Land — Lair
When Dromar's Cavern enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
: Gain , or .
|Want (2)||chalrain , E-Bone|
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|Commander / EDH||Legal|
Latest Decks as Commander
Dromar's Cavern Discussion
6 months ago
Looks good overall. I would personally try to cut some more expensive cards and add some more artifacts or enchantments to help out your game plan.
Spirit of the Spires is possibly low impact. Giving one extra toughness isn't a huge boost, and you may be able to fit something more useful in that spot.
Dromar's Cavern I personally wouldn't run this card, it just feel really bad when you're behind and I don't think that the fixing it gives you is work sacrificing a land. Path of Ancestry is a good, semi-budget alternative.
I'm not 100% sold on Etchings of the Chosen. Since you have a few different types of token generators it may be difficult to have whichever creature type you need. It might be great, I'm not totally sure!
In terms of additions, I've been on board with trying to play 38 lands in most of the decks that I have so maybe add an additional land. I would try to sneak another piece of graveyard hate, perhaps Nihil Spellbomb or Relic of Progenitus?
Also consider moving some enchantment removal to more efficient instant/sorcery removal. I understand it goes against the theme of the deck, so I'd only do so if you find yourself struggling.
8 months ago
What about the Lair tri-colored lands from Planeshift: Crosis's Catacombs , Darigaaz's Caldera , Treva's Ruins , Rith's Grove , and Dromar's Cavern ? I know they don't have a basic land type, but they come into play untapped. I love playing them.
1 year ago
Picked up a Painter's Servant - just in case :)
1 year ago
Other lands to consider are Dromar's Cavern and Treva's Ruins . These are very budget friendly, tri-color, and don't come into play tapped. They are strictly better than the Guild lands that come into play tapped and require you to bounce a land. multimedia suggested Gemstone Mine , which is great in this deck: you get to keep proliferating the counters back onto it. I agree with his other land recommendations, too.
1 year ago
I run Atraxa +1/+1 counter deck it takes a little time to get rolling as while the only way to get mana quicker is fetch lands, mana dorks which green has a ton of or mana rocks. With four colors for mana fixing in land I like my liars Dromar's Cavern and Treva's Ruins they are cheap and you tap a land to float mana drop the liar pick up the tap land tap the liar for your mana color you need. Also Blighted Woodland is a cheap option. Also a card like Bounty of the Luxa works better in commander them some think you are getting either card draw or mana every turn. These are cheap options that can help the deck
1 year ago
Time Wipe , Dromar's Cavern , Esper Panorama , Tainted Field , Tainted Isle , Dimir Aqueduct , Orzhov Basilica , Zur's Weirding , Mana Vault , Chromatic Lantern , Mana Geode , Rhystic Study , Emeria Shepherd , Hanna, Ship's Navigator , Scrap Trawler , Codex Shredder . There ya go. And these are almost exclusively odd. Ulamog, the Infinite Gyre might also be fun. I'm not really sure what you're going for with the Teferi's Protection lock. Are you looking to lock yourself/your opponents out? If so, using an Instant is kinda difficult to recur consistently each turn, it would probably be easier to just run a big ass protection package and find a combo that keeps you safe indefinitely. Sucks that the person didn't help you out, might wanna flag that the thread mods. Anyways, feel free to give me a better idea of your gameplan so I can make some more tailored suggestions!
1 year ago
You cannot. Colour identity is based on all the mana symbols that appear on a card (barring symbols in reminder text), and applies to lands. As such, Dromar's Cavern contains and Crosis's Catacombs contains , and neither can be used in a Dimir commander deck.
I don't think you need these lands. In two colours, you can generally get by mostly using basics--you want to minimize the number of lands you're playing that enter tapped. Between some butdget fetch lands lands (Evolving Wilds, Terramorphic Expanse), and ultra-budget dual lands (Dismal Backwater, Jwar Isle Refuge), etc., you can usually build a pretty solid mana base.
I'd recomend spending a little more and investing in cards that can be immediately playable, such as Darkwater Catacombs, Drowned Catacomb, River of Tears, Sunken Hollow, Tainted Isle, and Underground River.