Fountain of Cho

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Fountain of Cho

Land

Fountain of Cho enters the battlefield tapped.

Tap: Put a storage counter on Fountain of Cho.

Tap, Remove any number of storage counters from Fountain of Cho: Add (White) to your mana pool for each storage counter removed this way.

DreadKhan on The Masochism Tango

4 months ago

Just some 'bad' ideas to consider (I have some irregular views on ramp, to be polite), Subterranean Hangar is ramp that uses a land drop, very handy with a 7 mana Commander, either to get them out or recast them, Fountain of Cho is the White option. I threw cards like this in a deck on a lark, I was pretty impressed how they can play out in a deck that uses fairly splashy effects... this brings me to Grave Betrayal, this card is politely described as 'good with your Commander'. Another option to consider is bigger ramp, maybe Thran Dynamo, which takes you from 4 mana to enough to cast your Commander next turn, seems decent? Maybe Gilded Lotus, which takes you from 5 to 8, but also gives you coloured mana? Worn Powerstone is also interesting, it's not a great card but it's also not unplayable, wildly worse Sol Ring is also a good enough card, it just looks bad because Sol Ring exists. Another choice worth looking at that is relevant because of it's ceiling is Skyclave Relic, the kicker is a bunch, but that much mana next turn is advantageous. I get that your deck is trying to be fairly nimble, with lots of lower to the ground ramp, but I feel like with a 7 mana Commander that does this much you really want her out as quickly and consistently as possible.

If you like Indestructible sources, I think Gift of Doom is the best ever printed, Morph is incredibly hard to interact with once it's in play, and I'd like to think you'll have some sac fodder. It's also a combat trick fwiw, you've got Vigilance, and if they've got a big attacker this can deal with them and prevent certain types of removal, and it can blank stuff at the fastest speed possible.

Since your Commander has Protection from Creatures, I'd love to see if Inquisitor's Flail would work in here? By itself it turns your Commander into a 3 turn clock vs any opponent, and she blocks better since she'll deal double damage. It's less resources than Fireshrieker, but it completely stacks with it fwiw, if you get two doubles you're a 2 turn clock. Come to think of it I think I'd run Duelist's Heritage over Fireshrieker if you have access to White. Another 'out there' idea, but Grafted Exoskeleton plays well with your Commander, it turns her into a 2 turn clock by itself, and your Commander becomes a pretty nasty blocker too, and it obviously would play well with doublers. If you've got Protection from Creatures, you could try Pariah on your Commander to drag out games. It's worse if people play Red Burn effects in your area, but at least life loss effects don't interact with it, just damage. If you have Indestructible on something then Pariah looks even better.

I hope some of these ideas are useful, Big Teysa is a nifty Commander to see in action!

wallisface on Divine Rust

1 year ago

Some thoughts:

  • A bunch of your cards aren't modern-legal. They're all the one's highlighted in red, so Archangel of Strife, Exalted Angel, Noble Templar, Wizards of Thay, Decanter of Endless Water, Robe of the Archmagi, Sol Ring, Ascend from Avernus, Fountain of Cho, Seat of the Synod, Promise of Tomorrow, and Reverent Mantra.

  • You're playing a lot more cards than the 60 required. Any amount of cards over 60 reduces a decks consistency and generally makes it weaker - I'd suggest heavily on trying to cut back to 60 cards.

  • You're currently playing waaay too many cards as 1-ofs or 2-ofs. This is going to make your deck super inconsistent and clumsy to pilot. You should be aiming for the majority of your deck to be playsets (4-ofs) of cards. A good strategy for new deckbuilders is to pick 9 cards, and run playsets (4-ofs) of each of those (making 36 cards) alongside 24 lands (for a 60 card deck).

  • Your mana curve is waay too high. Most modern decks can't justify running more than 4 cards (1 playset) costing 4 mana, and seldom run anything costing more than this much mana. You've got a whopping 23 cards costing 4-or-more mana, which is far too much. Going from the above suggestion of picking 9 cards, the mana costs of those cards should look something like 1,1,1,2,2,2,3,3,4.

Max_Hammer on Instant Lottery

2 years ago

I have some land suggestions for you! Not all of them are great, but some of them could be pretty snazzy.

xram666 on Lin Sivvi's Rebels

6 years ago

@ForTheOldFrame: Thanks for your upvote and your detailed comment and sorry for posting so late. I was busy the last days and didn't find the time to reply.

I will try to answer to all your suggestion but I myself aren't an expert in EDH too. So maybe I am wrong with some choices and many cards depend on teh playgroup you are playing:

So thanks again for your comment and now I have the problem to find cards to take out for your suggestions ;-)

finallegend on

7 years ago

I definately understand the struggles of Boros... I have a Kalemne, Disciple of Iroas EDH deck called We're the Titans, We are Strong - Kalemne. Some suggestions as far as ramping would be something like:

  • Caged Sun - effectively doubles the amount of one color mana you can produce per turn

  • Fountain of Cho/Mercadian Bazaar - obscure land that enters the battle field tapped and can either be tapped to add how much mana you can add later or be dumped to bring out the big guns.

Grind on Cheap-Manno, Revolutionary(<15$)

7 years ago

i think you should run Pariah. it's simply the only reason Cho-Manno, Revolutionary is known. it's a great combo and this card only costs 50 cents.
if you are trying to cut something worth 25 cents to try and make up your artificial budget, you could cut Fountain of Cho for a Plains. let's look at the numbers. three turns after you have played the land: Fountain of Cho may have produced 1 mana total! Plains may have produced 3 mana.
while the fountain of cho is flavorful, its just a terrible land.

Mikewhite on

7 years ago

Opifex thanks for suggesting Fountain of Cho and Saprazzan Skerry. I'm new to deckbuilding and my knowledge of cards is minuscule at best. Looking at the rest of the deck, are there any non-land cards you would suggest cutting or adding in?

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