Combos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Highlander | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Heartstone
Artifact
Activated abilities of creatures cost less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana.
pyyraus on
Yurlok of Scorch Thrash Mana Burn
8 months ago
The mana base needs some improvement. Playing only 33 lands is not enough in a deck that cares about lands as much as this one does. All the land mana doublers are more and more powerful with every additional land- up to a point, but you're well away from that. I'd try to go to at least 37 and up to 39 with the current amount of lands-matter cards. Specifically adding some basic lands so you can get more out of cards like Lavaleaper which currently only works with three cards in your deck. This would also encourage adding more land ramp spells like Cultivate and Kodama's Reach. I would recommend switching to these spells independent of any other details of the deck because you can easily remove cards like Arcane Signet and Chromatic Lantern to make room for instants and sorceries; I personally almost never run Chromatic Lantern in green decks because of these spells. I also think you can drop Animist's Awakening for a more consistent spell like Three Visits, Skyshroud Claim, Migration Path, or even Hour of Promise. It's an okay mana sink but it's not great when in the early turns when you need to get lands but don't have mana to put in. And when you have a lot of mana, you don't necessarily more lands. I think the few mana dorks you have are good and you're not running the more redundant ones like Elvish Mystic, etc.
I think the deck's removal package is solid but could use a few more targeted non-creature removal spells to work with Assassin's Trophy- currently, the only card that can really hits those; maybe good ol' Beast Within? I do like Comet Storm as a mana sink & removal in one card but I don't think it fits the wrath slot as it's more of a multi-targeted removal spell. That doesn't necessarily drop it but I strongly recommend at least one more consistent wrath for a more passive deck like this; Blasphemous Act and Damnation off the top of my head are solid.
Apart from that, I feel like there is a good mix of mana sinks and sluggey effects at the core and the card draw and is good. However, I think it can be improved by dropping some miscellaneous cards to make room for improvements to the aforementioned categories.
-
Vexing Shusher/Destiny Spinner: this is a good ability but Hexing Squelcher is better and I don't think you need this much redundancy especially since these only protect from a single, impactful granted, type of threat
-
Heartstone: this doesn't reduce Yurlock's ability due to the wording- does it work with something else I'm missing?
-
Regrowth: Eternal Witness is honestly just better because it comes with a body
-
Leyline of Abundance: I don't think this is really worth it with only four creatures that add mana; I think 8 mana is a bit awkward for a mana sink and the counter aren't super great in a deck that doesn't like combat that much
-
Scytheclaw Raptor: I'm not definitively recommending you to drop this but it seems a bit weak on paper
-
Torment of Hailfire/Exsanguinate: at least one pls :(
Tippycat on
X- Secret Agent Group Hug EDH
1 year ago
Did you consider any activated ability cost reducers to make X’s ability more repeatable? Like Heartstone, Thran Turbine or even Training Grounds?
king-saproling on
Urza's Rocking Rugs
1 year ago
Ha great concept. What do you think of these? Luck Bobblehead, Powerstone Shard, Heartstone, Five Hundred Year Diary, Victory Chimes, Lithoform Engine, Adric, Mathematical Genius, Drift of Phantasms
Craeter on
2 years ago
Creature cheats always fun. Heartstone
would br amazing in here with this commander. Agatha of the Vile Cauldron as well, especially if she can be buffed. Tutoring for these cards would also be a big plus.
Nixcron on
Scepter Shenanigans
2 years ago
Thran Dynamo + Unwinding Clock untap your Iso's and their power supply's. As I don't see a Sol Ring anywhere im thinking your local group does not run them. Use a Thran instead as a single copy will power all 3 Scepters if your running Heartstone.
Pbudz75 on
Satoru Umezawa, the green ninja
3 years ago
GoodGuyAlex Training Grounds and even Heartstone don’t work with the ability unfortunately
Rhadamanthus on Interaction between Animar, Soul of …
3 years ago
Some additional notes: To determine the total cost to cast a spell (or activate an ability), you start with the base mana cost after making all the necessary decisions (modes, targets, value of X, etc.), consider the effects of any additional costs (kicker etc.) or alternative costs (flashback, overload etc.), add the effects of any cost increases (Sphere of Resistance etc.) and then subtract the effects of any cost reducers (Animar etc.) and finally apply Trinisphere if needed (yes, it has a special rule all of its own).
The rules of the game do allow for a cost to be reduced to this way. If an effect only allows reduction to some minimum amount it will specifically say so (e.g. Heartstone).
carpecanum on
Ken You Feel The Love Tonight (Input pls, rookie)
4 years ago
Battlemage's Bracers, Heartstone. I'd look at the cards with Friend/Foe effects.
The "all creatures gain trample and haste" ability would be awesome with some Goad cards like Baeloth Barrityl, Entertainer
| Have (2) | metalmagic , Gilenborn |
| Want (0) |






