Fellwar Stone

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH 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.

Azoth2099 on Xander's Nightmare Roulette

4 days ago

Shadow61306

Hey man, have you considered adding more rituals & mana rocks to this list? With the Commander being a 7-drop, you need all the mana you can get.

Consider finding space for Arcane Signet, Mana Vault, Talisman of Dominance, Talisman of Creativity, Talisman of Indulgence, Fellwar Stone, Pyretic Ritual, Seething Song, Culling the Weak & maybe even Drain Power.

Essence Flux & Dauthi Voidwalker are also really great here, & some Reanimator pieces like Reanimate, Animate Dead & Necromancy could help maximize on Xander's 2nd triggered ability.

ASalesman on Unesh, Ultimate Guide (Tribal)

4 weeks ago

A controversial substitution perhaps, but deserved

Replacing Omniscience with Moonsilver Key.

Why not Omniscence?

  • Omniscence is too mana intensive in this deck. In your opening hand it is completely a dead card 90% of the time. In the 10% you have a line to play it in your opening hand, you are putting all your eggs into 1 basket. Omniscence is too high risk for the reward. If this spell doesn't resolve (and it likely won't at a cEDH table) you lose the game.
  • Even the times it does resolve in the early game, your hand doesn't always have enough steam to win outright.
  • It is important for all cEDH decks to consider how a card will function in your opening hand as well as later in the game. I'll write more about this topic in the current theory module of the guide. This inconsistency in the opening hand is what makes it bad. It is true that other cards in the deck are similar, but they aren't as mana intensive as omniscience. Omniscence in my opening hand has lost too many games.
  • Omniscence is essentially a combo by itself while Unesh is on the field. It is clunky at best because it doesn't always guarantee you get to the bottom of your deck unlike Rite of Replication. Recent powerful revisions of the deck have led to anti-synergy with this card. Example 1, removal of Long-Term Plans. Example 2, the addition of Palinchron makes infinite mana and storm more attainable than with Omniscence due to the reduced mana cost.

Why Moonsilver Key?

  • I think this card might be as much of a blindside to you as it was to me. I knew Omniscence had to go, so I started researching what I would replace it with. And I found this card. This card is the most opposite of a clunky opening hand card I could find. Rather than having a dead Omniscence in your hand, you can spend your early turns playing this card and getting an important mana rock like Jeweled Lotus & Mana Crypt or an Island.
  • The deck has been short on mana rocks. With a mana rock tutor in this slot combined with Virtue of Knowledge and fetch lands I have noticed a significant uptick in ramp reliability in my opening hands. I have been throwing around ideas like Mox Diamond, Mox Opal, and Mox Amber but none of these cards reliably solve Unesh's problems in the opening hand. I also considered Lion's Eye Diamond which seems a little too high risk IMO, because then your fate relies on the subsequent BFOF from casting Unesh. The runner-up contender was Fellwar Stone, essentially a worse Arcane Signet wouldn't be bad. It is important for Unesh to ramp out ASAP, and having a mana artifact tutor in the early game seems to help with that plan, and it thins the deck.
  • Minor point, it enjoys synergy with the adventure mode of Virtue of Knowledge.

What are your thoughts on this sub? Could I be doing better here?

ClockworkSwordfish on Mind Over Matter

1 month ago

Sen Triplets is a lot of fun, and it's always good to see the gals still kicking in a world where some might argue better alternatives might exist to fit the same niche.

The control shell definitely fits the Triplets well, but I feel like a good chunk of your deck is gummed up with giant creatures who maybe don't play too well with your strategy! Sure, a number of them can bring home the bacon, but... what's Nemesis of Reason doing? You'll never mill your opponent out, and a number of decks would actually benefit from having ten cards placed in the bin more often than not. Thistledown Liege and Glen Elendra Liege are best in an aggressive deck with lots of cheap multicoloured creatures, not a slower control deck that aims to take its time. Archon of the Triumvirate and Drogskol Reaver have fine abilities, but how often will they be stuck in your hand while you're struggling to hit seven mana? I think cheaper cards that support your main strategy might be wiser in their place.

One thing that's easy to miss about the Triplets is that they stop your opponent from activating any abilities - even mana abilities, so that means your chosen patsy is prevented from tapping lands on your turn! An easy way to capitalize on that is with cheap taxing effects on your own turn, such as Crystal Shard or Erratic Portal - your foe won't be able to resist your cheap bounce effects, and hey presto, the Triplets mean you can play whatever creature you returned to his hand. Nice! Fade Away can be another real killer, ensuring your opponent is ditching a ton of permanents if he has a sizable number of creatures.

Some more classic pairings I think you left out are Exotic Orchard/Fellwar Stone - it's easy to forget that you need to actually be able to pay for the cards you steal from your opponent, including off-colour mana. Taking his lands is definitely a possibility, but the Orchard/Stone guarantees you'll have your opponent's colours on hand (and will more often than not give you a colour you can use anyway since you're running three colours!)

The last wicked piece of tech I had success with was Jester's Mask/Head Games. You can hand-pick a custom shopping list of whatever you like from your opponent's deck to play - or at the very least, pick out some stuff that won't come back to haunt you when their turn rolls around.

Good luck and hope this helps!

eliakimras on Dinosaurs go Rawr!

1 month ago

Great build! Dinosaurs are such a fun experience for newcomers.

Some points you might want to consider regarding your ramp package:

1: Ramping with creatures or artifacts is riskier than with lands (boardwipes usually leave lands alone). Also, has many mana doublers that benefit from land ramp:

2: If you're willing to include Cinder Glade and Canopy Vista (or their expensive siblings Stomping Ground, Temple Garden and Sacred Foundry), you open up some more options for you:

3: Then you might want to increase your land count. 33 is too few for Temple of the False God to realiably function.

I recommend swapping out your mana dorks for lands that ramp you (you can never have too much mana with kill-on-sight Gishath, Sun's Avatar):

4: Some card draw:

5: Better combat tricks

6: Broader utility

I'd suggest removing Reliquary Tower. If you have more than seven cards in hand as Gishath, you're already winning hard. In its place, consider one or more of the following:

FolkOccult on Sisay's Horny Spaceship

2 months ago

Five Color Decks

Probably the one deck-type I've found myself building often, I've built this commander twice, the Jared Carthalion planeswalker three times, Morophon Ultimatum-tribal, Tiamat D&D only, and a couple other flavor specific lore-restrictive decks and the biggest advice I have to offer is trying to balance your mana base and pips (not saying your lands themselves are off, but looking at the color of the spells in your deck I can see the imbalance in colors when comparing your black and white spells to the number of red, green, and blue spells. This isn't necessarily bad, but with as many of these that have two pips of the same color mana, you're going to find yourself getting stuck with something you can't cast because you're waiting on that one pip of additional mana in the color you need).

My biggest piece of advice for accomplishing this is to either focus on multi-colored creatures, or mono-colored pieces that you can cast and send on their way. Both require a tight balance of mana-color, the first requiring as mana colors of mana to be open as possible while the latter only requires you have one of each color available to cast either a white, blue, black, red, or green creature.

By stacking as many pips of the same color (two, three, or four of the same color pip like in Celestial Mantle) you're actively fighting your deck's mana base by telling your one of each color to filter you another color of the same pip (meaning you'll need ways to filter or get these colors which isn't as effective as just having these colors on the field, ala basics, fetches, or mana rocks). With rocks you can do this, or by filtering, but I suggest just pay 2 mana for an arcane signet and you're better off than hoping you can get the color you need to use your Mana Crypt to cast your commander turn 1.

The second part of making sure your WUBRG deck isn't going to smack itself face first off the draw, is going to be curating your mana around your library and the cards within it. I suggest establishing your mana base after you've counted your pips (either making sure if there are any multi-colored spells that they have only one pip of each color present to establish an easier cast Elenda, the Dusk Rose which can be cast with WUBRG components, or lowering your two-to-three pip spells like Liesa, Forgotten Archangel or Mesa Enchantress unless it's pinnacle to your game plan to more multi-colored or single-pip creatures.) or putting as many single-pip spells into this as possible for blatant consistency.

The Game-plan

I can't say I'm skilled or the least bit talented at constructing decks, I actively fight the design philosophy of each plane and their released cards which may never see reprints. Making some set-decks stronger than others innately by what was released at the time.

What I can say helps me recognize a game-plan is looking at the main card I'm building around, in this case Sisay is probably your strongest contender for a commander that can host as many 'sexy mtg ladies' as possible. But. Mechanically speaking, this commander requires legendary permanents. A couple things can solve this, On Serra's Wings is probably the most 'permanent' solution. Giving a creature you control Ring-Bearer would now work in making anything a legendary. Otherwise, the easiest method of achieving this would be to make as many of your creatures as legendary as you possibly can.

Hosting 33 creatures makes this easier to make probable if all of them were Legendary, but otherwise, only serves to fit your card with more creatures that might not trigger your commander and their ability to go permanent ('sexy mtg lady')-hunting and providing you further value.

I definitely suggest the latter and making this focused around as many multicolored/mono-colored legendary women as you can make work. This would give you more access to playable creatures, help you create a consistent mana-base, and most importantly play most anything in your hand.

That doesn't mean select pieces of utility can't be added in Mother of Runes is a great include for flavor if you so chose to keep them, Skrelv, Defector Mite is the same card but legendary and would otherwise be the 'legendary' for this piece of utility. So finding those non-legendary 'sexy woman' slots might be the particularly most daunting task here? I'll try to suggest what adjustments I might myself make when playing with such a theme.

Artifacts

Looking over your decklist, there are a couple red flags that immediately come out to me. This being a WUBRG deck, having cards like Mana Vault or Mana Crypt are going to both eat your life, and mana. Unless going for some specific jank, your first priority should be creating an open and available pool of five mana colors, not colorless mana. Otherwise, you're going to be flooded with mana only capable of letting you cast one color of spell, or at contributing on the generic mana of a spell or two.

I'd suggest swapping your Mana Vault for a Arcane Signet, providing both a cheap (financially) solution to providing you with more different color mana pips that can allow you to 'ramp' off of your Sol Ring, and Mana Crypt if you keep it.

I can't say I'd outright replace Mana Crypt in every deck, it is THAT good, but for WUBRG, nailing your mana base is second to none when it comes to important deck-building topics. You can't shirk the ability to get the colors of mana you need. If finding the pips of mana you need if a priority, I'd replace this with Wayfarer's Bauble to guarantee any one color into play for use.

You can also replace your Gilded Lotus for a Wayfarer's Bauble instead of the Mana Crypt if you really want to keep it, otherwise I'd suggest Fellwar Stone here. Giving you an overall reduced average cmc, while giving you as must opportunity as possible at pulling the colors of mana you need to have open to cast anything you draw.

I can't recommend this as quickly as the others, it has its place in every deck, but you could replace Darksteel Ingot with Relic of Legends for the innate synergy you'd see in making this deck as Legendary-centric as you can.

If you choose not to work towards this overall theme, I can't blame you, but I will say it will not be as effective as you may wish it to become.

I'm going to leave this initial observation of the deck and some suggested adjustments I'd make here, before continuing into looking over your creature base and any synergies I can find.

I hope these initial points, or suggestions, are at least a little insightful, I'll be back with more later on.

Azoth2099 on Narset's Work Out Plan

2 months ago

Bkotz

This version of Narset looks so fun, man!

One thing that I feel is fundamental when remembering Narset, Enlightened Exile's function as a Commander is that her ability gives you Graveyard hate as well as pseudo card draw by giving you access to your opponent's Graveyards as well as your own, meaning that you will always have card advantage as long as you protect your Commander.

That being said, I would definitely find room for Lightning Greaves, Swiftfoot Boots, Mother of Runes, Giver of Runes, & an abundance of Counterspells. Personally, I don't like spending more than 1 Mana for a Counterspell these days. Red Elemental Blast, Pyroblast, Dispel, Swan Song & An Offer You Can't Refuse provide a crazy ceiling of value for a single Mana. If you wanted to roll with 2-drops for budget reasons, though, Delay, Arcane Denial, Dovin's Veto & Negate are all easy to cast, & throw a wide net. Misdirection & Bolt Bend are also options here.

Secondly, Narset, Enlightened Exile can only trigger on your own turn, & you need to ensure that everything is going to go as planned. Grand Abolisher & Conqueror's Flail will lock your opponents out of your turn without giving your opponents the same utility like cards like Teferi, Time Raveler & Defense Grid notoriously do. Silence, Revel in Silence  Flip, Abeyance & Orim's Chant can do something similar for 1-2 Mana.

Speaking of Stax, there are a few concise, utilitarian pieces that you may want to consider. Drannith Magistrate, Sanctum Prelate, Archon of Emeria, Lavinia, Azorious Renegade, Boromir, Warden of the Tower, Aven Mindcensor & Containment Priest shut down a LOT of strategies. You'd be surprised how little most decks can do once you take away their ability to cheat stuff in, Tutor and/or cast things for free. Personally, every deck I have is heavily handicapped by all of those pieces. I wouldn't even be able to target them with removal if you played your cards right.

For noncreature Stax, you've got Chalice of the Void, Cursed Totem, Thorn of Amethyst, Deafening Silence, Grafdigger's Cage (which your Commander's ability gets around btw, very strong here), & Rule of Law as a few solid options.

You do need quite a bit more card draw, though. Scroll Rack & Sensei's Divining Top are obviously great, but the level of toolbox utility they actually give you in practice is even better than it seems! Archivist of Oghma, Faerie Mastermind & Ledger Shredder all give you card draw that scales with what your opponents are doing, which is fantastic. Other things like Deep Gnome Terramancer & Wandering Archaic  Flip do the same thing, though they technically aren't card draw. Hell, might as well throw Monologue Tax out there too since I'm talking about scaling.

There's also Careful Study, Frantic Search, Tolarian Winds, Faithless Looting, Cathartic Reunion, Burning Inquiry, Thrill of Possibility & Dragon's Rage Channeler, which are great synergy here!

Speaking of synergy, let's get into that! The foremost synergies for Narset, Enlightened Exile imho is Underworld Breach + Lion's Eye Diamond + Brain Freeze & Intuition, and much of the deck should be geared towards maximizing on that. They're all very easy to Tutor up via cards like Enlightened Tutor, Mystical Tutor, Idyllic Tutor, Solve the Equation, Fabricate, Reshape, Transmute Artifact, Reckless Handling, Goblin Engineer & Gamble, in addition to being easy to recur via your Commander's ability. It's actually absurd, truly busted. I wouldn't recommend throwing Wheels like Wheel of Fortune or Windfall into the mix, though. They're very overrated, & you can just run Brain Freeze for the combo instead. No need to give all of your opponents a bunch of cards for free if you don't have to! Queen Kayla bin-Kroog is for sure worth consideration, though, if you choose to run Artifact Stax.

Maximizing on Underworld Breach, however, means running Storm. I'd recommend Birgi, God of Storytelling  Flip, Storm-Kiln Artist, Urabrask  Flip, Desperate Ritual, Pyretic Ritual & Seething Song to keep your Storm engine from shutting off. I personally don't condone Runaway Steam-Kin, as it's just too freaking slow & conditional compared to other options.

Additional Combat Phases would also be of great use here as opposed to trigger doublers like Strionic Resonator or something. Aggravated Assault, Waves of Aggression, World at War & Seize the Day are the only ones I'd consider running, though. You don't wanna load up on too many synergy effects when you can just Tutor for the best of them when the time's right, ya know?

Since you're running Dockside Extortionist, I'd also consider Cloudstone Curio. With one other Creature (like Spellseeker for example), you can produce infinite Treasures & ETBs with little effort, which is usually more than enough to get you to the finish line.

Your ramp package is looking solid enough, but I'd include 2 more Rocks as well as the rituals I named previously. Fellwar Stone is, functionally, a 5-color Rock for 2 Mana, which is absurd. I tend to not condone 3-drop rocks, with the exception of Chromatic Lantern, which was just reprinted recently and is currently super cheap.

Oh man, now that I think of it Isochron Scepter + Dramatic Reversal gives your whole team infinite power and toughness via your Commander, as well as giving you infinite Mana if you have enough Rocks on the field. Maybe consider it lol.

Monastery Mentor seems to fit like glove here as well, offering some much needed redundancy and a surprising amount of board presence. It's kind of like Deep Gnome Terramancer or Wandering Archaic  Flip in the sense that it just provides waaaay more value while playtesting than you thought it was going to!

Also, consider giving yourself Hexproof with stuff like Witchbane Orb to protect your own Graveyard.

To summarize, I really think your best bet with this one is building a system that gets to either an Underworld Breach + Lion's Eye Diamond + Brain Freeze combo win or an Intuition win as quickly as possible, with other combos like Dramatic Reversal + Isochron Scepter being strong potentialities on the way.

Cheers!

NV_1980 on Jodah, Unifier of Gated Shrines.

3 months ago

Your deck has next to no ramp/rocks, at least no cheap-to-cast ones. Having them could greatly increase the speed of your deck (and maybe reduce its average CMC at the same time. I'd consider cards like Arcane Signet, Coalition Relic, Fellwar Stone, Patriar's Seal and Relic of Legends. If you can afford it, Mox Amber would also be really good in this deck. More mana dorks like Delighted Halfling or Birds of Paradise would also help.

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