: Gain one mana of any colour that a land an opponent controls could produce.
|Have (2)||metalmagic ,|
|Want (9)||Corruptions_Desire , TheMagicFanatic , WillPhil99 , dustybrush , vinedrai , pksword1 , darthbanana , Robohobobobo , shpadoinkle|
Printings View all
|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
|Commander / EDH||Legal|
Latest Decks as Commander
Fellwar Stone Discussion
16 hours ago
Hey, here's my less than $200 version of Krrik, Devotion to Yawgmoth (Budget).
My advice on a budget is load up on black tutors that can get Bolas's Citadel, Aetherflux Reservoir and Pontiff of Blight. Even four/five mana tutors are good since with Krrik they're only two/three mana and 4 life or only all life.
- Scheming Symmetry
- Diabolic Tutor
- Mastermind's Acquisition
- Dark Petition: tutor for Citadel and with Krrik in your control as well as spell mastery cast Citadel for 6 life.
- Beseech the Queen
Necropotence is a much better expensive price card than Exquisite Blood. Necro combos with Citadel + Aetherflux and this combo is excellent with Krrik. With Krrik Pontiff of Blight's extort does what Exquisite + Bond combo does and Pontiff is easier to assemble as well as budget.
Getting Krrik onto the battlefield with four mana is pretty important and more colorless mana sources can help especially two drop mana rocks.
Good luck with your deck.
4 days ago
I like this deck, I've always wanted a red/blue wizard deck and this one has a lot of potential. So I do want to disclaimer and say that my suggestions are not criticisms, and also I did not consider your budget or your collection lol. Lastly this is suggestions with just a cursory glance. Azami, Lady of Scrolls is pretty amazing in any wizard deck. Sol Ring, Izzet Signet, Arcane Signet, Fellwar Stone, Wayfarer's Bauble, and Talisman of Creativity are all low cost mana rocks that will help your deck ramp quickly. Mystic Sanctuary, Steam Vents, and Reliquary Tower are decent utility lands. Counterspell, Cyclonic Rift, Vandalblast, Expansion / Explosion, Blue Sun's Zenith, Chaos Warp, Curse of the Swine, and Fact or Fiction are all really good answer cards (I know rift is 20$ but it's still a staple). Baral, Chief of Compliance, Adeliz, the Cinder Wind, and Vedalken AEthermage are amazing utility creatures. Thousand-Year Storm turns all your spells into storm spells. Primal Amulet Flip helps mana costs and then copies spells. There's a few more things I can't really think of any, but my sources indicate that x spells do real well in a deck like this. Hope some of these help.
5 days ago
I would consider adding more artifact ramp cards to increase the speed you can cast Kozilek, the Great Distortion.
All of these cards are relatively budget (they cost between 1-4 dollars on average), I could suggest more depending on how "budget" this deck is.
Also Helm of Awakening to lower all of your mana costs.
1 week ago
Things like Fellwar Stone, Sol Ring, Prismatic Lens, Fractured Powerstone, Worn Powerstone, Wayfarer's Bauble, Talisman of Dominance, Dimir Signet, Arcane Signet, Thought Vessel, and Mind Stone would make a great ramp package here. I know you already have some here but I would take out Mirrorpool, Ravenous Chupacabra, Rise of the Dark Realms, Thassa's Oracle (if you dont have a way to instantly mill yourself), Conjurer's Closet, Sire of Stagnation and Crush of Tentacles. These are your lower impact higher cmc cards, and this will lower your average cmc so your deck will run smoother.
Additionally, I feel like there are some draw staples that are missing, such as Rhystic Study, Mystic Remora, Necropotence, Phyrexian Arena, Visions of Beyond (if you lean into the mill strat), Sign in Blood/Night's Whisper, and things like Brainstorm, Preordain, Ponder, and Read the Bones. Think about the higher cmc in your advantage section to replace for a few of these, I usually shoot for 10. hope this helps!
1 week ago
Hey, well done for your first deck from scratch.
Some cards within the current budget to consider adding:
- Command Tower: one of the best lands for multicolored decks in Commander.
- Buried Alive: best budget way to tutor for and get Worldgorger into your graveyard.
- Bogardan Hellkite: win condition Dragon with Worldgorger combo.
- Open the Armory: can be an early game tutor for Lightning Greaves for Kaalia or later on for Animate Dead.
- Rune-Scarred Demon: Mystery Booster version, Demon to tutor for any card.
- Faithless Looting: double way to discard Worldgorger if it's stuck in your hand or if you draw it.
- Wishclaw Talisman: use it to tutor for the last piece of the Worldgorger combo for one mana the turn you want to combo.
- Swiftfoot Boots: more protection/haste for Kaalia.
- Fellwar Stone
- Talisman of Conviction
- Exotic Orchard
- Caves of Koilos
- Rugged Prairie
- Dragonskull Summit
- Ash Barrens
Could add all these cards for about $26.
Cards to consider cutting:
- Temple of the False God
- Shimmering Grotto
- Vivid Crag
- Temple of Triumph
- Wind-Scarred Crag
- Star Compass
- Artful Maneuver
- Curse of Fool's Wisdom
- Angelic Chorus
- Mirror of the Forebears
- Desecration Demon
- Angelic Skirmisher
- Akroma, Angel of Fury
- Fiery Emancipation
Worldgorger Dragon is a tricky combo to assemble because Worldgorger needs to be in your graveyard to reanimate it with Animate Dead. You don't want to ever cast it from hand or cheat it onto the battlefield with Kaalia. Sneak Attack cheating it on the battlefield is fine because then it will end up in your graveyard and you get your permanents back. You want to get Worldgorger into your graveyard and the best budget card that can do that is Buried Alive.
Currently here Angel of Despair is the easy win condition with the Worldgorger combo by destroying all your opponents permanents. But what happens if Despair is disrupted or exiled? Kaalia, Zenith Seeker can be a more complex enabler with the combo needing haste for all the creatures you put into your hand and get onto the battlefield. Bogardan Hellkite can be another easy, even truer, win condition with the combo because it does damage to each player each time it ETB which will be infinite damage with the combo.
Good luck with your deck.
1 week ago
Hey, interesting version of Atla, that's a lot of creatures.
Consider cutting a few of the least good creatures for more early game ramp?
- Arcane Signet, Fellwar Stone, Wild Growth could replace Gruul Ragebeast, Thromok the Insatiable, Autochthon Wurm
Could also replace a few other big creatures for some enablers.
- Mirror Entity, Imperial Recruiter, Samut, Voice of Dissent could replace God-Eternal Rhonas, Archetype of Endurance, Impervious Greatwurm.
Nature's Lore and Farseek are land ramp spell upgrades for Explosive Vegetation and Cultivate because you have Savannah/Taiga/Garden/Ground and Farseek can get Plateau/Foundry. These two drop land ramp spells can be quicker ramp and they ramp with a dual land.
I don't think I've ever seen a manabase with Savannah/Taiga/Plateau, but also Guildgates... You could improve the manabase a lot. Some changes to consider:
- City of Brass and Exotic Orchard could replace Arctic Flats and Highland Weald.
- Fire-Lit Thicket, Rugged Prairie, Wooded Bastion could replace the three Guildgates.
- Brushland, Battlefield Forge, Karplusan Forest could replace Blossoming Sands, Graypelt Refuge, Shivan Oasis.
- Windswept Heath, Wooded Foothills could replace Game Trail and Fortified Village.
Good luck with your deck.
1 week ago
Charcoal comes in tapped and that's no good. We want our ramp to be fast so we can get to our plays faster.
Dynamo is costly for a rock and shares a mana cost with Doctor Moth, creating conflict between the two. Assuming you have 4 mana open let's say turn 3, would you rather cast a mana rock, or the good Doctor? Alternatively for 4 mana you could be reading "charts" and operating on a patient. Dynamo is just awkward in that when you could be casting it, you could also be making impactful plays instead. It's also a pretty big removal target.
Nyx Lotus is the worst of both worlds. It costs 4 mana AND comes in tapped, so you don't even get the 3 Dynamo would give you. Its production also entirely depends on how well you're doing, which could be not so good. Finally, it's an even bigger target than Dynamo, and if it gets blown up you basically just skipped your turn if you tapped out to cast it.
I'd recommend any manner of 2 cmc ramp as solid replacements. Jet Medallion and Mind Stone are already acknowledged options, but there's also Fellwar Stone and Everflowing Chalice. Additionally, if you can swing it Extraplanar Lens is pretty killer in mono decks. Couple it with snow lands and it's dirty asymmetrical ramp assuming nobody else is running the same snows as you. It's not a budget option by any means but it's still an option.
I like your deck and its theme. :^) Hope this helps.
1 week ago
31 lands in 99 cards = one land every 3.2 cards. in an opening hand of seven, this means you have 7(1/3.2) lands which is equal to 2.18 lands per opening hand, in either your opener or your free mul.
You have 9 one drops, 7 of which make sense to play T1 (the outliers are Visions of Beyond and Increasing Confusion), which means about a 7% chance of getting at least one playable one drop in your opener.
You have 23 two drops, four of which don't make sense to play on T2 (Cyclonic Rift, Drown in the Loch, Mind Grind, and Heartless Act), leaving 19 playable two drops and 7 playable one drops on T2, a total of 26 cards, which comes out to (given you have drawn on both your first and second turns) a 35% chance of having a playable card T2.
By this point your chance of drawing a ramp spell in the range you want it or a land is 10(34/99) = 3.4 lands per T3 per game. Assuming you want to hit your third land drop (which I think you do, you have at least 12 playable three drops plus all of your two drops and one drops), this is a bit lower than I would be comfortable, considering you want stuff to do on every turn as an aggro deck. Considering you only have a 7% chance to do something T1 and a 35% chance T2, you should want to be a little more consistent with your mana drops (at least seeing four pieces of mana by T3 should do it). Plus, if you were dumb enough to not hit your second land drop, this number is even lower because it includes two mana rocks over one mana (which is a number I would definitely increase by the way, at least add a Mind Stone or a Fellwar Stone or preferably both).
Let me know if any of that math is wrong, I basically wing'd it.