: Add one mana of any colour in your commander's colour identity.
|Have (7)||Tarzanovic , orzhov_is_relatively_okay819 , danaran117 , Calanor , Kotakiva , , abritt|
|Want (19)||GrandeKhan , sepheroth119 , Azvac , angangg , Mlord , Dave_whitner , Morpho-peleides , Cool_Cat , DeChamp , Catastrophic2 , Elythys , Kotakiva , tchukerchu , TuoppiR , dypwc2 , Nikkyev00 , Stryder114 , kikingo , seanhiggs|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Command Tower Discussion
4 days ago
One of my favorite plays of all time, I was playing with my friends, I had this super sick Memnarch deck, Most games I would slam down double, triple mana, and use that to combo off, well this was one of those games. I landed Planar Bridge and Unwinding Clock, tutored out a Mycosynth Lattice, and Padeem, Consul of Innovation and was feeling really good, hard to stop me at this point. So then I tried to tutor out Darksteel Forge to really make it impossible to stop my reign of terror. My friend responded with a well timed Emergence Zone activation into Vandalblast. My heart sunk sooo hard. My mind was racing, how could I get out of this? Well, That game had tons of interaction, I think i spent all off my counterspells already. I had no clue, So I counted all of my cards in graveyard, and thankfully, Since i knew my deck really well, I knew I had one more counterspell left. I managed to dig really hard with instant speed cantrips, to find my last counterspell, Arcane Denial.
I had dug down to the last few cards in my deck, I had finite mana, finiite spells, and just a dream, and I managed to get it. It was absolutely beautiful, and my playgroup still talks about it years later.
More recently, I was playing cEDH and was against a Grolnok, the Omnivore deck, I landed a Dauthi Voidwalker to keep the frog from activating a Hermit Druid they had, that player managed to bounce the Dauthi next turn, and activated the Druid. Everybody thought we were dead to Thassa's Oracle, but I pulled out my secret weapon. Scout's Warning to flash in Dauthi Voidwalker, to steal the frog's entire deck, just to use a Command Tower with a void counter on it, as my last land needed to win with Aetherflux Reservoir + Bolas's Citadel + Sensei's Divining Top
1 week ago
Hey, good start, nice Atla Dino version.
When you start to make modifications consider adding more low CMC noncreature ramp? Arcane Signet, Fellwar Stone, Farseek. The Farseek suggestion goes with some budget land upgrade suggestions: Cinder Glade, Canopy Vista and Alpine Meadow. These lands have two different basic land types which can be searched for by Farseek. When land ramp can get a dual land instead of basic land(s), that helps color fixing.
Quartzwood Crasher is one of the best Dinos since it can create an army of Dinos with trample by itself because it has trample and it's $2. Of course if you have more creatures who have trample then Quartzwood becomes much better esepcially with Ghalta, Primal Hunger. Garruk's Uprising gives all creatures you control trample and it also can be repeatable draw since each time a Dino ETB or Dino token that's created that's 4 or more power you draw a card. Uprising is just plain good with Dinos because most of them have 4 or more power.
With Mirror Entity more effects to give Atla a +1/+1 counter are helpful and you can get more just from budget lands: Tyrite Sanctum, Opal Palace, Forge of Heroes. Sanctum is best of these three because it can be repeatable and you don't have to cast Atla with it. When Sanctum has made Atla a God it can be saced to make Atla indestructible which is really helpful against the majority of board wipes and targeted removal. High Market is a land sac outlet. Crop Rotation can instant tutor for one of these lands, put it onto the battlefield or sac a basic land to get Command Tower.
Fanatical Devotion is more protection for Atla and it's a sac outlet for Eggs.
Good luck with your deck.
1 week ago
Hey, well done with your upgrades to the precon. There's some cards in the precon to consider adding back in.
- Command Tower: staple land.
- Stensia Masquerade: more first strike effects for Strefan and more effects to make him bigger when he does combat damage to a player.
- Bloodtracker: flying Vamp, draw and can be a repeatable way to create Blood by making yourself lose life. This Vamp is also really good with Necropolis Regent and Stensia Masquerade.
- Champion of Dusk: Vamp to cheat with Strefan for draw as well as create Blood since you lose life.
- Bloodsworn Steward: flying Vamp who can make Strefan bigger.
Cards that could be cut for these:
- Temple of the False God
- Vampiric Dragon
- Kamber, the Plunderer: Wizards printed this card wrong, it's been errata to only trigger when an opponent's creature dies which makes it much worse for a four drop.
- Crimson Honor Guard
- Timothar, Baron of Bats
Some upgrades within the budget to consider:
- Cryptolith Fragment Flip --> Commander's Sphere
- Sanctum of Stone Fangs --> Grim Bounty
- Leechridden Swamp --> 1x Swamp
- Florian, Voldaren Scion --> Dominating Vampire
- Cranial Plating --> Wedding Invitation
- Mask of Memory --> Endless Obedience
- Tibalt's Trickery --> Dash Hopes
- Chaos Warp --> Ultimate Price
Cryptolith Fragment Flip is a mana rock to create Blood since it makes each player lose life. Sanctum of Stone Fangs is repeatable way to create Blood before combat on your turn. Leechridden Swamp is a land that can repeatedly create Blood for one mana.
Florian, Voldaren Scion is a Vamp who can be a lot of card advantage along with plenty of card selection. Florian doesn't care how your opponents lose life during the turn making it excellent with Fragment, Shrine and Leechridden and he doesn't have to attack to trigger.
Good luck with your deck.
2 weeks ago
I see that you are thinking of adding cards that make your creatures indestructible which is useful for combat and potential board wipe spells, but I have a few suggestions that might have a little more utility. Ajani's Presence is ok, but you have to pay 3 mana for every target after the first. And regardless this wont protect anything from exile or sacrifice. Fight as One is similar but also only targets 2 creatures. Most of the instants in your maybe board do similar things. I think it might be a better idea to protect them from everything that a board wipe could do (sacrifice, deal X damage, destroy, and exile) and simply buff the creatures so you don't have to worry about losing them in fights. Akroma's Will will protect all of your creatures from everything (except for Eldrazi with Annihilator or colorless cards). Eerie Interlude blinks all of your creatures which also would protect them from literally anything. The only downside is that it targets them independently so if they have hexproof this doesn't work. Ghostway does the exact same thing but doesnt target so works around hexproof (and is really cool).Silence is a pretty cool card that completely just shuts down someone's turn. Sigarda, Host of Herons protects from forced sacrifice. Lastly, (and most pricey) Teferi's Protection also protects from literally everything.
I also notice you don't have much in the way of removal. Again, I think we can buff your creatures so that they don't need to worry about losing fights, but sometimes there are specific pesky creatures that you need to deal with. For that I'd recommend Urza's Ruinous Blast and Mangara of Corondor. The Wanderer is also really cool, has removal, and protects you from all noncombat damage like damage from Ruric Thar, the Unbowed for example, which is awesome. Aura Shards is also great in this deck for removing non creature problems.
These are those crowd buffs I've been talking about. You've already got Elesh Norn, Grand Cenobite which is great. Day of Destiny is pretty cool and works really well with the theme of the deck. Hunting Grounds is AWESOME for increasing your board presence. Seedborn Muse is good for obvious reasons. God-Eternal Rhonas is also a good 1 turn crowd buff. Windbrisk Raptor and True Conviction aren't bad either. Saryth, the Viper's Fang both makes your creatures 1 touch killers but also protect the ones you aren't swinging with. Avacyn, Angel of Hope is pricey but also incredibly strong for a deck like this.
There are a few Selesnya cards that just absolutely shut down other colors. I might recommend these if you can find room for them: Yasharn, Implacable Earth, Michiko Konda, Truth Seeker is awesome and discourages people from attacking you, Vorinclex, Voice of Hunger is absolutely brutal and will shut down everyone else's board if not dealt with immediately. Lastly, Linvala, Keeper of Silence will keep a lot at bay.
Lastly, I have a few land suggestions. First of all, why not Sol Ring and Command Tower? Sunpetal Grove and Temple of Plenty are good dual land that can help early game get you the right mana. Untaidake, the Cloud Keeper is a really cool land that isn't that useful in most decks but is great for this one; same goes for the less useful but still cool Eiganjo Castle. Emeria, The Sky Ruin is pretty useful later in the game if you have enough planes; not so good early game. Tyrite Sanctum is another unique land made just for legendary creatures. Hall of the Bandit Lord is expensive but good in almost any creature based deck. Hall of Heliod's Generosity can help you get back your enchantments; I don't think you had anything else to do that. Yavimaya, Cradle of Growth is a no brainer is basically any green/other color deck now. If you find yourself about to lose a creature just use Miren, the Moaning Well and sac it instead for some extra life. Kor Haven is a dope old school card with obvious utility. Last and far most expensive Yavimaya Hollow fits really well in this deck is incredibly useful especially for it to be a land (that's OP!) but that price tag hurts.
Hope this helped!
3 weeks ago
Hey, the CQ decklist is missing Cloudshredder Sliver, who's one of the best budget Slivers especially when Hivelord is Commander. It's missing Harmonic Sliver, who's excellent repeatable removal in multiplayer Commander. Tempered Sliver is good with Hivelord as Commander since it can make him bigger with counters. Blasphemous Act wrecks opponents creatures when Hivelord is Commander, consistently for one mana. Swiftfoot Boots gives Hivelord extra protection, combining indestructible and hexproof makes it very difficult for opponents to remove Hivelord.
- Cloudshredder Sliver --> Muscle Sliver
- Harmonic Sliver --> Steelform Sliver
- Tempered Sliver --> Watcher Sliver
- Swiftfoot Boots --> Quilled Sliver
- Blasphemous Act --> Fumigate
- Sol Ring --> Wayfarer's Bauble
- Arcane Signet --> Sphere of the Suns
- Fellwar Stone --> Armillary Sphere
- Commander's Sphere --> Pillar of Origins
The manabases in all CQ decklists are an afterthought, no Command Tower, they're terrible especially with five colors. Command Tower, Exotic Orchard, Unclaimed Territory, Path of Ancestry are all budget lands for five colors with Slivers. The five Tango lands: Cinder Glade, Canopy Vista, Prairie Stream, Sunken Hollow, Smoldering Marsh are budget and nice when playing 15+ basic lands. The Tango lands help with color fixing and make Farseek, Mountain Valley and Rocky Tar Pit better since they can search for one of them.
- Command Tower --> Warped Landscape
- Exotic Orchard --> Blighted Woodland
- Unclaimed Territory --> Jund Panorama
- Path of Ancestry --> Grixis Panorama
- Cinder Glade --> 1x Forest
- Canopy Vista --> 1x Plains
- Prairie Stream --> 1x Plains
- Sunken Hollow --> 1x Forest
Good luck with the upgrading.
3 weeks ago
Utility Lands I would add: Temple of the False God, Radiant Fountain, Castle Ardenvale, Castle Locthwain, Command Tower, Caves of Koilos, Orzhov Basilica,Rogue's Passage, Seraph Sanctuary, Temple of Silence and Labyrinth of Skophos
1 month ago
With Feather, you need to lean one way or the other, pump or burn. Cards like Firebrand Archer won't do much of anything in a deck that wins by Commander damage, whereas the pump is best replaced in a burn deck. This deck leans more toward pump, so I'll suggest cards for that.
Ajani's Presence is strictly better than some of the protection spells in here. Inquisitor's Flail is a repeatable way to double Feather's damage, it also stacks with both double strike and Unleash Fury. Kediss, Emberclaw Familiar turns a one=person kill into a full win. Blacksmith's Skill is just about the best protection spell you could ever want. Sejiri Shelter Flip is a relevant MDFC. Intimidation Bolt can save you games. Impact Resonance can help you deal with problems too, and speaking of removal, you need some boardwipes. Austere Command is a very flexible sweeper, Blasphemous Act is a quality cheap one that you can frequently protect your own stuff from, and Slaughter the Strong is also cheap and mostly doesn't affect you. If you're running Sunforger, you really need to run Magnetic Theft to fetch on the first activation. It's a very effective combo. And then Storm-Kiln Artist is just a must in every Feather deck. It turns your engine from good to game-ending in seconds. Show of Confidence is also a game-ender, pairs very well with the storm aspect of the deck and the counters are permanent and it's hard to counter.
If you find your stuff is getting countered, or you need to use spells but Feather can't stay out, recursion like Dreadhorde Arcanist, Mavinda, Students' Advocate, and Past in Flames might be worth looking into.
In general, remove two-cost spells if possible, remove burn, and think about what color your mana production is. In my experience, most of the spells you want to cast multiple times are white, so red-mana production is less valuable. And Remote Farm will backfire very quickly without a way to increase its counters or blink it. There are a few other cards in here that just aren't quite good enough if you need advice on more things to take out.
If your playgroup starts to adapt, like mine did, and runs cards that don't care about your protection like Sakashima's Will, Out of Time, Extinction Event, etc., think about Eerie Interlude. It's three mana and one-time protection, but it can get you out of a rough spot that no other card can.
1 month ago
Each player seperates their lands into two piles. You choose a pile for each player, and that player sacrifices it. You may then play up to one additional land from each player's graveyard this turn. Those lands enter the battlefield tapped.
Someone have a Gaea's Cradle, an Ancient Tomb or a Spinerock Knoll? What about an Urborg, Tomb of Yawgmoth? Command Tower? Inkmoth Nexus? How about Dark Depths or a Nykthos, Shrine to Nyx? Maybe they have a Vault of the Archangel or a Rogue's Passage? Minamo, School at Water's Edge?
Technically, Rules As Written, a pile could be 0. So, when you seperate your own lands, you could theoretically have a pile of all of your lands, and a pile of 0 lands, then sacrifice the pile of 0 lands. Absolutely disgusting.
Lots of ways to seriously get ahead with a spell like this.
Repeat, or wild if you've already done it and wanna get back into the thread.