At end of turn, if you control no artifacts, sacrifice Glimmervoid.
: Gain one mana of any colour.
Printings View all
|Double Masters (2XM)||Rare|
|Modern Masters (MMA)||Rare|
Combos Browse all
|Commander / EDH||Legal|
8 hours ago
AkimotoRiku, thanks for the upvote. Much of current deck description is out of date. I haven't had time to update it yet.
If you can afford a good four color manabase then in my opinion Breya is a much better Commander than Alela because Breya is a combo enabler/win condition. Having a combo piece in the Command Zone who can also be a win condition really increases the power level of a deck. Breya being an artifact is what makes her such a good Commander with artifact strategies and since she can sac herself for her 3 damage to a player mode is what makes her a win condition with combos.
Recently released Double Masters has helped this deck a lot. Breya is reprinted in the set and there's many other cards that are now budget options. The manabase got huge help from the Filter lands, Glimmervoid and I'm watching Sunken Ruins and Academy Ruins. Master Transmuter, Phyrexian Metamorph, Baleful Strix, Sculpting Steel are now very good budget artifacts and I'm watching Darksteel Forge. Arcum Dagsson's price has been cut in half letting me add him back in. Sword of the Meek is now a budget equipment and it combos with Thopter Foundry.
1 week ago
To drive the point home.... Darksteel Citadel is Ancient Tomb or Mishra's Workshop or sometimes even better(and it's indestructible) when used with Affinity(Frogmite and friends), gives one or more of your creatures +1/+0(Cranial Plating, is a 5/5 indestructible(Ensoul Artifact), can be sacrificed to give any of your artifact creatures a +1/+1 counter(Arcbound Ravager), fixes your mana(Glimmervoid and Spire of Industry), all at once.
It would be really awesome if we suddenly had 8 or 12 or, if we unbanned the original colored artifact lands, up to 24 total copies of that. Not that you need that many, but still.
And, with the combination of affinity and improvise, as well as some other specific cards, it is not only that but also Black Lotus. Of course, in that deck every thing is Workshop + Lotus + whatever else it was anyways, so the point is sorta moot.... until you realize that you can have a deck where everything, even your win conditions, are Lotus Workshops and the only reason the deck isn't good is because your 10+ t1 power has no evasion, even if it's partially consistent.
1 week ago
Hey there! No problem, and you have definitely come to the right place! Here are some types of lands that I personally think should have a spot in every deck, and some multi-colored lands that work anywhere and everywhere! I hope this helps you throughout your journey in the world of magic.
Types of Lands:
- These lands say when [cardname] enters the battlefield you either take two, or have it enter tapped, which I am sure you are familiar with.
- These are lands that say, [cardname] enters the battlefield tapped unless you control a [land type] or [land type]. These aren't always that good in my opinion, but if you need a cheaper option they are MUCH better than guildgates, etc.
- Similar to the signets, these lands can be extremely useful when you have one color, and need the other. They are also a lot cheaper as they just got reprinted in Double Masters
- Some of my personal favorites, these lands can be untapped unless you have 4+ lands, and are very helpful at the start of the game
- These are by far some of the best, as you always know you can get mana from them, without worrying they might be tapped, or untapped, or something like that.
- The better version of pain lands- but they are not printed in every color combination. However when you can, cut your pain lands for these!
- There are also the beloved fetch lands, which can even search for shock lands, proving to be very useful in many situations!
- These are EXTREMELY useful if you have multiple opponents, as they come at no extra cost. However like the Horizon lands, they are not available in every color.
- Sea of Clouds, Morphic Pool, Luxury Suite, Spire Garden, Bountiful Promenade
These dual lands are some of the best, and my favorites, though there are many more people enjoy playing, such as bounce ladnds (Dimir Aqueduct), Battle Lands (Sunken Hollow), Reveal Lands, (Port Town), Cycle Lands (Irrigated Farmland), Storage Lands (Calciform Pools) and many others, but usually you don't have this many spaces in your deck, and so the ones I named first are usually better. However, I'm not done! There are many multicolor lands that fit in any deck, that are extremely powerful! Some of them are listed below.
- City of Brass
- Mana Confluence
- Prismatic Vista
- Fabled Passage
- Ancient Tomb
- Exotic Orchard
- Command Tower
- Forbidden Orchard
- Gemstone Mine
- Gemstone Caverns
- Command Tower
- Maze of Ith
- Strip Mine
- Tarnished Citadel
Etc. There are many more like this but as before, the ones above are definitely the best, and most of them deserve a spot in every deck! Some specific deck themes have their own versions of these lands, like for Artifact decks you might play Glimmervoid and for Creature decks you might play Ancient Ziggurat. Usually, when I deckbuild i go to EDHREC, which has amazing suggestions and synergies for EVERY commander, and even for specific archetypes and colors- lands among them! For these speciifc themes you can find the lands you need there (along with many other cards too) but everything I named above I recommend playing in the meantime! I hope this helps you in your future decks, thanks for reaching out, good luck, and have a great day!
2 weeks ago
1 month ago
Hey, very good version of Breya.
Ignore the ridiculous inaccurate competitive meter that says this deck is only 39%. The power level is much higher than that especially with busted card additions of Demonic, Mox, Urza, Tezzeret and Blightsteel. I would put your deck in the 70-75% range.
There's 2x Darksteel Forge here which isn't legal in Commander. Could cut one for Goblin Engineer. Engineer can tutor for any artifact or best of all one of Deathmantle, Altar, Sword, Foundry of the combos putting it into your graveyard to then recur or reanimate. Engineer has good interaction with Welder and Emry. Could add Shimmer Myr as the 100th card since it gives Breya and all other artifacts flash. It's much more deadly to be able to combo with Breya at instant speed in response to anything an opponent plays.
Grand Architect + Deathmantle + Breya + two blue Thopters. Is a combo to kill all all your opponents, one at a time with Breya's 3 damage to target player mode. Breya and the two Thopters she creates are blue; with Architect can tap him, Breya and each Thopter to make . Which is enough to activate Breya and pay for Deathmantle. The combo works because Breya is an artifact, she can sac herself as one of the two artifacts. Tap her and the two Thopters to make . Activate Breya, sac her and one Thopter. Trigger Deathmantle, pay to bring back Breya and repeat.
If playing Thopter Assembly then consider adding Time Sieve? Without Sieve for the infinite turns combo I don't think Assembly is worth it since there's other much more powerful cards and interactions here. Arcane Signet is an upgrade for any Talisman or Signet. Glimmervoid and Spire of Industry are land upgrades to consider. They could replace the two Tainted lands since there's not a lot of Swamps here, but many artifacts.
Good luck with your deck.
5 months ago
Wicker, correction - I guess it was late last night. I completely missed "the tap for " part of Sliver Hive. That does change my opinion of the card as it can be used to help fuel roughly 20 non-creature spells in this deck. If I were to include it, i'd swap out City of Brass or maybe a filter land. But still, COB does exactly what Hive does but better - and the cost is a bit high. The filter land can be a bit annoying as well, requiring specific mana to fuel it - BUT it can get me mana in multiple configurations. Something Hive can't do. I still think COB and the various filters still win out when compared to Sliver Hive. What they should've done, in my opinion is remove the "Tap for ", and remove the requirement for the third ability (and lower the mana cost of the ability to or ). Or make it like a Glimmervoid for slivers! "This land taps for any color as long as you control a Sliver" type of deal. The previously mentioned examples would make the land far more interesting, and a must use in my opinion. What're your thoughts?
10 months ago
danielmauricio: Efficiency’s sake.
Glimmervoid is a niche rainbow land to begin with, and we only have 25 artifacts in the deck to keep it turned on with. Not to mention that it can suck in an opening hand without fast mana. It also can’t be Fetches, and the fact that it dies without an artifact out makes it worse than City of Brass or Mana Confluence by in large.
The artifact lands were cut because they can’t be Fetched, and were fairly irrelevant in turning on Mox Opal. At 25 artifacts it is enough to generally have three when we need them, and we never get punished for having an offline Opal on board, as it will stick around long enough to turn on eventually.
11 months ago
Alright, let's get back in the field.
Lords and Anthems
A longtime staple for tribes, dating all the way back to Zombie Master , and almost every tribe wants them. Since you're looking to put a lot of 'Crows on board, Lords of course buff them, and enables your ability to close a game without depending on commander damage. Some come with bells and whistles, and depending on what build you want, not all of these will make the cut. Anthems help with this as well, but vanilla Anthems won't give you the same mileage as a Lord. Nevertheless, it's worth considering everything at your disposal.
Adaptive Automaton - A standard Lord that mixes with any tribe, and maybe not ideal for Reaper, Lords are just good in general
Brass Herald - A little costly, but a recruiter and Lord in one is a nice option; I would only be comfortable recommending this if your creature count is high
Metallic Mimic - A de facto Lord, and is prime for ETB abuse
Etchings of the Chosen - Making your general hard to deal with should always be welcome
Radiant Destiny - I think Vigilance is a little too vanilla to make the cut in EDH, but it's worth considering
Shared Triumph - As far as Anthems go, this one is sold mostly by its appealing mana cost
Door of Destinies - Given that you will cast a lot of Scarecrows, Door will put in work
Cover of Darkness - I think Cover is a little too Voltron-ish for King, but it's an option
Kindred Boon - Mostly just protection for King and at least is worth considering
Steely Resolve - Tribe-wide Shroud seems very good for any tribe that can use it
That Which Was Taken - Protection for anything, plus synergizes with Artifact support
Drawing is strange in EDH. Not everything good is usable here since you still want to find synergy, but there are plenty of options, and most of them will serve you well on a budget.
Deep Analysis - Its initial cost can be rough, but Flashback is great,
Dig Through Time - Given how long EDH games can go, Dig usually has plenty of Delve fodder to be affordable
Distant Melody - A decent choice for any EDH tribal
Thoughtcast - Solid in anything Artifacts
Greed - It's an option
Mind Stone - Doubles over as a mana rock, but its draw ability is mainly what you want for late game
Thopter Spy Network - Generates fodder and enables draws, and while maybe not great, is nice nonetheless
Tutors and the Like
Consistency in function is crucial to your deck, and depending on who all you play with, the tempo of games could afford you time for otherwise less ideal options.
Scheming Symmetry - Better with more people at the table, but is an option
Planar Portal - Maybe a little costly, but it tutors anything and is a personal favorite
Planar Bridge - Even more costly than Portal, but can just churn a permanent out of the deck
Saheeli's Directive - Costly, but powerful, plus it gives a little extra utility to Artifacts that you don't immediately have use for or don't tap
I'm no expert in juggling lands for multicolor EDH, but there are some solid good stuff lands for such a format. This is probably where most of your attention is going to go because Shocks, Fetches, and the like are outside your budget, leaving you working with more strict cards. I'm including transforming cards because the Land forms are mostly what will concern you, although keep in mind their original forms should provide some utility as well.
Arch of Orazca - A colorless land can suck, but one that can keep cards in hand is worth noting
Command Tower - Don't question it
Glimmervoid - Staple for Artifact EDH
Mirrodin's Core - Super budget and requires some planning, but is flexible
Opal Palace - Decent fixing, plus it softens the pain of casting your general for the sixth time in a game
Path of Ancestry Color fixing with perks for casting your general
What to Ditch
This is where I start to fall off, since I've only ever built Voltron and Superfriends EDH decks. But I do have solid overall advice for deck building, period: consider what cards bring to the table. If you find that a card doesn't quite work well, look for something to better get this machine working. Try to get as much synergy out of your cards as possible, so things with linear and okay-ish function may not be worth keeping. Always test and see what happens. A lot of things that are good on paper don't iron out in practice, and likewise things that don't iron out on paper are great in practice.
Hopefully this all helps you find your way with the deck. Of course, since I'm no expert in this field, feel free to do further research for tips and cards. There are plenty of other King EDH decks on TappedOut, and people love to build things differently, so there likely are going to be things I've missed that someone else considers a no-brainer inclusion. Additionally, utilize Google and MTGSalvation for more ideas. Lastly, deckcycling puts it on the front page for people to see, and possibly give you a hand. There's a lot of room to build here, and there are likewise a lot of people who can advise you.