Kor Haven

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Kor Haven

Legendary Land

: Add to your mana pool.

, : Prevent all combat damage that would be dealt by target attacking creature this turn.

Venturub on Monowhite Control Clerics

1 month ago

Thanks for your comment and your suggestion. There are many cards I considered, such as Mirror Entity, Elite Spellbinder, Aether Vial (both for its ‘flash’ effect and as a work around for Chalice of the Void), Huatli, the Sun's Heart (for the combo Daru Spiritualist with Shaman en-Kor), maybe Glowrider, some Wasteland and/or Kor Haven

Bur instead of what?

Cyb3rguerrill0 on Bark Bark Bark

3 months ago

Still got some slots open? So I would recommend: The Ozolith, Sword of the Animist, Dragon Throne of Tarkir, Inventors' Fair, Kor Haven I would also suggest to lower the average CMC Myojin of Blooming Dawn is overpriced imho ...

Profet93 on

5 months ago

Jeweled Lotus > Lotus Bloom IMO

Given that 25% of your deck is artifacts, have you considered adding a Cloud Key/Semblance Anvil or even an Ugin, the Ineffable as a cost reducer? Cost reducers are useful on their own or in the combo below...

Cost Reducer + Sensei's Top + Mystic forge = Draw your entire deck.

What is the purpose of Tomb of the Spirit Dragon? Why not add a different utility land like Kor Haven, another mana fixer or better yet Riptide Laboratory? Riptide allows re-use of snapcaster, trinket mage or save your commander.

Sun Titan + Angelic Renewal + Blasting Station = GG. Angelic renewal is useful on it's own, particularly with ETB effects.

Counterspell > Stoic Rebuttal

Crush Contraband seems too expensive for what it does. Potential swaps include....

  1. Fierce Guardianship - Countering for free and bluffing to do so is powerful
  2. Dig Through Time - Help you dig a little further
  3. Mind Stone - Ramp when you need it, draw when you don't. Bringing your commander a turn earlier is helpful
  4. Mystic Remora - Somewhat redundancy for rhystic study. Not needed, but I'm almost always happy to draw this, even late game.
  5. Ancient Tomb - Can hurt, but ramp is ramp and this help a fair bit

Swap Evolving Wilds + Terramorphic for Prismatic Vista/Fabled Passage.

Let me know what you think of each suggestion.

freezerboy on The Color Pie Must Die

6 months ago

Deck did decently, though lost to a voltron style situation where the creature had protection from black, white, and red and I was basically stuck. Didn't have enough artifact removal, and didn't draw any tutors to grab something like Xenic Poltergeist to take out the equipment. Looking to add in a Tower of the Magistrate and Kor Haven to see if that can help out in that department. Looks like more testing is in order.

GangstaFranksta on Heroes of the Weatherlight

7 months ago

I see that you are thinking of adding cards that make your creatures indestructible which is useful for combat and potential board wipe spells, but I have a few suggestions that might have a little more utility. Ajani's Presence is ok, but you have to pay 3 mana for every target after the first. And regardless this wont protect anything from exile or sacrifice. Fight as One is similar but also only targets 2 creatures. Most of the instants in your maybe board do similar things. I think it might be a better idea to protect them from everything that a board wipe could do (sacrifice, deal X damage, destroy, and exile) and simply buff the creatures so you don't have to worry about losing them in fights. Akroma's Will will protect all of your creatures from everything (except for Eldrazi with Annihilator or colorless cards). Eerie Interlude blinks all of your creatures which also would protect them from literally anything. The only downside is that it targets them independently so if they have hexproof this doesn't work. Ghostway does the exact same thing but doesnt target so works around hexproof (and is really cool).Silence is a pretty cool card that completely just shuts down someone's turn. Sigarda, Host of Herons protects from forced sacrifice. Lastly, (and most pricey) Teferi's Protection also protects from literally everything.

I also notice you don't have much in the way of removal. Again, I think we can buff your creatures so that they don't need to worry about losing fights, but sometimes there are specific pesky creatures that you need to deal with. For that I'd recommend Urza's Ruinous Blast and Mangara of Corondor. The Wanderer is also really cool, has removal, and protects you from all noncombat damage like damage from Ruric Thar, the Unbowed for example, which is awesome. Aura Shards is also great in this deck for removing non creature problems.

These are those crowd buffs I've been talking about. You've already got Elesh Norn, Grand Cenobite which is great. Day of Destiny is pretty cool and works really well with the theme of the deck. Hunting Grounds is AWESOME for increasing your board presence. Seedborn Muse is good for obvious reasons. God-Eternal Rhonas is also a good 1 turn crowd buff. Windbrisk Raptor and True Conviction aren't bad either. Saryth, the Viper's Fang both makes your creatures 1 touch killers but also protect the ones you aren't swinging with. Avacyn, Angel of Hope is pricey but also incredibly strong for a deck like this.

There are a few Selesnya cards that just absolutely shut down other colors. I might recommend these if you can find room for them: Yasharn, Implacable Earth, Michiko Konda, Truth Seeker is awesome and discourages people from attacking you, Vorinclex, Voice of Hunger is absolutely brutal and will shut down everyone else's board if not dealt with immediately. Lastly, Linvala, Keeper of Silence will keep a lot at bay.

Real quick, I notice the deck doesn't have much draw. Consider adding something like Beast Whisperer or more expensively Mangara, the Diplomat.

Lastly, I have a few land suggestions. First of all, why not Sol Ring and Command Tower? Sunpetal Grove and Temple of Plenty are good dual land that can help early game get you the right mana. Untaidake, the Cloud Keeper is a really cool land that isn't that useful in most decks but is great for this one; same goes for the less useful but still cool Eiganjo Castle. Emeria, The Sky Ruin is pretty useful later in the game if you have enough planes; not so good early game. Tyrite Sanctum is another unique land made just for legendary creatures. Hall of the Bandit Lord is expensive but good in almost any creature based deck. Hall of Heliod's Generosity can help you get back your enchantments; I don't think you had anything else to do that. Yavimaya, Cradle of Growth is a no brainer is basically any green/other color deck now. If you find yourself about to lose a creature just use Miren, the Moaning Well and sac it instead for some extra life. Kor Haven is a dope old school card with obvious utility. Last and far most expensive Yavimaya Hollow fits really well in this deck is incredibly useful especially for it to be a land (that's OP!) but that price tag hurts.

Hope this helped!

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