Inspiring Vantage

Inspiring Vantage

Land

Inspiring Vantage enters the battlefield tapped unless you control two or fewer other lands.

: Add or to your mana pool.

Latest Decks as Commander

Inspiring Vantage Discussion

Unlife on Boros Infect

3 weeks ago

I think this is great, I love the new take on infect. Most of my suggestions have to do with the manabase, I know you're running a fairly limited base but I would consider Inkmoth Nexus, just so you have one more option to get infect damage through along with Tainted Strike and Phyresis. I think you could also lose a Sunbaked Canyon and an Inspiring Vantage for a Silent Clearing, and either Fetid Heath or Graven Cairns, so you can turn red or white mana into more black sources.

How's your luck been in drawing creatures overall?

Balaam__ on Vesperlark Boros Reanimator

3 months ago

Maybe Clifftop Retreat over Inspiring Vantage , otherwise very nice.

Sorin_Markov_1947 on Historic Feather - Mystical Archive Cantrips

4 months ago

Fast lands are Spirebluff Canal and Inspiring Vantage and their fellows. The U/W one isn't Historic-legal, it was printed in a much older set. They're called fast lands because you should play them first (ergo, they are fast).

Check lands are Glacial Fortress , Sulfur Falls , and Clifftop Retreat in your colors. They're called check lands because as they ETB they "check" if you have the right types of lands. They work really well with shock lands because shock lands are also technically the basic land types (triomes too, but you don't want those in this deck, probably).

Bonecrusher certainly is one of the best red cards in the format, but I just think he has negative synergy in the deck. Giving trample/first strike to a Tenth District Legionnaire with a few counters is just as good.

DemMeowsephs on I am Ironman

9 months ago

Hey there! Below are some suggestions for improving your land/mana base! Some suggestions may or may not be within your budget, so feel free to ignore the ones that you think don't personally fit you despite my thoughts! Needleverge Pathway  Flip, Temple of Triumph, Sacred Foundry, Inspiring Vantage, Battlefield Forge, Sunhome, Fortress of the Legion, Sunbaked Canyon, Arid Mesa, Rugged Prairie, Spectator Seating, Scabland, Strip Mine, Wasteland, Command Tower, Slayers' Stronghold, Inventors' Fair, and Ancient Tomb are all great things you may want to consider! As for ramp, you may like some of the following: Arcane Signet, Sol Ring, Boros Signet, Land Tax, Gift of Estates, Brass Squire, Dockside Extortionist, Treasonous Ogre, Simian Spirit Guide, Seething Song, Ruby Medallion, Pearl Medallion, Cloud Key, Mind Stone, Lotus Petal, and Geosurge! Ramp is a very important part of commander, and in your deck getting equipment out fast as well as playing Ardenn fast seems to be important- and ramp can help you do just that! While you obviously shouldn't use all of them, there are definitely a few in there you should put in FOR SURE. Now that said, I hope this helps, good luck on your deck, and have a wonderful day- happy tapping! :)

DemMeowsephs on Licia Blood Bending (Mardu Life control Voltron)

10 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!

Hoobynobber7395 on Kaalia of the Vast

11 months ago

A couple of spicy adds and away to establish some win cons is Armageddon and Master of Cruelties these two establish power in a table of 4. Reconnaissance can pull Kaalia of the Vast out of combat and protect her from blockers and still get the trigger. Strionic Resonator can copy Kaalia of the Vast ability trigger Spicy includes:

Some lands to include:

take out some of the basics you're running for the lands, mana fixing in a 3 color deck is important.

DemMeowsephs on Queen Marchesa - The One True Love

11 months ago

Hey there mate! From what I see, you have all three shock lands (Pay 2 on ETB), all the filter lands (Pay X/Y get combination) and the check lands (ETB tapped unless X/Y). These are all great lands, but I think almost everything else can get a nice sweet upgrade. Note some of my suggestions may not be in your budget

DemMeowsephs on Long Live the Monarch

1 year ago

Hey there! I think I can help a bit regarding your mana base. Let's take a look at that.

You have 26 lands, out of 100 cards, but your average mana cost is 3.72!!!! Usually you run about 30-32 if your mana cost is even at 2.20, so in my opinion, your deck needs A LOT more lands, and ramp. Let's take a look at lands first!

Lands

Ok, so there are MANY MANY lands you should use that you are missing. Our goal should be for you to include at minimum 33 lands. I understand it will be hard to find cards to take out but trust me- you need at least 33 otherwise it'll be very difficult for your deck to even function. You should include the following.

  • Shock lands. If you need mana THAT turn, they can come in untapped! If you don't want to take the damage you don't have to, but you'll always have the option to which makes them so good. They can also be used with fetch lands, but more on that later
  • Godless Shrine
  • Blood Crypt
  • Sacred Foundry

  • Fetch Lands! These are pretty much the best lands in magic. You can look for ANY colors you need, if you have the shock lands I just mentioned. The fetch lands can search for the shock lands, allowing you to get WHATEVER COLOR YOU NEED. They can also search for basics which is less helpful but still possible. They can also search for Savai Triome. (They search for anything that has a subtype they specify)

  • Marsh Flats
  • Bloodstained Mire (Budget: Rocky Tar Pit)
  • Arid Mesa

  • Fast lands! These are extremely useful the first couple turns, and they help you set up your board quickly so you can have a good start!

  • Concealed Courtyard
  • Blackcleave Cliffs
  • Inspiring Vantage

  • Filter lands! You have the red/white version- but not the rest! Add all three! They can give you any combination of the two colors they supply, which is extremely useful! They are also very cheap with double masters out- so get them soon!

  • Fetid Heath
  • Graven Cairns
  • Rugged Prairie

  • Pain and Horizon Lands! These are AMAZING because you can always rely on them for mana, without worrying if they come in tapped- at the expense of only ONE LIFE. Remember your life is a resource- if you win at 1 life it's the same as winning at 40. Getting good mana is much more important than paying some life.

  • Caves of Koilos or Silent Clearing
  • Sulfurous Springs or [No Card Exists Yet]
  • Battlefield Forge or Sunbaked Canyon

  • Check lands. Now these I would recommend not using, but if you have a budget and you want to improve your manabase, these are much better than what you have now.

  • Isolated Chapel
  • Dragonskull Summit
  • Clifftop Retreat

  • Battlebond/C Legends Lands! Some of these aren't out yet, but be sure to get them if you normally play with multiple players!

  • Vault of Champions (COMES OUT SOON)
  • Luxury Suite
  • Spectator Seating (COMES OUT SOON)

  • So in the end, these lands are VERY VERY VERY helpful and make your manabase much faster. There are also a BUNCH of single lands that are even better than some of these! Try to include as many as you can of the following:

  • Ancient Tomb

  • Prismatic Vista
  • Fabled Passage
  • City of Brass
  • Mana Confluence
  • Reflecting Pool
  • Exotic Orchard
  • Strip Mine/Wasteland
  • Forbidden Orchard
  • Gemstone Mine
  • Gemstone Caverns

  • So again, I would try to include many of these, and trust me- aim to have 33-35 lands in your deck. A lot of your lands come in tapped- slowing you down and making your manabase worse. Take those out. A couple lands could be replaced with better things. (Temple of the False God for Ancient Tomb). Take those out. You also have some good lands that don't relate to your deck. I get Boseiju, Who Shelters All and Eiganjo Castle (Etc) are cool, but they don't really make sense in your deck, and could be replaced with cards I mentioned before. To make a good deck you need a good mana base, and I recommend making that mana base, and definitely adding more lands in general.

If this helps be sure to check out and support some of my decks like Double Trouble EDH and A Deal With the Devil EDH! if you have any questions about what I wrote, want more help, or want some ideas, feel free to ask me on my wall or just tag me here, I'd love to help! Anyways, I hope this helps, good luck on your deck, and have a great day!!! Happy tapping!

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