Graven Cairns

Graven Cairns

Land

: Gain .

, : Gain , , or .

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Graven Cairns Discussion

multimedia on Kaalia of the Vast

2 weeks ago

Hey, nice personal version. I respect you're willing to post for critique your personal deck that you're currently playing.

An area to consider improving is ramp. Consider cutting some basic lands especially Swamps for more low CMC mana rocks?

You can get ramp other ways than mana rocks such as Rakdos, Lord of Riots who's underrated with Kaalia. Can also be a backup to more easily cast high CMC creatures if you can't cheat them onto the battlefield with Kaalia. Rakdos could replace Iona, Shield of Emeria because she's banned in multiplayer EDH/Commander.


40 lands with 27 basic lands isn't a good ratio for color fixing when you need all three colors equally. You can't count on having Chromatic Lantern every game for color fixing, but you should consistently be able to count on your lands. Bloodstained Mire is great, nice Expedition, but currently it can't fetch a white source because there's no Swamp/Plains or Mountain/Plains land. Savai Triome , Godless Shrine and Sacred Foundry are Plains lands that Mire can search for.

Less lands, more color fixing and more ramp will help gameplay. You want at least 20 sources of each color from lands in the manabase which is completely doable with the already high budget. My advice is cut basic lands for more dual lands. I'll suggest two different tiers of land improvements to consider based on your current budget.

Tier 1 (more expensive lands, better color fixing): more Rainbow lands, more Fetch lands, Shock lands, Bond lands.

Tier 2 (less expensive lands, less color fixing): lesser Rainbow lands, Bond lands, Pathways and Filter lands.

I offer more advice. Would you like more advice? Good luck with your deck.

Gory.Flory on The Queen Of Politics

2 months ago

Online class is in session, which just means I've got an excuse to post my suggestions now. My suggestions for lands are a doctrine I'm going to press on you; the following suggestions are just ideas that you can decline based on your taste. Overall, your list epitomizes the Commander format to me.

  1. LANDS MAN LANDS! You could have the best cards in every format and never play them when you need them because you're topdecking the wrong basics at the wrong time. There's budget options, not every mana base needs to be fetches and shocks. Prioritize your lands over cards that are powerful but not essential to your strategy. There are some specific lands that would be interesting in here too. I recommend prioritizing buying one or all of these cycles before buying stuff like Urborg, Tomb of Yawgmoth if you don't already have one. The basic land ratio can then be more specific once your lands are fixed, but that can be the last step of your construction.

Your Mardu and Commander staples: Command Tower , Savai Triome , Nomad Outpost , Exotic Orchard , Terramorphic Expanse , Evolving Wilds . I have a Forbidden Orchard that would be cool in this deck but would need to be part of a good deal (I'm strict about lands).

Your bicolored lands:

a. Pain lands: Caves of Koilos and Battlefield Forge are cheap as hell. Sulfurous Springs is the most expensive of these three but if you can get your cycle of lands for less than $15, it's still really good.

b. Filter lands: Graven Cairns , Rugged Prairie , Fetid Heath . You can get all three of these for $16 so it doesn't pass our test... but I have a Cairns for trade, bringing you to $12.50. These are good because you have some cards essential to your strategy that have double-colored-mana costs and others with multicolored costs. These are a great budget cycle, especially for your colors.

c. Temples are super cheap now: Temple of Malice , Temple of Silence , Temple of Triumph .

Less good bicolored lands that are require deckbuilding technique:

c. Check lands: these are fantastic if you have a good basic land ratio (why it would be important not to run both the thriving lands and the pathways at the same time as these)- Dragonskull Summit , Clifftop Retreat , Isolated Chapel

d. Pathway lands: Needleverge Pathway  Flip, Brightclimb Pathway  Flip, Blightstep Pathway  Flip. You saw the foil full art Blightstep Pathway that was in my knight deck, you asked about the price when you said it was cool. I wouldn't necessarily go out of your way to buy these, but definitely seek them out in binders. If you're not running cards like Cultivate where you want to have some ratio of basic lands, these are strictly better than basic lands and could replace your Thriving Lands (which are a decent start; I have the nonred ones available).

e. These lands: Foreboding Ruins , Shineshadow Snarl , Furycalm Snarl

  1. Curses, Vows, Impetuses: these could be cool, especially with the Sigarda's Aid you already own. Having these in your hand (and even better, a sigarda's aid in play) means when you say "if you attack this person instead of me, I'll reward you with ____" and bluff, or if someone attacks you you could flash in a Vow of Duty . I have most of these in the cube (as well as marchesa and the jankier cards in your deck), so you can try these out and see if you like them.

a. The other vows are Vow of Lightning , Vow of Torment , and Vow of Malice (quick trivia- there's two black vows because R&D has tried to ween off of intimidate and other mechanics like protection from [color] and likely didn't want to include it in Commander Legends).

b. More aggressive and prone to cause kamikaze-style attacks, the Impetuses are similar to the vows but definitely play very differently. Martial Impetus , Shiny Impetus , and Parasitic Impetus could even be considered removal for multiple creatures in combat if you flash them out with Sigarda's Aid.

c. Curses: Marchesa was the most popular commander for curses until Ghen, Arcanum Weaver was released. Curse of Chaos encourages the player with a shitty hand to swing in a bit. Curse of Bloodletting punishes the opponent who is too far ahead. Curse of Shallow Graves is cool at a table with Gedan's Varina, Lich Queen deck. The curses from Commander 2017- Curse of Opulence and Curse of Disturbance are the best in your deck as they also give you something when your opponent attacks them too. These are really the only curses that fit the theme and psychology of your deck by not making you a target IMO, but .

  1. Removal: You have some "soft" enchantment synergy going on, so you might as well make it more broad. You're in the late game, you've got all your powerhouse enchantments in order and extra mana... why not cast Idyllic Tutor for whatever removal would smooth out your schemes? Darksteel Mutation shuts down commanders. Seal of Cleansing can be recurred with Hall of Heliod's Generosity . Dark Banishing is honestly a better run for your cash over Bedevil ... you're supposed to be able to convince those opponents to remove the black creature ;)

  2. Individual cards: Gedan has a Rite of the Raging Storm you could get. Wishclaw Talisman is more on theme than Diabolic Tutor or cheaper than Infernal Tutor . This is the only deck I wanna see those and Grim Tutor in since I know what you tutor for will actually be interesting and not a combo piece. Sphere of Safety would be impenetrable and bait removal if you have the mana for it. I have a foil Keeper of the Accord somewhere but I don't know where it is. Commander's Sphere as a budget option for Chromatic Lantern , and if you build a solid budget land base the draw effect would be better (adding but lantern but not replacing would be good eventually)

  3. Some cards I'd remove or wanted to comment on, but understand maybe stylistic or preferred: Sunforger can be a cool aikido spell tutor at instant speed. However, looking at your white instants, you have to spend 3 and then RW to save yourself with Angel's Grace . That could be a cool maneuver. I was also going to suggest dropping Akroma's Will until I saw Sunforger... that's fucking cool too, especially game changing after blockers are declared. Otherwise you're Mortify ing a creature, having your opponent talk to the Deflecting Palm , or Tear ing an enchantment in half. Batwing Brume wouldn't do anything with Sunforger. Therefore Sunforger basically has two game-changing effects and three utility effects, but I'd suggest keeping an eye on Sunforger to see how often the 3RW cost is available and worth it. The fewer cards you're dependent on, the more decentralized your strategy is, making it way harder to compete against (I'm saying this both critically and in favor of Sunforger- just keep it in mind). Torment of Hailfire wins you the game, but isn't gonna be less than $15 in the next couple years. You might not need it. Revival / Revenge can make you one of six creatures or one of three opponents an enemy- it seems like there are better cards you could play. Revel in Riches makes you a threat that your opponents need to race against, and I (genuinely) don't know if that's a position you want or if you want to maintain your monarch status. Try to think of when you want to win with this deck- by beating down your opponents individually, by beating them all at once, by spontaneously winning, or by drawing the game out for as long as possible and having the best resources throughout the game.

I haven't been able to analyze most of my own decks this intensively in a while, your design is competitive while still unique and interesting. Knowing your play style and how well it fits to this too also helps me suggest cards- it's the difference between auto-generating a deck from EDHRec and building a deck. I haven't been super inspired in the decks I've been building for myself, but this one of yours has me just as interested in the game as you now.

multimedia on WTF KAALIA

3 months ago

Hey, you're welcome.

My next advice is consider improving the manabase? More dual lands in place of some basic lands, Bloodfell Caves and Immersturm Skullcairn to help color fixing. 27 basic lands is a lot for a three color deck since you risk drawing all of one or two types of basic lands. On a budget there's several lands to consider adding:

Lands that will always ETB untapped are better, but there aren't a lot of budget options. The next tiers of prices for some lands for future upgrades ($4 lowest to $10 highest):

multimedia on The Ur Dragon

4 months ago

Hey, well done for being new to Commander.

Because you have the three Forest Triomes, Stomping and Tomb then Rampant Growth and Kodama's Reach could be upgraded to Three Visits and Nature's Lore . 10 Tri lands is a lot since you also have the Triomes and all these lands always ETB tapped which is slow. Currently there's 18 lands that always ETB tapped which is really too many.

The advantage of cutting the Tri lands for lands that can ETB untapped is it can help you to cast ramp turn two or three. To speed up game play consider cutting Tri lands for other lands? The Trimoes and Shock lands have interaction with Check lands with 19 lands that can activate a Check. Pain lands and Filter lands always ETB untapped.


An example of an upgraded manabase with most lands you already have:

Good luck with your deck.

TriusMalarky on What is my Edgar Markov …

8 months ago

First, you have 4 taplands. Please, man, with a $200 budget you can fix 4. Exotic Orchard, The red Tainted land, Graven Cairns and friends. Easy, you can find a good number of them for $10-20 and make your manabase SO much better. The only one I'd even consider is the triland, and only because it taps for all three colors.

Also, cards like Village Rites become incredibly valuable. Rites itself is 1 mana draw 2, and the other versions(Costly Plunder, Altar's Reap) add a mana and instant speed. You'll have enough tokens that it's just free value here.

Between Champion of Dusk and Ad Nauseam, you've got some high power draw. IMO, just add some more tutors. Wishclaw Talisman, Scheming Symmetry, Grim Tutor are all plenty good to go get your nice Ad Naus or Champion to draw waaaay too many cards. For other tutors consider Brainspoil to get Ad Naus, Shred Memory for something like Cordial Vampire or Impact Tremors, and possibly Dimir Machinations and Dimir House Guard.

For win cons, consider Purphoros, God of the Forge. Deals damage twice as fast compared to Impact Tremors, and both of them are really solid cards. Burn at the Stake could probably take your horde of tokens and off somebody as well. Also tutorable by Brainspoil.

DemMeowsephs on Licia Blood Bending (Mardu Life control Voltron)

8 months ago

Hey there! You mention the mana base needing some help in your description, and if you're still looking to work on that, maybe consider some of the following cards! Many may be out of budget, and you could possibly have been aware of them all already, and if that is the case I hope this can be of use to you as a reference!

Since you have the two temples, you may want to include the last one, Temple of Malice. Even though you don't run too many / cards, you still need that colored mana to cast Licia, and so you want a relatively even mana base. Same goes for the last pain land, I'd recommend including Sulfurous Springs since you have the other two. Since you're also gaining a lot of life, and because they are great in general, you may want to take a look at Blood Crypt, Godless Shrine, and Sacred Foundry, (the shock lands) which function very well, especially with the following cards: the fetch lands. Bloodstained Mire, Arid Mesa, and Marsh Flats are some of the best lands in the game! These can search for the shock lands, not just basic lands, allowing you to get any colors you need from just one of them! While that whole set is pretty expensive, it may be something to think about for the future. Now on the cheaper side, there are the wonderful fast lands, Blackcleave Cliffs, Concealed Courtyard, and Inspiring Vantage, which can help you support your early fundamental turns quite well! If you wish to include a lot of basics/shock lands, you may want to think about having the check lands, Dragonskull Summit, Isolated Chapel, and Clifftop Retreat, which tend to be great and also lay on the cheaper side. Last but not least, there are the filter lands, Graven Cairns, Fetid Heath, and Rugged Prairie! Now that said, here are some non-dual lands that could really help fix the mana base quite a lot that I would recommend: City of Brass, Mana Confluence, Ancient Tomb, Prismatic Vista, Fabled Passage, Reflecting Pool, Exotic Orchard, Strip Mine, Wasteland, etc.

Now enough about lands! Here are some ramp spells you might like. Land Tax, Arcane Signet, Commander's Sphere, Talisman of Conviction, Talisman of Hierarchy, Talisman of Indulgence, Jet Medallion, Pearl Medallion, Ruby Medallion, Sol Ring, Gift of Estates, Weathered Wayfarer, Chromatic Lantern, etc!

I also have a mardu deck, (A Deal With the Devil EDH ⫸PRIMER⫷), so if you want to check out most of the cards I mentioned on a list, feel free to pop in there! Anyways though, I hope this helps, good luck on your deck, and have a wonderful day! Happy tapping!

multimedia on Kess, Discard Mage

9 months ago

Hey, nice start on a budget.

Consider expanding on instants/sorceries trimming creatures? The power of Kess comes from being able to cast an instant/sorcery from your graveyard on your turn therefore you want to take more advantage of this especially draw and dig. Could start by cutting half the creatures from the creature base and adding mana efficient spells that Kess can cast from your graveyard:

A powerful repeatable effect on a budget with Kess because she has flying is Whispering Madness. Cipher Whispering to Kess and then when she does combat damage to an opponent everyone wheels their hands for no mana cost to you. A repeatable wheel fills your graveyard up with spells to then cast with Kess. Can even cast Whispering from your graveyard with Kess and then Cipher it to her or another creature you control. The act of discarding a card to Whispering means that if the card has a madness cost you can pay that cost. This is a way to discard a lot of cards with madness while at the same time able to pay the madness bonus cost.

A wheel makes all players discard their hands and draw cards, but you can prevent your opponents from drawing with Narset, Parter of Veils and Notion Thief. Notion is $0.50 not $2. With one of these cards in your control then your opponents don't draw cards after they discard their hands.


For the manabase you would be better off playing more basic lands then lands that always ETB tapped such as the three Vivids, Transguild Promenade, Cinder Barrens, etc. Exotic Orchard could replace Promenade. My advice for the manabase on a budget is build it around more basic lands and include dual lands that have interaction with basic lands or are good budget dual lands:

I offer more advice. Good luck with your deck.

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