Guildless Commons

Guildless Commons

Land

Guildless Commons enters the battlefield tapped.

When Guildless Commons enters the battlefield, return a land you control to its owner's hand.

: Gain .

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

Latest Decks as Commander

Guildless Commons Discussion

Sephyrias on Phylath

5 days ago

Mossfire Valley is a decent budget land and Highland Forest is tutorable. I also like Blighted Woodland , Warped Landscape and Guildless Commons this deck. Don't think you need Reliquary Tower here though.

The proliferate cards like Retreat to Kazandu, Bloom Hulk, Vorinclex, Stumpsquall Hydra, Pridemalkin and Managorger Hydra don't fit so well to Phylath in my opinion. Going wide instead of big will get you better results. All you want in this deck is card draw, interaction, a lot of land ramp and some mass-pump spells. When cutting these cards, I'd also take out Inspiring Call, Soul's Fire, Thud and Fling. Plummet doesn't strike me as good enough. Kazuul's Fury can maybe work because it doubles down as a land. Gruul Locket, Wayfarer's Bauble, Commander's Sphere and maybe even Gruul Signet and Thought Vessel can be cut for more land ramp. I would even disregard single target protection like Swiftfoot Boots. Your commander dying is sometimes even advantageous, because then you can cast it again to get another bunch of tokens, similar to how Prossh, Skyraider of Kher can play.

Here some nonland cards that I'd definitely add either way:

Beanstalk Giant , Predatory Rampage , Nature's Claim , Impact Tremors , Momentous Fall , Overrun , End-Raze Forerunners , Rampaging Baloths , Abrade , Valakut Exploration , Heraldic Banner , Farhaven Elf

I personally like Creeperhulk and Gigantomancer , because they increase creatures' base stats, so Pylath's +1/+1 counters up the target's power even more. Very easy to get a handful of 10/10 plants this way. Vitalizing Wind can also win you the game, but costs a lot of mana upfront. Wort, the Raidmother can come in handy too. If you can afford it, Greater Good does very well in this deck as card advantage engine.

multimedia on Y'er fond of me lands

3 weeks ago

Hey, well done on a budget upgrading a precon for a first Commander deck.

There's some cards in the precon to consider adding:

  • Meloku the Clouded Mirror : one of the better budget cards with Aesi because it can bounce lands you control. It can be a repeatable source of flying tokens, landfall triggers or best of all draw with Aesi.

  • Spitting Image : can copy any creature on the battlefield including an opponents creature. Retrace is the reason to include this because by discarding a land you can cast it again from your graveyard and keep doing this as long as you have a land in your hand to discard.


With Murkfiend Liege and Retreat to Coralhelm you can take advantage of Llanowar Scout and Zimone, Quandrix Prodigy who can tap to put a land onto the battlefield. This interaction if you have lands in your hand lets you trigger Aesi on your opponents turns. Can also abuse this interaction with Simic Growth Chamber or Guildless Commons because these lands can bounce themselves back to your hand. Either one lets you trigger Aesi and draw a card on each opponents turn.

Some other cards $1 or less each to consider adding:

Some other budget lands $1 or less each to consider:

If interested I offer more advice including cuts to consider. Good luck with your deck.

Omniscience_is_life on Ormos needs so much support budget is futile help

1 month ago

BrassLord all great intuitions and insights!

I definitely like where you're going with the lands you suggested, I'm thinking to cut Guildless Commons and an Island for them because

A. colorless sources need to be few and far between in a deck whose commander requires 2x to activate, and

B. Lands that enter tapped kinda suck, I only ever wanted the Commons because they get a land back to discard--but with more different names coming in with your suggestions I don't need that as much.

Frantic Search stands out to me from your suggestions, most of my ramp sits at 2 on the curve so I want to be drawing at 3+. That one will find a home for sure.

Lastly, Tunnel Vision looks to be a very fun wincon to add to my current list. The more the merrier!

So, all that said--thank you so much for taking the time to comment! I was having a hard time getting to 100 cards on a budget (I usually throw cares like that to the wind when building on TO, but I actually kind of wanna build this deck ;) ), so I super appreciate your input.

Omniscience_is_life on Mono White Ramp/Draw

1 month ago

plakjekaas they are percentages of all decks. But the very fact that no one would play any White draw spells if they didn't have to is a pretty good signifier that the color is struggling.

Read the Bones is in 12% of all decks, btw.

People shouldn't have to work harder, because that means you're playing poorer. Scathe Zombies is worse than Walking Corpse for the very reason that you have to "work harder" (pay more mana) to cast it.

The thing with those cards you mentioned that disrupt the land equilibrium is, from the top:

  1. Path to Exile is not going to a smart cast in the early game most of the time, unless you're in cEDH (in which case you're not going to be playing Cartographer's Hawk )--so it doesn't really put you behind in lands in the time when you actually need to be ramping. Same with Winds of Abandon , if not more so.

  2. Karoo is steadily falling out of favor in EDH, due to the vices of it entering tapped and making you vulnerable to being two-for-one'd with a Ghost Quarter or other.

  3. Guildless Commons is colorless. Nothing uniquely White about that one.

  4. Oath of Lieges is designed specifically as to have no one player be at a land disadvantage during their turn. Unless you flash in a Stoic Farmer with a Vedalken Orrery then you're going to have a hard time making that combo work.

And the issue with all those cards is there's an innate issue with giving lands to your opponent. The reason you're trying to ramp in the first place is that having lands in play is a powerful thing, especially when you have more than your opponent.

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