Fellwar Stone

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Fellwar Stone

Artifact

: Add one mana of any colour that a land an opponent controls could produce.

Mortlocke on 100% Dinosaur Tribal

1 month ago

Oh and you're right about Fellwar Stone, I just thought you already had an Arcane Signet - which is the card you really should have in a 3 color deck.

indieinside on 100% Dinosaur Tribal

1 month ago

Hey Mortlocke, spam all you want!!!

To me Jeska's Will would be considered a late game card because I would already have it cast for free if my Commander is in play. Otherwise casting it to possibly only merit about two additional mana isn’t that big of a boost.

Kodama's Reach – no basic lands available. Maybe I should add some.

Rampant Growth – no basic lands available. Maybe I should add some.

Topiary Stomper – no basic lands available. Maybe I should add some.

Fellwar Stone – it is "okay", but weaker than people tend to realize.

I agree, I should probably cut a few dinosaurs to add in some basic lands. Even cutting down utility lands to and in basic lands and tutors.

I just can’t commit to Roaming Throne because he isn’t “actually” a dinosaur. It wouldn’t be 100% if I did that. Sure, you can choose a creature type. But he isn’t that creature type. He is a Golem. I am willing to lose strength to keep theme.

I love Arena, but you’re right. A basic would be much more helpful early game.

This is super helpful. Any other suggestions?

Mortlocke on 100% Dinosaur Tribal

1 month ago

As a fellow Dinosaur enthusiast, I am happy to take a look at your deck and toss in my two cents. From a glance at your deck and drawing a few first hands I've noted that your early game is rife with very high cmc spells and permanents with few opportunities to ramp and even fewer spells to keep the tempo going. You have an 8 cmc commander but not nearly enough ramp to get it out consistently. Please consider including:

As for what to cut to make room, is the difficult part. I'd look at the more redundant spells that make little difference once your board is established - shed the high cmc "win more" spells.

Also 35 lands is too few - bump them up to at least 37 maybe 38. You're a bit too greedy on Dinos, and should cut a few.

NV_1980 on Gyruda, Doom of Clones

2 months ago

Interesting build. Some more mana sources would do you some good though, as the average mana cost of spells in your deck is relatively high. Some ideas on this would be Coldsteel Heart, Fellwar Stone and/or Thran Dynamo. Next to the Animate Dead spell you've already included, I would recommend to add Dance of the Dead as well; it's almost as good.

NV_1980 on commander mill

4 months ago

Hi opencorners! Please consider adding some more mana-options to the deck. Right now, all you have for that are lands and compared to the average commander deck, this will make your deck painfully slow. Options I'd recommend include Arcane Signet, Dimir Signet, Fellwar Stone, Talisman of Dominance, Thran Dynamo and most especially Sol Ring. Dark Ritual can also be extremely useful at times.

You could also do with some more card-advantage (draw) to increase the deck's speed. Notion Thief, Phyrexian Arena, Ponder and Preordain could all be great additions for this.

Aside from this, I'd recommend giving the following cards a shot (I've tried to keep them budget):

  • Breach the Multiverse: strong mill-spell that's potentially game-ending in terms of the sudden advantage you can gain (especially if you play against multiple opponents).
  • Freed from the Real/Pemmin's Aura: allows you to untap your strongest millers (when Phenax is around) for next-to-nothing cost, and use them to mill again.
  • Memory Erosion: quite deadly against decks that try to overwhelm you with the amount of spells that can cast per turn (this card is the death of prowess and storm decks).
  • Mirko Vosk, Mind Drinker: great mill potential with every successful attack.
  • Nighthowler: a second Wight of Precinct Six.
  • Sphinx's Tutelage: an incredibly effective mill card as it's triggered by your draw (which makes having more draw in your deck even more beneficial).

Hope this helped. In case you need some more insights, have a look at my own Phenax deck. Good luck with the deck.

Bakterius on Ur....Dragons?

4 months ago

You seem to have Ganax, Astral Hunter and Fellwar Stone both in your main AND maybe board :) Otherwise, seems like a simple yet effective and straightforward deck. Your Spelunking is an interesting idea for my own version of the Ur-Dragon, since it features all the triomes...

Last_Laugh on Femme_Fatale

4 months ago

Just a heads up but the extended art of Fellwar Stone just pulls up the normal art for the card.

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