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Darksteel Ingot
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.)
: Add one mana of any colour.








FadingReality on
Dragons, Dragons, Dragons
2 weeks ago
A couple ramp options that are all either land ramp (the best) or ramp that isn't artifact or creature based.
1.) Wild Growth
2.) Three Visits
2.) Wargate. Wargate gets any land in the game untapped; a very rare effect at any mana range (much less 3 mana). It is as opposed to but aside from that it's superior to even Darksteel Ingot. 3 mana to get an untapped Command Tower is strictly better than 3 mana to get even an indestructible artifact (artifact can still be exiled). This card also gets utility lands that even fetches can't get. On top of all that, Wargate also gives you the additional option of making X be more than 0. If you do that, you can tutor any permanent in your deck directly onto the battlefield. Very useful late game in that regard. So there's a ton of utility in this card for the same price as a 3 mana rock that just gives any color. Lastly, the blue pip in the casting cost gets you closer to being able to run Force of Will.
3.) Archdruid's Charm. Currently the only other card in the whole game besides Wargate that can get any land in the game for 3 mana. could be tricky, but your mana base can handle it honeslty. Although the land you get with it does come in tapped, Archdruid makes up for this by being instant speed! What really makes this card shine is its utility. It is ramp, removal for artifacts, creatures, and enchantments, AND it is a creature tutor. Again, compare this to a 3 mana rock that just gives any color. This gives any LAND instead of a rock, also tutors, and is also removal. This card is nuts.
Lastly, this card isn't ramp per se, but The World Tree can give you a Chromatic Lantern effect and doesn't take up a deck slot. It can be tutored with wargate or archdruid's charm. Just something to keep in mind if you do cut Chromatic Lantern. I'd try to implement all 3 of the land ramp recommendations and then add wild growth if you still need more ramp. Alternatively, you could cut Delighted Halfling for wild growth. Wild growth gives you colored mana for any spell (not just legendaries like halfling), survives WAY more boardwipes and removal, and is also slightly faster since enchanting an untapped land with wild growth allows you to use its mana immediately. Halfling will never tap for mana same turn unless it has haste.
Mofogigas on
A Pimp Named Sliver Overlord
1 year ago
If your going to abuse Mana Echoes then I don't think you need as much cost reduction. There are only 8 slivers in your deck that benefit from having there cost reduced by two. I think the first card I'd cut would be Urza's Incubator. Also I would consider Farseek instead of Fellwar Stone or Darksteel Ingot, which I would cut both. Farseek is in the same vein as Nature's Lore and Three Visits which ramps you the same amount of mana as those potentially removable mana rocks would while also filtering land out of your deck. On the matter of your mana base, I don't see a reason to run Prairie Stream, Smoldering Marsh or Sunken Hollow since they are almost guaranteed to enter tapped anyway because of the lands you run. If you must play the ones with multiple land types the cycle with cycling would work better since you can discard them for something else if you no longer need the mana, Scattered Groves, Sheltered Thicket, Fetid Pools, Irrigated Farmland, and Canyon Slough.
Unlife on
Vendilion clique combo
1 year ago
Flavuss The speed really depends on your playgroup, but I don't see why those two couldn't fit in. However, I'm thinking of even simpler things like Arcane Signet, Eye of Ramos, Commander's Sphere, Skyclave Relic, Mind Stone, Hedron Archive, Gilded Lotus, Darksteel Ingot, Thought Vessel and Fellwar Stone. Some make blue, some make colorless but they all help you accelerate.
FadingReality on
Dragons, Dragons, Dragons
1 year ago
Just a short list of other suggestions or swaps
FolkOccult on
Sisay's Horny Spaceship
1 year ago
Five Color Decks
Probably the one deck-type I've found myself building often, I've built this commander twice, the Jared Carthalion planeswalker three times, Morophon Ultimatum-tribal, Tiamat D&D only, and a couple other flavor specific lore-restrictive decks and the biggest advice I have to offer is trying to balance your mana base and pips (not saying your lands themselves are off, but looking at the color of the spells in your deck I can see the imbalance in colors when comparing your black and white spells to the number of red, green, and blue spells. This isn't necessarily bad, but with as many of these that have two pips of the same color mana, you're going to find yourself getting stuck with something you can't cast because you're waiting on that one pip of additional mana in the color you need).
My biggest piece of advice for accomplishing this is to either focus on multi-colored creatures, or mono-colored pieces that you can cast and send on their way. Both require a tight balance of mana-color, the first requiring as mana colors of mana to be open as possible while the latter only requires you have one of each color available to cast either a white, blue, black, red, or green creature.
By stacking as many pips of the same color (two, three, or four of the same color pip like in Celestial Mantle) you're actively fighting your deck's mana base by telling your one of each color to filter you another color of the same pip (meaning you'll need ways to filter or get these colors which isn't as effective as just having these colors on the field, ala basics, fetches, or mana rocks). With rocks you can do this, or by filtering, but I suggest just pay 2 mana for an arcane signet and you're better off than hoping you can get the color you need to use your Mana Crypt to cast your commander turn 1.
The second part of making sure your WUBRG deck isn't going to smack itself face first off the draw, is going to be curating your mana around your library and the cards within it. I suggest establishing your mana base after you've counted your pips (either making sure if there are any multi-colored spells that they have only one pip of each color present to establish an easier cast Elenda, the Dusk Rose which can be cast with WUBRG components, or lowering your two-to-three pip spells like Liesa, Forgotten Archangel or Mesa Enchantress unless it's pinnacle to your game plan to more multi-colored or single-pip creatures.) or putting as many single-pip spells into this as possible for blatant consistency.
The Game-plan
I can't say I'm skilled or the least bit talented at constructing decks, I actively fight the design philosophy of each plane and their released cards which may never see reprints. Making some set-decks stronger than others innately by what was released at the time.
What I can say helps me recognize a game-plan is looking at the main card I'm building around, in this case Sisay is probably your strongest contender for a commander that can host as many 'sexy mtg ladies' as possible. But. Mechanically speaking, this commander requires legendary permanents. A couple things can solve this, On Serra's Wings is probably the most 'permanent' solution. Giving a creature you control Ring-Bearer would now work in making anything a legendary. Otherwise, the easiest method of achieving this would be to make as many of your creatures as legendary as you possibly can.
Hosting 33 creatures makes this easier to make probable if all of them were Legendary, but otherwise, only serves to fit your card with more creatures that might not trigger your commander and their ability to go permanent ('sexy mtg lady')-hunting and providing you further value.
I definitely suggest the latter and making this focused around as many multicolored/mono-colored legendary women as you can make work. This would give you more access to playable creatures, help you create a consistent mana-base, and most importantly play most anything in your hand.
That doesn't mean select pieces of utility can't be added in Mother of Runes is a great include for flavor if you so chose to keep them, Skrelv, Defector Mite is the same card but legendary and would otherwise be the 'legendary' for this piece of utility. So finding those non-legendary 'sexy woman' slots might be the particularly most daunting task here? I'll try to suggest what adjustments I might myself make when playing with such a theme.
Artifacts
Looking over your decklist, there are a couple red flags that immediately come out to me. This being a WUBRG deck, having cards like Mana Vault or Mana Crypt are going to both eat your life, and mana. Unless going for some specific jank, your first priority should be creating an open and available pool of five mana colors, not colorless mana. Otherwise, you're going to be flooded with mana only capable of letting you cast one color of spell, or at contributing on the generic mana of a spell or two.
I'd suggest swapping your Mana Vault for a Arcane Signet, providing both a cheap (financially) solution to providing you with more different color mana pips that can allow you to 'ramp' off of your Sol Ring, and Mana Crypt if you keep it.
I can't say I'd outright replace Mana Crypt in every deck, it is THAT good, but for WUBRG, nailing your mana base is second to none when it comes to important deck-building topics. You can't shirk the ability to get the colors of mana you need. If finding the pips of mana you need if a priority, I'd replace this with Wayfarer's Bauble to guarantee any one color into play for use.
You can also replace your Gilded Lotus for a Wayfarer's Bauble instead of the Mana Crypt if you really want to keep it, otherwise I'd suggest Fellwar Stone here. Giving you an overall reduced average cmc, while giving you as must opportunity as possible at pulling the colors of mana you need to have open to cast anything you draw.
I can't recommend this as quickly as the others, it has its place in every deck, but you could replace Darksteel Ingot with Relic of Legends for the innate synergy you'd see in making this deck as Legendary-centric as you can.
If you choose not to work towards this overall theme, I can't blame you, but I will say it will not be as effective as you may wish it to become.
I'm going to leave this initial observation of the deck and some suggested adjustments I'd make here, before continuing into looking over your creature base and any synergies I can find.
I hope these initial points, or suggestions, are at least a little insightful, I'll be back with more later on.
Maccano1 on
Urza's Artifact Buddies
2 years ago
2ND ROUND OF CHANGES:
REMOVED: Temple of Deceit, Temple of Enlightenment, Temple of Silence, Tempered Steel, Liquimetal Torque, Scholar of New Horizons, Thopter Shop, Sphinx's Revelation, Bident of Thassa, Alela, Artful Provocateur, Etched Champion, Armix, Filigree Thrasher, Myr Battlesphere, Filigree Attendant, Vedalken Humiliator, Tawnos, Solemn Survivor, Losheel, Clockwork Scholar, Marionette Master, Teshar, Ancestor's Apostle, Ethersworn Adjudicator, Indomitable Archangel
ADDED: Glimmervoid, Power Depot, Forsaken Monument, Mind Stone, Darksteel Ingot, Hedron Archive, Dance of the Mance, Thoughtcast, Thirst for Knowledge, Master Transmuter, Lodestone Golem, Research Thief, Treasure Keeper, Mycosynth Golem, Myr Retriever, Sculpting Steel, Mechtitan Core, Mystic Forge, Dispeller's Capsule, Dispatch, Burnished Hart
COMMENTS: Deck feels powerful, but one dimensional in that it's just trying to pump out big dumb creatures asap; kinda cool. I've played 3-4 times with the current iteration and I'm looking to speed the deck up a little bit; lands coming in tapped, not quite enough draw, and too many non-artifact creatures being the two major areas of focus. I've actually reduced the amount of creatures with this round of changes so I need to check that this is OK.
Lands probably need more work, still too many tapped lands by far. Scholar of New horisons is fine, just doesn't fit in the deck, same with Tawnos (who likely needs his own deck, but I have done a few cool things with him). Tempered Steel, Indomitably Archangel and Ethersworn Adjudicator were hard cuts. But I've added removal, ramp in so I want to see if that's better. Tempered Steel with the thopters was particularly good and may get added in.
Virlym on
Death's Playground
2 years ago
@dacardgabo Sheoldred, the Apocalypse and Phyrexian Obliterator are two that I've been leaning towards putting in (or back in when it comes to the Phyrexian Obliterator). My current edge cards are Yahenni, Undying Partisan (just kinda falls short of the other 2 tbh), Mikaeus, the Unhallowed + Skithiryx, the Blight Dragon (they generally cause a lot of hate to be directed towards me even tho I love skippy to death), Torment of Hailfire (just a stale way to win due to how common of a wincon it is for black), Praetor's Grasp (it's fun and stayed in since I cracked a foil back in the day, but it's hard to use on spelltable and ppl generally just don't like u taking things. Note, you can exile a combo card even if you never plan on using it), and the tutors Beseech the Queen and Grim Tutor (70% of the time, they just find land or a targeting permanent, but I would rather them just be better draw spells). I just haven't found anything personally interesting enough to put in for them yet.
Profane Command's last ability allows you to target multiple creatures to kill with Horobi, Death's Wail similar to how Touch of Darkness and Cauldron of Souls work, but requires mana for each target. The third ability gives you a way to get around indestructible. The other two options are more niche and game state specific, but are still nice modes to throw onto a card that already fits the game plan.
Necromancy is a general good-stuff card. It targets things in the graveyard so it won't kill them with Horobi, Death's Wail (as they are already dead when the target happens, and just become attached when they enter the battlefield. Similar to how Gift of Doom can be attached to Horobi, Death's Wail if you morph it). I generally just play it if I wanna bring back something big for value (like Ink-Eyes, Servant of Oni) or flash it in to grab a sneaky blocker.
Darksteel Ingot is decent because my friends like to just blow everything up. There's a lot of Vandalblasts, Bane of Progresses, Aura Shards, etc. But Relic of Legends is perfectly fine as the second ability doesn't actually target what it taps. And you have it right, it is still a mana ability, so you can use it at any time you would have priority. Do note that the ability is coming from the Relic of Legends itself, so you can tap a creature with summoning sickness for it too.
Lol, I'm glad other ppl are using Mimic Vat. It was always a pet card of mine. Super fun when you can throw a Phyrexian Metamorph under it. Or cheat the trigger by ending the turn with Sundial of the Infinite so you can keep the token.
dacardgabo on
Death's Playground
2 years ago
Virlym You are the king!! I have added Sheoldred, the Apocalypse in place of Profane Command- it works well and especially with Necromancy, but I am adding back the Profane Command in place of Necromancy- Necromancy kills with or targeting Horobi, Death's Wail (I think?) and I haven't had consistency with pulling anything from my opponent's graveyards- while Profane Command has a lot more utility the way I've played. What do you usually flash/play Necromancy for?
I'm not sure if your table runs a lot of artifact destruction, but I took out Darksteel Ingot and swapped in Relic of Legends- being able to leave Horobi, Death's Wail or Sheoldred, the Apocalypse untapped and then used as a mana resource during other player's turns has led to some interesting and sneaky opportunities for me (unless I have it wrong and you can't use the creature mana ability as an instant?).
I love the lack of infinite combos in this deck, and I thnk Mikaeus, the Unhallowed offers so much dynamic to that gamestyle, I'll be really curious what you would swap him for... he does not play well with opponent's Mimic Vats I've found :,)
Have (1) | reikitavi |
Want (5) | Jayce_Ran , qao50 , pabloriv , MxStoneheart , slvstrChung |