Light Up the Stage
Spectacle (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
Printings View all
|Ravnica Allegiance (RNA)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Light Up the Stage Discussion
2 days ago
gato91, I'll use the full playset of Crash Through. Good call for replacing Soul-Guide Lantern for Tormod's Crypt. I wanted the card draw, but I forgot artifacts can buff prowess. Makes me think about Bone Saw, but that's a more aggressive play. I'll think about Bedlam Reveler, but if I wanted to add it, I'd probably have to take out Chandra, Torch of Defiance. And doing that just augments the trample win condition rather than adding an alternate win condition emblem with some solid loyalty abilities. I'm aware it does slow down the deck for that to happen. I'll try my current list for my next Pioneer matches, and if it's too slow, I know your suggestion will help speed things up.
I never thought of Burning Prophet, but adding two of her in can't be that bad. Not just yet though. If I eventually do, I should take away 4x Abbot of Keral Keep or Heartfire Immolator, add three of her and add an extra Lightning Strike or Light Up the Stage. Does that sound about right? I'll have to play a bit to determine to go full draw or if Heartfire Immolator's sacrifice ability is too good to give up.
Also tempted to put in 3x Spikefield Hazard Flip as a replacement for Sunscorched Desert. Great for 'cycling' my lands for yet another prowess trigger after I have a decent mana base, and it solves my excess colorless mana problem.
2 days ago
Tome of Legends - Draw
Scroll Rack - Top deck manipulation
Outpost Siege > Vance's Blasting Cannons as vance doesn't let you play lands, nor will you be able to chain enough spells to make it flip
Ignite the Future - "Draw" - Works well with top deck manipulation. I like to tap top in response that way I know I can always cast top since it's cheap
Light Up the Stage - See above
Chandra, Torch of Defiance - Good stuff, ramp, card draw, removal and wincon all in 1
Dualcaster Mage - Utility
Command Beacon - Utility
Ancient Tomb > Temple of False
Since you already run experimental frenzy and top, have you thought of adding or switching OG Ugin to Ugin, the Ineffable? Ugin Ineff + Top + Experimental = Draw your whole deck. Each piece is good on it's own as well.
Wayfarer's Bauble - Ramp
Mind Stone - Ramp when you need it, card draw when you don't. Can also use it to draw your top deck if you can see it, that way you have a potentially better cast trigger off of Etali
Hall of the Bandit Lord - Expensive, but haste is haste if you want redundancy
Blast Zone - Another way to deal with enchantments that doesn't take up a slot
3 days ago
I've found Winota to be an interesting challenge in building. Because of the way she encourages people to build their deck, not only do tried and true Boros playstyles not work entirely, but even some build patterns typical in the entire EDH format don't really work.
Ramp and Card draw are difficult to do in Winota on a budget. Most aggressive Boros decks have been relying a lot on equipment, impulsive draw, and wheel effects to get consistent card draw. Most decks in EDH like to spend the first few turns ramping and setting up their engine. The problem with Winota comes in the playstyle she encourages. When you're playing Winota you really want to get 1-2 non-human creatures out on the first three turns of the game so that you can then play Winota on turn 4 and trigger her ability. This means that the typical two-mana ramp doesn't work well with Winota as it only helps get her out a turn earlier if you play a one-drop on turn one, mana rock on turn two, Winota on turn three (sounds pretty Christmasland to me). That also means equipment like Mask of Memory or Sword of the Animist doesn't work very well either since they also interfere with those crucial early turns that you want to play creatures and then play Winota.
I haven't come up with a good solution to how to deal with this on a budget. If there's no budget worry, you play zero-cost ramp (Lotus Petal, Simian Spirit Guide, Chrome Mox, Mox Diamond, Mana Crypt) so that you can still get creatures out before getting Winota into play. Among those only the spirit guide is budget, Lotus Petal isn't bad, Chrome Mox is the cheapest it'll be for a while, and the other two are waaaaaay more expensive. The other thing you can do on a budget is not play Winota on turn 4 and give more time for set-up, however I think Winota loses a lot of power in doing this since most of your deck is rather subpar until Winota hits the board (then it becomes overpowered).
I think for this budget build I've got a few suggestions: Simian Spirit Guide and Legion's Landing Flip are two ramp cards that work well with Winota. The spirit guide lets you get Winota out a turn early. The landing doesn't, but it gives you a token turn 1 and flips later. I suggest a copy of Light Up the Stage in the deck. This is practically always a 1 mana spell that draws you two cards. You want your spells to be efficient in this deck since the early game is this deck's specialty (there's a reason it's the only viable cEDH Boros commander). Finally, I'm not sure whether the budget is because you can't afford to spend too much or because you set yourself a budget, but if it is the former I highly recommend saving up for a copy of Flawless Maneuver and a copy of Deflecting Swat. These two allow you to tap out and play Winota stress free.
5 days ago
I've got a few suggestions for your value engine Zirda.
First and foremost: your card draw. The first problem with it is that a lot of what you labeled card draw..... well isn't really card draw since while you are drawing cards it doesn't actually net you any cards (you lose a card to get a card, net zero cards that way). The cards that do net you cards are very, very, very inefficient. I can see you're trying to take advantage of Zirda's ability to draw cards, but you're taking bad cards and making them mediocre.
If you want to use Zirda to make drawing cards easier, I've got a few suggestions. First off, Endless Atlas is a much, much more efficient option that becomes even more efficient when Zirda is out. Besides that, the best options for drawing cards that Zirda makes more efficient are equipment. Mask of Memory, Sword of Fire and Ice, even Rogue's Gloves. After that, you'll have to look at other sources of card draw. Red has excellent options in both wheel effects (Wheel of Fortune, Reforge the Soul, Magus of the Wheel actually synergizes with Zirda!) and in impulsive draw (Light Up the Stage, Tectonic Giant, heck even Experimental Frenzy could be better since Zirda makes blowing itself up easier).
I do think your ramp package because of Zirda is much more solid and efficient. Additionally, I think you've got the right idea with running creatures that can pump out tokens for mana (which Zirda reduces). I recommend leaning into that. Heliod, God of the Sun is another excellent creature that does that.
Lastly I recommend improving your removal package. White has access to the best removal in EDH. Swords to Plowshares and Winds of Abandon I consider staple level in decks that have white (aka any deck with white should strongly consider them).
1 week ago
People often complain about white being the worst colour in EDH. This is mostly due to an inability to effectively get card advantage (i.e. card draw).
Red used to be in the same boat but the impulse draw mechanic along with other innovations has really helped red while also not breaking the colour pie.
I have a proposed mechanic that will similarly help white. This mechanic is based off the +1 from Ugin, the Ineffable. The player exiles the top card off their library and creates a token creature. When the token leaves the field, the player adds it to their hand. Maybe a 2/2 is too good so let's downgrade the token to a 1/1 spirit to be on the safe side.
So basing a hypothetical card off of the existing card Light Up the Stage a potential card would be: 2 and a white for a sorcery with "Exile the top 2 cards of your library face down and look at them. Create two 1/1 spirit tokens. When a token created by this card leaves the battlefield add one of those exiled cards to your hand.
This mechanic meshes with white mechanically and thematically. It works mechanically because white is already known for making small creatures and this mechanic synergizes nicely with board wipes which white is also known for.
The mechanic also fits with white thematically as the process of drawing the card is basically rewarding the player with the card for their patience. It's basically just a slower but safer version of red's impulse draw.
Most importantly, the mechanic just "feels white"! What do you think?
1 week ago
I think you want a few more instants in the mix. I'd include Wild Slash and maybe Lightning Strike in place of Warlord's Fury and Crash Through. I know, I know, the card draw, but you also have Light Up the Stage and that should probably go to 4x, probably losing Raking Claws to make room for the two additional copies. Just my two cents, if it's worth even that much. :-)
1 week ago
By the way, I recommend cutting Valakut Awakening Flip and Faithless Looting. Inexperienced players will try and tell you these are good options for card draw and they're very wrong. Valakut Awakening Flip doesn't actually net you any card advantage, it's just a wheel effect that this deck doesn't have any synergie with. Faithless Looting is even worse because it's card disadvantage as you end up with less cards in your hand than you started with. You don't have any graveyard synergies to take advantage of it, so it is very not worth it.
If you're really worried about card advantage, run better cards like Light Up the Stage and/or Mask of Memory. Honestly though, Akiri is going to get you pretty reliable card draw already, you probably don't need to worry about it much beyond that. Maybe a little bit as insurance in case Akiri is shot too many times. I would put back in Swords to Plowshares and Path to Exile. I have no clue why they were cut- they are arguably some of the best removal spells in the format.
2 weeks ago
Okay, first off, I gotta say that your mana curve is the most beautiful mana curve I've ever seen. Like, seriously, what a beauty to look upon.
Now, there are a few departments I think this deck needs some work on.
First off there's card advantage. You have next to no cards in the deck that generate you card advantage. Really, the only consistent one is Tome of Legends (BTW let me know how that one plays in testing, I've been curious how good it is in Aurelia). Luckily in recent years Wizards has been very generous in giving red a lot of options for impulsive draw and many of them are really cheap. A few examples are Tectonic Giant, Light Up the Stage, and many of the Chandra's. In addition there are cheap equipment like the all-star Mask of Memory and the significantly worse Rogue's Gloves. There's a cheap tutor to search for those in Open the Armory.
The other department that I recommend improving is the removal. White has access to the best removal in the game, so you might as well take advantage of it. I just double checked the price of Swords to Plowshares, Path to Exile, and Winds of Abandon and they're all around $2. These are cards that every deck with white in it should strongly consider playing- they're that good.
All the cards I named are under $2, many less than $1. I highly recommend reworking the budget to include these as they are very much worth it.