the land base?

DemMeowsephs on Licia Blood Bending (Mardu Life control Voltron)

2 months ago

Hey there! You mention the mana base needing some help in your description, and if you're still looking to work on that, maybe consider some of the following cards! Many may be out of budget, and you could possibly have been aware of them all already, and if that is the case I hope this can be of use to you as a reference!

Since you have the two temples, you may want to include the last one, Temple of Malice. Even though you don't run too many / cards, you still need that colored mana to cast Licia, and so you want a relatively even mana base. Same goes for the last pain land, I'd recommend including Sulfurous Springs since you have the other two. Since you're also gaining a lot of life, and because they are great in general, you may want to take a look at Blood Crypt, Godless Shrine, and Sacred Foundry, (the shock lands) which function very well, especially with the following cards: the fetch lands. Bloodstained Mire, Arid Mesa, and Marsh Flats are some of the best lands in the game! These can search for the shock lands, not just basic lands, allowing you to get any colors you need from just one of them! While that whole set is pretty expensive, it may be something to think about for the future. Now on the cheaper side, there are the wonderful fast lands, Blackcleave Cliffs, Concealed Courtyard, and Inspiring Vantage, which can help you support your early fundamental turns quite well! If you wish to include a lot of basics/shock lands, you may want to think about having the check lands, Dragonskull Summit, Isolated Chapel, and Clifftop Retreat, which tend to be great and also lay on the cheaper side. Last but not least, there are the filter lands, Graven Cairns, Fetid Heath, and Rugged Prairie! Now that said, here are some non-dual lands that could really help fix the mana base quite a lot that I would recommend: City of Brass, Mana Confluence, Ancient Tomb, Prismatic Vista, Fabled Passage, Reflecting Pool, Exotic Orchard, Strip Mine, Wasteland, etc.

Now enough about lands! Here are some ramp spells you might like. Land Tax, Arcane Signet, Commander's Sphere, Talisman of Conviction, Talisman of Hierarchy, Talisman of Indulgence, Jet Medallion, Pearl Medallion, Ruby Medallion, Sol Ring, Gift of Estates, Weathered Wayfarer, Chromatic Lantern, etc!

I also have a mardu deck, (A Deal With the Devil EDH ⫸PRIMER⫷), so if you want to check out most of the cards I mentioned on a list, feel free to pop in there! Anyways though, I hope this helps, good luck on your deck, and have a wonderful day! Happy tapping!

DemMeowsephs on Rhys' Revenge

2 months ago

Hey there! Elves are indeed a super fun creature type, I've whipped up a few decks for them in the past, thus I may have some suggestions that may be of use for you! First off, Twilight Mire would make a great addition to this deck, and I can say from experience that they help you quite a bit. There is also Blooming Marsh, which may not be your thing, but works very well for me in some of my decks. Strip Mine/Wasteland can definitely up the power-level of your deck, as almost nothing works better than destroying your opponent's lands, especially since the ability is hard to stop. Ancient Tomb is also an amazing card, and based on the card costs in your deck, I think you could use this quite a lot to your advantage in the deck, especially because you're gaining life. Last but not least, I would possibly recommend Mana Confluence, City of Brass, and Reflecting Pool, if you think your mana base needs it, though I think it looks pretty fine without it. You may also want to replace all your basics with Snow-Covered Swamps and Snow-Covered Forest, as they are cheap, and function the exact same as basics, meaning they are still considered basic lands, etc, except they can be very good if you are facing a snow deck. While this isn't likely, it is always something to consider. Speaking of the mana base, there are some notable cards missing here, and I would consider the following for ramp: Birds of Paradise, Sylvan Caryatid, Nature's Lore/Three Visits, Selvala, Heart of the Wilds, Exploration, Burgeoning, Explore, Emerald Medallion, Sol Ring, and of course Arcane Signet. I understand a couple of your elves can ramp, but its good to at least have 7-10 ramp spells in the deck, and some of the above might be very helpful in that regard. Now enough about the manabase, how about we look into your elves! Here are a list of a bunch of elves you way want to consider: Abomination of Llanowar, Ezuri, Renegade Leader, Marwyn, the Nurturer, Dwynen, Gilt-Leaf Daen, Fauna Shaman, Allosaurus Shepherd, Shaman of the Pack, Elvish Champion, Heritage Druid, Yeva, Nature's Herald, Joraga Treespeaker, Wirewood Symbiote, and many more! You also may want to consider some tribal cards, like Coat of Arms, Vanquisher's Banner, Door of Destinies, Herald's Horn, Urza's Incubator, etc. Last but not least, you may want to include Umbral Mantle, Sword of the Paruns, and Staff of Domination, because if you have Elvish Archdruid, Priest of Titania, or something that gives 3+ mana, you can get INFINITE mana with these cards, making them quite good! Anyways, these card suggestions may not be your sort of thing, or they may give you something to think about, but either way feel free to check out some of my decks, like Double Trouble EDH ⫸PRIMER⫷, and give them some support if this helped! Now I hope this helps, good luck on your deck, and have a wonderful day! Happy tapping!

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