Grim Monolith

Grim Monolith

Artifact

Grim Monolith doesn't untap during your untap step.

: Add to your mana pool.

: Untap Grim Monolith.

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Legality

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

Latest Decks as Commander

Grim Monolith Discussion

zAzen7977 on

2 weeks ago

Hey Mcat1999, sweet build! I’m no voltron expert, but I think you’re on to something here. Like you said, your life gain potential is enormous with lifelink and doublestrike. I think the deck is solid as-is, but if you want to make some adjustments for speed, I humbly offer these suggestions. I don’t know what your budget is like, so I’m making general recommendations regardless of price.

I know you mentioned you like drawing into things and would rather not run tutors, but if you choose to run Enlightened Tutor , Mystical Tutor , Stoneforge Mystic , Steelshaper's Gift , and/or Open the Armory , then you will significantly increase your consistency. It matters when you’re dealing with other decks running tutors that can win by turns 2-5 (like my K’rrik combo deck). And you’re already running fetchlands, which essentially have the same function - so why not run tutors?

I highly suggest running Jeweled Lotus to help cast Ishai on turn 1 - plus it can help mid-game to recast a commander if they get killed, which is likely to happen at least once per game. Other ramp artifacts which will increase your speed are Lotus Petal (one free colored mana always helps), Mox Opal (since you are already running lots of artifacts), and Mox Amber (since you have two commanders and a handful of other legendaries, it will help ramp into your other spells mid-game). Other options are Mana Vault and Grim Monolith , which only produce colorless mana but can really help cast an artifact or big spell in a pinch. I run all of the above in my commander decks, and I always find a reason to use them, even if I can’t use them immediately when drawn.

Academy Ruins or Buried Ruin will help recycle your ramp artifacts or destroyed equipment.

(Continued...)

droctagon999 on Sharuum Combos: Infinite Possibilities [Primer]

3 weeks ago

Love the deck man. I'm actually almost finished completing it. I had a question on which of the last 3 cards I should prioritize first.

Lion's Eye Diamond

Grim Monolith

Power Artifact

I feel like all three are crucial to this decks speed or efficiency. As well as, being good investments or useful in other decks. My Kess deck could use LED or Grim Monolith.

If you're still active and can offer advice, thank you!

insaneinmate on Orvar CEDH

1 month ago

Hey there, I'm new to cEDH and very interested in building Orvar but I'm curious to the reason why some seemingly common ramp isn't included. Lion's Eye Diamond Mox Diamond or Grim Monolith for a few. Is the deck just strapped for card space as is? Thanks!

zAzen7977 on KAALIA'S CATACLYSM - Aggro/Stax [cEDH Primer]

1 month ago

XinZhao, I had the opportunity to play a few games recently, and I’ve decided to swap Cursed Totem with Grand Abolisher , since I encountered two situations in which I had Linvala, Keeper of Silence and Totem at the same time, and I wish I had Abolisher instead. In the past I ran Abolisher, but I took it out because my meta was less control-heavy and I was dealing with more creature abilities.

While I don’t run any infinite combos, I do run the Possibility Storm + Rule of Law / Drannith Magistrate hard lock, so Abolisher protects me while I assemble the combo.

I also dropped Fellwar Stone and Rakdos Signet and added Grim Monolith and Mana Vault , to help with hard-casting big creatures or the Possibility Storm combo if Kaalia is neutralized.

ijakobe on Eldrampzi

1 month ago

Good Point on the "Keys". On the face of it, Cloud Key looks amazing because he let's Kozilek 2-hit people all day. But I (as i am the player i the other side of this deck most of the time) don't recall this ever being a thing. this means Voltaic Key is strictly better, allthough without Rings of Brighthearth I also don't see any utility for the ability to untap the Key itself. Do you see any in the deck? One could also make the argument to just play both, if there are more Rocks in the deck that produce at least 2 mana, with Doubling Cube and Grim Monolith being possible additions to the deck to provide consistent nut draws.

RambIe on How Can I Build Kenrith/Artifact …

1 month ago

blightsteel wont work because he only shuffles himself
you want something that shuffles the entire graveyard into your library that can be triggered when you discard

the key to consistency is redundancy
the least amount of redundancy for early game is 15 copys
example Grim Monolith + Zirda, the Dawnwaker + Prismite

you will need 14 other cards that can perform like Grim Monolith example: Basalt Monolith
14 other cards that can reduce the activation
and 14 other cards that can color correct

now you cant always find or afford that many that's were tutors come in

if you find 8 cards that can color correct and 7 cards that can tutor any one of them you have the 15 minimum
downside is tutors put you 1 turn behind in casting the combo
but this is the only way to make it consistent

Tzefick on None

1 month ago

wallisface It's a restriction in the 99 so he wont just be in every deck for being a colorless exile-machine that also has a hindrance toward enemy mana rocks.

It's true you can still run him as your Commander and have your 99 be almost exclusively mono green ramp, just to get him out on the field. However in his current iteration he would slow down colored mana rocks and start blasting a singular permanent/spell every round. That's not in itself a very game winning strategy, so it falls flat if that's all you do. The effects are still very powerful, but not by itself a win condition.


If you remove the tap requirement from the active ability, your mana count is the restriction on how many permanents/spells you can exile per round. Throw in a Seedborn Muse and no one likes you anymore. It's not a very fun experience when he can sit in the Command zone.

I see that you rectified in your later comments to show that there needs to be a limit on the exile ability. The simplest solution to allow him both be in combat and use his ability could be to grant Ugin Vigilance, so he can attack freely and be ready to blast something - while also having the option of just staying back to blast something. I think it would be a mistake (or rather a nerf) to tie it with an attack condition. That would remove the ability to reactively exile a spell on the stack or a nonland permanent on the board - especially on an opponent's turn.

As for how people deal with Ulamog, the Ceaseless Hunger : it takes two permanents out when cast and that's pretty much the end of it, until something makes it possible for the owner to cast it again - which generally only happens when it is exiled itself while being a Commander or if it is played in the 99 of a self-bouncing deckshell. Ugin's exile as an active ability has a much higher ceiling and it can hit spells. So if not kept in check Ugin could just dominate the board singlehandedly. Also there's still a significant difference between 8 and 10 mana in a single burst.


I think I read MagicMarc's comment on turning any land into Wastes and didn't see that you only had it hit nonbasic lands. Anyhow a Blood Moon effect would be more manageable, but I honestly don't know if Ugin needs the boost. Also Blood Moon is symmetrical - whereas Ugin doesn't even hit your lands, and wouldn't much care either way with his chromatic mana ability anyhow.


And like plakjekaas mentions, colorless can acquire similar ramp potential as green, but in magical Christmas land, they can acquire it MUCH faster.

Turn 1: Ancient Tomb into Mana Vault into Mana Crypt into Sol Ring into Grim Monolith into Ugin. All on turn 1. Turn 2 you can cast Unwinding Clock to just make your opponents scoop even faster. Granted, wallisface's version that can gatling gun exile nonland permanents does not exile spells, so there is a chance to deal with Ugin if you somehow get the appropriate mana in basic lands to cast a board wipe or Diabolic Edict - as colored mana rocks will just be wiped with Ugin before you get to untap. The Ugin player does kinda need a way to increase Ugin's power to hit 21 Commander damage faster, but from there it's just a grinding battle. If the opponents manage to deal with Ugin, he'll likely just come right back the following turn.

I don't think this is a good goal for creating new cards. Not everything has to be cEDH worthy. The card as it is in the OP is strong but not dominating, and I think that's fair. Switching the nonland permanents opponents controls tap for colorless to a one-sided, colorless Blood Moon is probably acceptable. Making Ugin fully colorless will only make the card more problematic for Commander as everyone can suddenly include a Legacy Weapon + Ertai, Wizard Adept on a protected body.

jethstriker on Which Magic card's art would …

1 month ago

The Fool - Jester's Cap

The Magician - Dark Ritual

The High Priestess - Argothian Enchantress

The Empress - Counterspell

The Emperor

The Hierophant

The Lovers - Sower of Temptation

The Chariot

Justice - Equilibrium

The Hermit - Uncle Istvan

Wheel of Fortune - Wheel of Fortune

Strength - Unholy Strength

The Hanged Man

Death - Necropotence

Temperance

The Devil - Lord of the Pit

The Tower - Grim Monolith

The Star - Falling Star

The Moon - Blood Moon

The Sun - Sol Ring

Judgement - Wrath of God

The World - Omniscience

I would look in particular to older cards (premodern) and / or Seb McKinnon cards, as in my opinion those cards have the art style that would suit a tarot card.

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