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
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Oldschool 93/94 Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual 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

Dango on Doomtide Sygg

20 hours ago

ilovemydoghisnameistuna Fellwar Stone is only printed in foil once in 9th edition, making it highly sought after which is why it has a high price tag. This is Magic, no price on cardstock surprises me anymore.

ilovemydoghisnameistuna on Doomtide Sygg

20 hours ago

Dude, what the hell is with the prices on those cards? Apparently if you go back far enough and make a common foil, it multiplies the price by, like, 50. 300 dollars for a Fellwar Stone??? WTF?

king-saproling on Crouching Joiner, Hidden Krenko

1 week ago

Sure thing Patolea! Don't feel like you have to respond to every suggestion haha, I enjoy just putting ideas out there.

I have to disagree with your assessment of dorks though. I think this deck is a glass cannon aggro strategy no matter how you slice it. With that in mind, it is actually a liability to run something like Fellwar Stone over Iron Myr. Mana dorks, once they've served the purpose of getting Winota out faster, can then serve the purpose of dealing significant additional damage via triggering Winota. This is something rocks can't do. I think rather than slow yourself down for fear of boardwipes, it'd be better to go all-in and maximize fast damage output. Just make your first target the opponent who is most likely to boardwipe. They can't wipe you if they're dead!

ju009x on EDH: Marchesa's Game of Thrones

1 week ago

He joriiiii12345,

Nice to see my old cards have a nice home now ^_^!

Since I came back to magic but cant really play against you right now, I thought I might be able to give some suggestions.

In you recent update you were saying you're thinking about Coalition Relic, this got me thinking about your manaramp. This got me looking at the amount of manaramp cards you're running and their manacosts. In my opinion I would always try to have 10 manaramp cards. Right now your running 9 which includes Chromatic Lantern. But because your commander has a conferted manacost of 4 I suggest running more two manacasting ramp cards, like Coldsteel Heart, Talisman of Creativity, Fellwar Stone and Arcane Signet. I would add two of these, maybe cutting Chromatic Lantern and a non ramp card. this makes it possible to play Marchesa, the Black Rose on turn three. This option is always nice even tho your deck, like you wrote, doesn't always need her.

I would consider adding two more lands (you're running 35) while with an average manacost of 3.44 I would run 37 lands. I would also change some basic lands around to get your manacolor circle diagram a little better.

As for carddraw, I would consider adding two more. You're currently running 8, I would try to moke this 10 to make the deck more consistent. Have you considered Baleful Strix? This a nice carddraw effect in the deck, easy to use in the early turns. It even has a nice flying deathtough body! Apart from that consider running Windfall and Fact or Fiction. both have the added benefit of filling the yard. Which would make adding Dread Return even better.

I would also consider running one or more extra targeted removal spells/ counter spells. to help against the possible graveyard hate (which I will run next time!).

Apart from these small changes the deck looks great! but you wrote you didn't like the expensive tutors. maybe consider adding Scheming Symmetry and Wishclaw Talisman. Both are cheap, fair and have the added benefit of some nice politicking!

I'm hitting myself for saying this but, Kiki-Jiki, Mirror Breaker is a nice fit for the deck. the combo with Zealous Conscripts, but even apart from that the copy it makes can give you more etb effect and sacrifice fodder. Which makes it a very nice addition to the deck.

I hope some of these suggestions won't make it into the deck just because, I will have to play against it. But even if they will, looking forward to playing again!

P.S. I think you're missing a card (current cards: 99).

P.S.S. You're maybe board has some duplicates :)

Last_Laugh on Narset, Enchanted Master

1 week ago

The main area that will improve this deck the most is your mana ramp. I'll try to keep my suggestions budget friendly and I can also help suggest some cuts if you'd like.

Talisman of Conviction, Talisman of Creativity, Talisman of Progress, Fellwar Stone, Pentad Prism (only cost rock that ramps 2 different colored mana in one turn), Worn Powerstone, Coalition Relic, and Basalt Monolith are all great mana rocks here. Crystal Vein and Generator Servant are great options too. I literally ran all of these plus what you already run.

Feel free to check out my list for ideas. It's extra turns Narset and it's pretty optimized. Upvotes on any of my decks are appreciated. Narset, American Beauty

slashdotdash on 5 color no theme deck

1 week ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

Osbert on Vile Smasher of the Face

2 weeks ago

No love for Rakdos, Lord of Riots? He seems pretty perfect in here.

I'm not sure if you're on a budget or not but you might want to replace your 3 CmC mana rocks with 2 CmC mana rocks like Rakdos Signet and Fellwar Stone so you ramp one turn sooner. Most of your deck is 3+ CmC so you want to make sure you can get there and not get stuck on 2 lands and a hand full of 3 drops.

Maybe include some more instants so you can take advantage of Vial Smasher's effect each players turn. And, you know, you want to interact with what your opponent is doing and Rakdos has some pretty sweet instants like Rakdos Charm and Kolaghan's Command.

Brogan54 on Oloro, Ageless Ascetic

2 weeks ago

My recommendations :

I think most people will tell you that Oloro offers little competitive advantage to you compared to other esper commander like Zur (who can fetch Necropotence into play) or even Aminatou (who is a combo piece in the command zone). I think upsides for Oloro would be that he can do larger ad nauseam and possibly can even run Humility which few decks can win while it is on the board.

LOW IMPACT:

Teferi's Protection

Rhox Faithmender

Debt to the Deathless

Despark

MANA COST TOO HIGH

Merciless Eviction

Anguished Unmaking

Disallow

Thran Dynamo

TOO SLOW

Mox Tantalite

Phyrexian Arena

Twilight Prophet

Crypt Ghast

Winds of Abandon

Vindicate

Search for Azcanta  Flip

I would first add better ramp, better draw, potential Stax, tutors and then other win cons.

RAMP

Dark Ritual

Fellwar Stone

Mox Diamond

Talisman of Hierarchy

Talisman of Progress

Copy Artifact

Mox Opal

Cabal Ritual

Grim Monolith

Lotus Petal

Dramatic Reversal

DRAW

Ad Nauseam

Night's Whisper

Windfall

Timetwister

Whispering Madness

Brainstorm

Ponder

Preordain

Verity Circle (good against dorks)

Plunge into Darkness (a good Impulse)

Mindblade Render

Sygg, River Cutthroat

STAX

Drannith Magistrate

Aven Mindcensor

Cursed Totem

Notion Thief

Humility

Blind Obedience

Rest in Peace

Torpor Orb

BETTER COUNTERSPELLS

Mental Misstep

Dispel

Flusterstorm

Delay

Spell Pierce

Spell Snare

Negate

Tale's End

BETTER REMOVAL

Chain of Vapor

Gilded Drake

Yahenni's Expertise

Into the Roil

Blink of an Eye

TUTORS

Vampiric Tutor

Imperial Seal

Transmute Artifact

Intuition

Whir of Invention

Praetor's Grasp

Spellseeker

Academy Rector

OTHER COMBOS

CONSULT COMBO Demonic Consultation

Tainted Pact

Jace, Wielder of Mysteries

Laboratory Maniac

AD NAUSEAM COMBO Angel's Grace

Ad Nauseam (draw whole deck, can Windfall and make everyone die while AG means you can't lose

Helm of Obedience

Rest in Peace / Leyline of the Void

Heliod Walking Ballista

Approach of the Second Sun

Dramatic Scepter

Isochron Scepter

Rocks that produce at least three mana total (outlet is extort with blind obedience or crypt ghast) If have pristine Talisman gain infinite life, which is infinite draw with commander

Didn't look at landbase

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