Combos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | 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 |
| Freeform | 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 |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Mana Confluence
Land
, Pay 1 Life: Add one mana of any colour.
FadingReality on
building
1 week ago
Last post here. This will be a list of suggestions. If I place an "***" next to one I strongly reccomend you try to find room for it. Regardless, all of these suggestions should be considered as I think they're all good. I wouldn't be suggesting them otherwise.
LANDS
MDFC's:
Fell the Profane Flip*** (highly suggest cutting a basic swamp)
Branchloft Pathway Flip (swap with a basic if you get this)
Brightclimb Pathway Flip (swap with a basic if you get this)
Darkbore Pathway Flip (swap with a basic if you get this)
Normal lands:
Wasteland*** (I suggested this as a swap actually but I wanna relist it here so you don't forget)
Dust Bowl*** (Strip mine, wasteland, and dust bowl are the best lands that kill lands in the game, period. Run these 3 and you do not need any others.
Path of Ancestry (3+ color decks are gonna want any-color lands. You'd be surprised)
Mana Confluence (3+ color decks are gonna want any-color lands. You'd be surprised)
City of Brass (3+ color decks are gonna want any-color lands. You'd be surprised)
Horizon of Progress*** (3+ color decks are gonna want any-color lands. You'd be suprised) (The reason I added asterisks here and not the other 5 color lands is its ramp ability. You are running 40 lands so that ability will do work AND it's sac/draw ability will also be nuts in your deck. Did I mention it also taps for all 5 colors AND colorless too? Lol such a good land for you and in general)
Underground Mortuary*** (helps with graveyard, is fetchable)
Lush Portico*** (helps with graveyard, is fetchable)
Shadowy Backstreet*** (helps with graveyard, is fetchable)
CREATURES
(You want several more "play additional land'' effects in this deck. Believe me the deck will be way more powerful with a critical mass of these effects.)
ENCHANTMENTS
Necropotence***
Attrition*** (you have tokens out the wazoo to sac. this is also repeatable, reusable removal on a stick. even if your opponent has black creatures, its still a sac outlet.)
Grave Pact (double value if you have this AND attrition out. I would've put asterisks here too, but idk if you have enough sac outlets. Its good without sac outlets obviously, but with more it would be an auto-inlcude as opposed to a very solid suggestion)
Survival of the Fittest (would've put asterisks here too but you need roughly 25+ creatures before this is really worth running. This appears to be the case with most cedh decks that run this and it's also been my personal experience. This is a suggestion that you could include or ignore tbh.
ARTIFACTS
(RUN BOTH OF THESE!!! VERY IMPORTANT)
Conduit of Worlds*** (also gives you general recursion for every card in your deck except instants and sorceries)
SORCERIES
Ravages of War
****** (extra asterisks lol. This is a functional reprint of Armageddon. Doubles your chances of MLD!)
INSTANTS
Teferi's Protection (reason for this suggestion is it's heroic intervention #2 for the purposes of comboing with Armageddon/ravages of war. You'll destroy all lands on the board except your own. Be prepared for people to ragequit lmao.)
DreadKhan on
Buggs Bunny and Friends
1 month ago
Tons of great ideas in here! In thanks I have a few of mine to share, I feel you might need more Basics to run Canopy Vista type lands, I'd run something like Rootbound Crag over Cinder Glade in here in a second. Another mana-base issue I noticed in testing was the possibility of not hitting the 3rd colour, you almost always have Green, but sometimes lack Red or White. The final issue I stubbed my toes on multiple times was drawing too many ETB tapped lands, leading to sluggish games. You could look into stuff like City of Brass, Gemstone Mine, and Mana Confluence to make any of your colours and enter untapped, and there's also more off-colour fetchlands that can find Shock lands. I mostly point this stuff out because the meat of the deck seems quite good, and it feels held back a bit by it's mana (in my tests, ymmv).
In my Selesnya tokens/counters list I found Captain Sisay surprisingly useful, tbh in that list the best thing she found was usually Farmer Cotton (and I didn't have as good token payoffs as you), but your list has various other good tutor choices. That said some groups balk at repeatable tutors, so I can see this one not being personally relevant.
This is in part a 'fun' card, but with your token shenanigans have you ever considered Sylvan Offering? I like the idea of giving a player who's not competing some free tokens and you get x3 of them.
legendofa on
Possible Free Dinosaurs?? Yes PLEASE
2 months ago
How much money are you willing/able to spend? A five color mana base can get expensive fast. Command Tower and Arcane Signet are pretty much everywhere, and they're reasonably affordable. City of Brass, Mana Confluence, and Reflecting Pool are some higher-end options, and fetch lands + triomes are good too. If you want some lower-budget options, look to cards like Rupture Spire, Vivid Crag, Survivors' Encampment, or Mirrodin's Core--keep in mind that what you save in money, you lose in speed and efficiency, so if you want the "best" land base, be ready to shell out several hundred dollars.
As far as bracketing, the guidelines are being modified right now. I would put this as lower Bracket 3, with two game changers. I don't see any fast combos that can win a match around turn 3, and it's not ridiculously oppressive and stax-y.
As another card suggestion, Fist of Suns gives your commander some redundancy, and Birds of Paradise, Bloom Tender, and the Hierarchs (Noble and Ignoble) would give you some more early-game options.
Bliss266 on
Give a Land, Take the Game
6 months ago
Land Update
Cut: Izzet Boilerworks Temple of Epiphany Gruul Turf Simic Growth Chamber Myriad Landscape Island Bala Ged Sanctuary Flip Island
Add:
Ketria Triome
Forest
Breeding Pool
Scalding Tarn
Mana Confluence
Kessig Wolf Run
Academy Ruins
Minamo, School at Water's Edge
FadingReality on
volt
6 months ago
Extra Land Options
doublecaxwhy on
My goth anime girl phase
7 months ago
Papalymo Totolymo for Baral, Chief of Compliance
Scrawling Crawler for Thunderclap Drake
Archaeomancer for Solve the Equation
Thought Vessel for Midnight Clock
Soul Shatter for Professor Onyx
Replace all artifact lands, Buried Ruin and Mana Confluence (way too expensive) for Fell the Profane Flip, Sink into Stupor Flip and basic lands
FadingReality on
Dragons, Dragons, Dragons
9 months ago
I forgot to mention this in the above post, but Archdruid's Charm is also grave hate because it can grab your Bojuka Bog at instant speed. Card does so much work.
Anyway here's a list of lands worth taking a look at. Main reason for this second post.
Maelstrom of the Spirit Dragon
Horizon of Progress Taps for literally any mana (even colorless since it says "mana of any type" instead of "mana of any color"), can ramp you (!!!!), and can draw you a card in a pinch. Super good.
First two are for ramp/dragon stuff respectively. Last 4 all make your mana base stronger and more consistent. Also, when The World Tree comes online, all your lands that hurt you (cracking fetches, Ancient Tomb, Mana Confluence, Horizon of Progress, etc will no longer hurt you. They will now have the new ability "add one mana of any color" and you can pick that ability so that the lands don't deal damage to you.
ThassaUpYo@ssa on
Angry Birds
10 months ago
Very good question. Typically, I don't have an issue with mana, granted that's been with 36 lands in the list vs. 35 - I just added Mana Confluence back in over Chance for Glory as I have a couple ways to duplicate Kaalia of the Vast's triggers which is pretty close to an extra combat minus the "you lose the game at the next end step" condition in case things go south. Maybe World at War or Aggravated Assault?
I also run a significant amount of protection spells/effects to help keep Kaalia of the Vast alive, so maybe I cut make a cut there for another land and/or more card draw?
Finally, I really appreciate you and SufferFromEDHD's input here!
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