Fellwar Stone

Fellwar Stone

Artifact

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

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Printings View all

Set Rarity
Commander Anthology 2018 (CM2) Uncommon
Commander 2017 (C17) Uncommon
Commander 2016 (C16) Uncommon
Commander 2015 (C15) Uncommon
MTG: Commander (CMD) Uncommon
Masters Edition III (ME3) Common
Ninth Edition (9ED) Uncommon
Ninth Edition Foreign Black Border (9EDFBB) Uncommon
Fifth Edition (5ED) Uncommon
Fourth Edition (4ED) Uncommon
4th Edition Foreign Black Border (4EDFBB) Uncommon
The Dark (DRK) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Oldschool 93/94 Legal
Modern Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Fellwar Stone occurrence in decks from the last year

Commander / EDH:

All decks: 0.21%

Blue: 0.52%

Black: 0.21%

Red: 0.26%

WU (Azorius): 1.13%

UB (Dimir): 1.02%

Rakdos: 0.43%

UR (Izzet): 0.89%

WUB (Esper): 0.85%

UBR (Grixis): 1.03%

RBW (Mardu): 0.68%

Fellwar Stone Discussion

SideBae on Yuriko’s Ninja Tricks

11 hours ago

So this deck is marked under 'help,' so I'll list my recommendations. Feel free to ignore any/all of them:

  1. Some of your choices of countermagic seem questionable. Is there a reason you're running Withering Boon over something like Remove Soul or Essence Scatter? I guess the blue spells can be Pyroblast-ed, but I feel like not having to bolt yourself is worth it for the marginal added risk.

  2. You may wish to consider running Preordain in addition to your Brainstorm and Ponder. Like in Legacy Delver decks, it isn't as good since you'd need to top both cards with the scry to guarantee a high CMC flip off Yuriko, but I feel like one-mana cantrips are likely good enough to run regardless.

  3. There are some evasive creatures worth running in Yuriko because their ETB effects are good and ninjutsu bounces the creatures. I'm thinking of things like Baleful Strix, Snapcaster Mage (if you want to invest money), Trinket Mage (which can fetch Sensei's Divining Top, Sol Ring and any other 1-cmc artifacts you want to run), Spellseeker... If you want to go deep, Thalakos Seer works well with Ninjutsu, too...

  4. You might also consider running Conspiracy or Arcane Adaptation. I like Arcane Adaptation a lot more (it costs less mana) but both are good, and if you need a third version Xenograft works. They'll make things like Gingerbrute trigger your Yuriko.

  5. Some 4-cmc instant-speed card-draw seems alright; you leave up mana for a counter, and if you don't need it you get a draw. Consider things like Fact or Fiction, Chemister's Insight, Glimmer of Genius, Frantic Search, Gush, Thirst for Knowledge, Inspiration... They'll ding your opponents off a Yuriko flip and give you something to do with mana you don't need on their end steps.

  6. Idk how competitive your meta is, but consider running Narset, Parter of Veils and/or Ashiok, Dream Render. These two hose card-draw and fetches/tutors, which are all very common as you go higher in deck power level. I especially like Narset, Parter of Veils with Windfall or Timetwister, but that'll depend on your particular moral compass.

  7. Lastly, if you up the amount of artifact ramp in here you can lower the land count and make flipping a land off Yuriko less common. While it may be dangerous to go lower than 30 lands if you're not running things like Mana Crypt, Mox Diamond or Mox Opal (which you should run if your groups allows proxies), you may have luck running things like Talisman of Dominance, Arcane Signet or Fellwar Stone. If you don't land a turn-two general, these'll ramp you for the later game; and even if you do, flipping them off Yuriko's trigger is better than flipping a land.

Right. That's all I got -- let me know if you have any questions.

king-saproling on [Primer] Mogis Slaughter House: Bleeding & Burning

17 hours ago

Looks like a great build! Not that you have to change anything really, but if it were my deck I would make these swaps:

  • Winds of Change for Burning Earth.

  • Night's Whisper for Harvester of Souls.

  • Defense Grid for Conqueror's Galleon  Flip. Defense Grid may protect you from instant tricks and counterspells, but it protects your opponents from those things too.

  • Price of Glory for Syr Konrad, the Grim. Same as Defense Grid.

  • Wurmcoil Engine for Knollspine Dragon. Wurmcoil is generically decent, but I think you could do better.

  • Ophiomancer for Dictate of the Twin Gods. Similar to Wurmcoil, Ophiomancer is always decent but I think there are more impactful things you could use instead.

  • Sanguine Bond for Kederekt Parasite. I think Sanguine Bond will be dead in hand much of the time. Also, even if you are gaining a ton of life, Sanguine Bond only hits one opp at a time, and it is not boosted by damage doublers.

  • Silent Arbiter for Fellwar Stone. I think you have enough mass creature removal that you don't need Silent Arbiter. Also Silent Arbiter stops your opponents from hitting each other hard.

  • Koskun Falls for Talisman of Indulgence. Similar to Silent Arbiter. Koskun Falls is great, but it actually forces you to tap down one of your blockers, and you don't have a ton of creatures to spare. By late game, opponents could just pay the 2 per attacker.

  • Blood Moon for Outpost Siege (Khans mode). Blood Moon is strong but it turns off all your cool lands.

Daedalus19876 on All My Friends Are Dead

2 days ago

Have you considered Cathars' Crusade? It's really ridiculous for token decks. And that's even less ridiculous than Kindred Discovery ;) I'd also recommend Opposition as a good method of lockdown, and an additional way to profit off of your spirits.

Your list has decent ramp, but Fellwar Stone and Arcane Signet might be good additional options. I like where you're going with the million pump effects, but you could cut a few of them and open up some other options for victory IMO.

Dapwrd4getr on Edgar v. 2

2 days ago

Boardwipe suggestions: Merciless Eviction, Play of the Game, Life's Finale, Cleansing Nova, Austere Command, Tragic Arrogance, Blasphemous Act

Land/mana ramp: Burnished Hart, Solemn Simulacrum, Mind Stone, Commander's Sphere, Arcane Signet, Fellwar Stone, Myriad Landscape, Wayfarer's Bauble

Card draw: Syphon Mind, Faithless Looting, Mind's Eye, Vanquisher's Banner, Skeletal Scrying

As far as Vampires, you should add more (have around 35ish), but I'm not sure which ones are essential to add. But regardless, here are some suggestions.

AlwaysSleepy on Consult Scepter Thrasios

2 days ago

tophe6311

I think it'd be dependent on the meta and what you need at that point. Cards I would look at could be Drown in the Loch, Negate, Priest of Titania, Toxic Deluge, and Fellwar Stone.

All of the listed cards though are quite good and I would make a decision based on which cards are performing best and which are not performing as well as you need. Personally I think just in the blind it could be Negate.

jakeyuki12 on Birds of a Feather Storm Together

6 days ago

Hiya! I really like this list. You've got some cards that I've never seen for Feather, the Redeemed before that I'll probably be adding to my list.

With that, I've got a few recommendations.

First off, I recommend you bump the land count up to 37-38 lands. I've noticed Feather decks tend to be very mana hungry, and so it is really important to make your land drop every single turn. Without a copy of Land Tax, that just won't happen every turn with only 34 lands (assuming you play under the London Mulligan).

The other is adding more ramp to your deck. I noticed you counted cards like Land Tax and Armillary Sphere as ramp. As great as those lands are at securing your land drop and fixing your colors, they are not ramp cards as they don't provide you with more mana than you would have access to otherwise. I recommend adding in two-mana artifacts that tap for a colored mana such as Arcane Signet, Boros Signet, Fellwar Stone, Talisman of Conviction, and the two Diamonds Marble Diamond and Fire Diamond. Not only will this add to the ramp of the deck to help with the need for more mana, these I've found playing my version of the deck let you play a mana rock on turn two, and then cast Feather on turn 3 with the ability to hold up mana for a protection spell.

With that in mind though let me know how the deck has been playing, I'd love to hear about it!

jakeyuki12 on Angelic Wrath

1 week ago

Hiya! I've been playing Boros colors for a long deck and Aurelia, the Warleader is my favorite general, so hopefully I should be able to give a few good pointers.

So if I'm understanding your deck correctly, your deck seems to want to play humans early on and then play big angels later on, then smash face with Aurelia. Let me give a few initial pieces of advice that should help with that a lot.

1) Up your land count to 38 lands. If you take a look at your mana-curve, you have a lot of spells that cost 4,5,6,7 mana, so it is important to be able to make your land drop every single turn. Running only 34 lands will make that much more difficult. On that note too, you might want to run more ramp in this deck too. Sword of the Animist is an excellent piece of ramp that is pretty cheap, and then mana rocks like Thran Dynamo or Worn Powerstone or Fellwar Stone can help you accelerate faster.

I recommend checking out some of DespairFaction's lists on Aurelia Angel Reanimator. He has built some decently solid angel-tribal aurelia decks that rely on reanimation to big out his angels faster. Particularly, his Aurelia RW Angel Reanimator deck is worth taking a look at.

Good luck! If you need help finding replacements for budget or tips for piloting Boros decks in EDH, hit me up!

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