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Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Inspiring Vantage
Land
Inspiring Vantage enters the battlefield tapped unless you control two or fewer other lands.
: Add or .







Balaam__ on
Boros Angel Lifegain
3 months ago
A lot of this will depend on the budget you’ve allotted the deck, but off the top of my head here are some simple fixes for your mana problems.
1) Replace stuff like Stone Quarry and Kabira Crossroads with Fetchlands or Shocklands. Since you’re in Legacy, true Duals like Plateau are the obvious suggestion, but they’re ludicrously expensive and out of reach for most. So things like Arid Mesa or Sacred Foundry are much more affordable and the next best thing. If that’s still out of reach, try fastlands or other less common mana producers like Inspiring Vantage or Clifftop Retreat. In other words, any land that says ‘Enters Tapped’ is slow as molasses and to be avoided.
•Another neat little trick is to run stuff like Flagstones of Trokair. A full set will let you thin your own deck with no drawback. You plop one down and have ready to go, and each subsequent one you play after that will heave the previous one into the graveyard and replace it while also fetching a Plains from your deck for free.
Be sure to check for the cheapest version of each card as well, since prices can vary drastically.
StopShot on Two rules change suggestions to …
4 months ago
[My EDH Background]
I used to be an avid EDH player until my old playgroup dissolved. It was only until recently that I built an EDH deck after more than half a decade and felt lost after two recent commander nights. I had dropped off after Hour of Devestation only to find the present-day meta feels like a completely different format than the one I had enjoyed. Seeing the prEDH format caught my attention but given I had gotten into EDH around Fate Reforged, the prEDH card restrictions seemed to dial things too far back for me, and I feel like a lot of players who got into EDH around the same time period as myself might feel the same way. As such, this format may feel just as alien to a good portion of left out players today, but I'd like to discuss if maybe that aspect could be improved upon.
[The New Phyrexia cut-off should not be extended]
I'd like to make two suggestions to adjust the scope of this format. One suggestion I will not ask though, is that the set cutoff point be extended past New Phyrexia. I agree with the rationale for excluding all of MTG that took place during and after the first commander preconstructed products were released. This is in place to make the format 100% organic and extending the cut-off to any other set would be highly arbitrary and subject to much disagreement.
[Issue #1 - OG Duals and Patchy Manabases]
But there are some issues that should be addressed and remedied regarding this format. One being at the time of New Phyrexia's release the monetary cost of OG dual lands were significantly cheaper then than as they are now. Given the best manabases for prEDH would use OG Duals, Fetchlands, and Shocklands, not having easy access to one (or more) of them puts non-legacy players in the rough spot of relying on prEDH's limited and patchy color-fixing options which can leave new decks performing at a more clunky pace than they otherwise would be if built back in New Phyrexia. Now I'm not against players using proxies but I think a format does a lot better at attracting a wider audience if they're not inclined to feel like they have to proxy reserve list cards to fully enjoy the format as intended.
[Rules Change Suggestion to Address Issue #1]
I believe that if there is a land or mana-rock cycle that started before New Phyrexia, but was completed sometime after New Phyrexia, then all cards of that cycle should be made legal in prEDH just so that all color identities have equal access to their colors, because prEDH has a surprising number of incomplete mana cycles. This change would make the following cards and their colorshifted counterparts legal in prEDH despite being printed after New Phyrexia: (Clifftop Retreat), (Inspiring Vantage), (Needle Spires), (Nomad Outpost), (Snow-Covered Wastes), (Stone Quarry), (Sunbaked Canyon), (Sunscorched Divide), (Talisman of Conviction), (Wastes), and (Wind-Scarred Crag). This rule would also still apply to any new cards that would complete any of the cycles that have yet to be completed as well such as if Wizards were to ever complete the cycles for (Crosis's Catacombs), (Grove of the Burnwillows), (Nimbus Maze), (Wildfield Borderpost), etc.
[Issue #2 - Lack of Color Identity Options]
One aspect that made EDH novel is its color restriction on deck-building. From its inception, you would pick any of 5 Elder Dragons to be your Highlander and you would be barred from utilizing whatever 2 colors were not part of that dragon's identity. As the game grew into commander you could pick any legendary creature to be your commander instead and the color restriction carried over to your commander's color identity. The issue is prEDH's list of legal commanders provides a very limited line-up of commanders for any multicolored identity. Some color identities only have 1 commander legal for that color identity, and a vast majority of legal commanders are mono-colored which imposes a much heavier restriction than EDH had first set out to be with its 3-color dragons. This can lead to an over-saturation of players picking the same commander from the limited multicolor roster and more players picking up 5-color commanders, because their favorite color combination is restricted to just Numot, the Devastator, or Oros, the Avenger, or Vorosh, the Hunter. This isn't to say there won't be players playing mono-colored or everyone will be playing Reaper King because their favorite color-combination is underrepresented, but that prEDH restricts cards not just by set, but also much more heavily with color as well which can result in a poorer deck diversity than modern day EDH; (an issue that was not present when Commander was a much smaller and niche format). It's to this end I feel color restrictions could be opened up a bit to counteract the set restriction as a trade-off and that by doing so with the EDH philosophy in mind won't warp or distort the power level or vibe of prEDH.
[Rules Change Suggestion to Address Issue #2]
In order to open up the commander color restriction, prEDH decks would have a land in the command zone in addition to the commander with this land serving as the "Commander's Domain." The color identity or basic land type of the Commander's Domain would set the color restriction on what cards can be included in the deck including the commander instead of it being the commander's color identity that restricts card inclusion. The lands that can be chosen to be your Commander's Domain consist only of: any of the 10 trilands such as Seaside Citadel, any of the 10 match-lands such as Glacial Fortress, or any basic land such as Plains or Wastes. The Commander's Domain would not be subject to the command tax and can be played as your land for turn by either exiling a basic land card from your hand or by exiling a basic land you own on the battlefield. One exception to this rule will be made for all 5-color legendary commanders. 5-color legendary creatures may be used as your commander regardless of your Commander's Domain and if your commander is 5-color you may run any basic land in your deck regardless of your Commander's Domain. Your Commander's Domain will still restrict what spells and non-basic lands you can include in your deck, however. This proposal seeks to expand deck diversity and creativity while still abiding to the original EDH tenant of limiting what colors may be included in your deck as well as provide an additional means of color fixing due to the greater lack of lands that are both decent and affordable in this format.
[Concluding Thoughts - The goal is not to make prEDH more like modern EDH]
The sake of these proposals isn't to make something new and flashy for the sake of making something new and flashy, but to make prEDH feel more like everyone's first EDH experience including for those who got into the format well after New Phyrexia but well before the current meta. That is not to say "make prEDH more like EDH" as that is the furthest thing from this thread's intention. This is more of a belief that a lot more can be gained while sacrificing very little and that much could benefit current prEDH players who would like to see more people play their format. It's possible my proposals may have missed this mark, but I would like to start a discussion on whether there are current shortcomings in this format and if it would be worth it to make changes to mitigate them or not to better the health and/or standing of this format.
Craeter on
Heroes of Redwall Abbey
7 months ago
abstractfive This is a good point, flexibility is always helpful. I would say having access to dual lands here is not quite as dire as it is in 3+ color decks, but it's still useful. I'm not looking to max out duals since I still want some basic lands for Sword of the Animist tutors. But I did add 4 more dual lands: Inspiring Vantage, Sundown Pass, Needleverge Pathway Flip, and Legion Stronghold Flip. Thank you for the suggestion.
Siosilvar on
Let's Watch Modern Burn
1 year ago
I wouldn't run 4 Shard Volley maindeck, it's just a finisher because you're running few enough lands that you can't afford to blow one up until the end of the game. 2 is the most I would run, or replace them all with Skewer - it's not win-more when literally the entire deck is built to activate Spectacle. (Stage is, to a point, since if you need the impulse draw effect you don't have the cards to turn it on in the first place).
Lavamancer is a card I've tried a few times, and I never really wanted more than 2 in the deck because he's slow and doesn't play nicely in multiples. With Orcish Bowmasters and Fury in the format, I'm not convinced he's playable at all. Sure, cards get in the graveyard pretty quick when fetches are involved so he can go off every turn, but all the other playable 1-mana creatures (like Swiftspear or Soul-Scar Mage) also represent 2 damage a turn.
Don't forget Inspiring Vantage. I would run 3 or 4.
Roast is the better removal spell if you're thinking about Fry, since it answers Sheoldred and Fry won't typically be enough for a Murktide Regent anyway.
Thunderous Wrath shouldn't even be a maybe, you're more likely to mulligan it than to topdeck it.
itsbuzzi on
Naya Burn
1 year ago
Hello! 3 colors isn't so bad. Everything is red but is splashed white and green. Basically if you get a fast land (Copperline Gorge or Inspiring Vantage you have your splash color for the game. Otherwise you need to play a flip land on not red. Sometimes awkward but very much worth it for the amount of damage those splash cards do!
Being an aggro deck I never find I have much mana leftover to be able to activate Roiling Vortex. It's a very good card for sure but with the amount of 1 drop spells I have I am almost always better off casting something to damage them more I found. Although there are times where they may gain more life than my 1 mana spell could deal and that would make it worth it I still do have Atarka's Command for the no life gain effect. It's usually cast to buff creatures and deal damage which in of itself deals a TON of damage making the life they may gain not really worth it.
Usually you can go quicker than the control builds or Atraxa so going 2nd isn't always bad. Once they do gain the life I do admit there isn't much of a way to win after that. Angels is an uphill battle for sure.
Squee isn't much for them not having a blocker but just to have something to stay alive or cast in a later game against removal heavy builds. I tried but I can squeeze Ramunap Ruins in because of 3 colors. I did put in 2 Den of the Bugbear and 1 Sokenzan, Crucible of Defiance. The man land I've used more and is amazing, it's basically a Squee. I've used the channel land much less.
jethstriker on Boros Burn
2 years ago
One thing I may add, pay attention to your mana base. It's understandable to skip the fetch-shock mana base for budget reasons, but don't try to replace it with Evolving Wilds. Instead try to use Inspiring Vantage and/or some number of Battlefield Forge, then adjust your basic land count accordingly.
Triton on
Tameshi´s Lagging Server
3 years ago
Sun Titan, Faith's Reward, and Second Sunrise would be great for recursion.
The Seals in your commander’s colors, Wayfarer's Bauble, Soul-Guide Lantern, Inspiring Vantage, and Raff Capashen, Ship's Mage are also some cards to consider.
Hope this helps!
magicbike on
Isshin, Two Heavens as One
3 years ago
i took out The Shattered States Era Flip--instead of Orzhov Basilica Akoum Refuge for Concealed Courtyard Bloodfell Caves for Inspiring Vantage Roadside Reliquary for Searstep Pathway Flip Mountain for Brightclimb Pathway Flip
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