|Commander / EDH||Legal|
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|War of the Spark (WAR)||Common|
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When Mana Geode enters the battlefield, scry 1.
: Gain one mana of any colour.
Mana Geode Discussion
1 week ago
I considered adding green for ramp, but it's hard to keep enough scarecrows in here to keep Reaper King fed.
1 week ago
First are you going for EDH/Commander or Brawl? I would guess Commander since you are running Chemister's Insight but your about 40 cards short of Commander if so. You have a good start for a commander deck, I would look at adding some additional enchantments and artifacts to your deck to capitalize on your commander's ability to add bodies to the board.
Mana Rocks are excellent ways to do this, Darksteel Ingot , Mana Geode , and Guild Lockets will be a good start, Spinning Wheel is also good for a mana rock, as with most commander decks a Sol Ring is also not a bad idea. As artifacts these all trigger your commander to get you a faerie and can set you up to cast some additional spells later on in addition to fixing your mana in a pinch. Chromatic Lantern is also great for mana fixing and cast trigger on Alela.
From there you can take one of two directions in tuning up the deck, adding some additional enchantments to cause additional cast triggers wouldn't be a bad idea either, Mirrormade can copy an enchantment or artifact you already control and triggers your commander. Rhystic Study also makes sense because it can draw you additional cards and again triggers your commander. Lightning Greaves would also make sense to protect your commander and give her haste. Blind Obedience Slows your opponents down and allows you to exploit them and pad your life total. Rankle, Master of Pranks & Oona, Queen of the Fae can add some additional bodies on board and provide you with some helpful abilities. Dance of the Manse allows you to get some of your artifacts and non-aura enchantments back from the graveyard.
1 week ago
1 week ago
Dragonspeaker Shaman is needed cost reduction for your scaled beasties though looking on Card Kingdom.com, the price on this is a bit higher than I would have guessed. Would still be a very good investment for the deck.
Icon of Ancestry is an anthem and search for more dragons.
You really need more artifact ramp here. Budget options [under $1] include: Star Compass , Mana Geode , Pillar of Origins and Hedron Archive . If you're willing to bump up and spend more than $1 per rock: Mind Stone , Worn Powerstone , Wayfarer's Bauble and Fire Diamond are more powerful options. Sol Ring is an obvious choice as well and if you can afford to splurge on one, I would.
By Force is a really nice mass artifact removal spell that will go a long way towards slowing down the table to give you time to launch the dragon airforce.
Too bad on Sundial of the Infinite , it would really make the deck much better by mitigating Zirilan's drawback.
1 week ago
ShadowAblaze I am not sure I'm ready to commit to my lands coming into play tapped. I think I prefer Signpost Scarecrow to fix my mana if needed. That being said, I think he and Faeburrow Elder are the cards I could see replacing with better options.
1 week ago
Haha, thanks for tagging me here. I think land base shouldn't stop you and I believe you can find your way into a solid mana base here.
Danielisaias is certainly right is the idea that guild gates may be a good approach but there are certainly many ways to get the mana base right. IF you want to go the guildgate path, here is the cards you want for that build.
Lands Now I am not entirely sure, but I believe that around 10 gates is the best way to build this. Since our ramp and mana fixing is primarily green, we will include 1-2 copies of all gates that include green. Then add 0-1 of the other gates as relevant. IF you were to run all of the following ramp, you will most definitely not need more than one copies of most gates. In addition Gateway Plaza is a great gate that effectively taps an additional land when it enters. You can probably run 4x Evolving Wilds and put in mostly forests and 1-2 of each of the other basics if you want.
Open the Gates - A land of your choice that you can play the next turn. Like a wildcard land
District Guide - Will build a board presence and get you a extra land of choice
Circuitous Route - Terrific ramp straight onto the battlefield and includes gates
Support creatures and spells
Gatebreaker Ram - Powerful when 2+ gates are in play
Gateway Sneak - Ok card draw, guaranteed when gates are played
Guild Summit - Great way to refill hand late game and good set up in the early game
If THAT wasn't enough, here's more!
If you don't want to build a gate deck, you are already almost there. All the "land fixing" cards from the gate build are still relevant here but not as good without the synergy.
Mana Geode - This is a simple card, effective for ramp into any color and scry can fix your draw.
Beanstalk Giant - Not only is he mana fixing/ramp but he is also a giant threat!
Deathsprout - Harder to build in, but is a awesome combination of removal and ramp!
Whisper Agent - in this deck would simply be a pseudo-removal while draw fixing
Faeburrow Elder - I haven't played with him before so I don't know how good he is. Seeing as he can only ramp you mana you already have access to he is hard to judge. However, know that cards like Whisper Agent or Sphinx of the Guildpact will give Faeburrow Elder substantial bonuses.
… I think I went overkill with suggestions. Sorry ;)
1 week ago
Flicker strategies are always fun! I have some thoughts for it.
Reality shift is a horrendously efficient removal spell that I would recommend and Diluvian Primordial has much reach in the late game, potentially getting enough value to set everyone else off course.
At last, Nevermore could shut down commanders with the option of changing the named card.
May your blinks be prosperous!
3 weeks ago
Nice classic Jhoira deck, with some countermagic, land destruction and extra turns.
I had a different take on her, mainly since my playgroup doesn't allow for MLD and turns: with this I mean that I used to run them, but then decided not to.
I like how you have a strong instant speed package and tutor package, I'll look forward to implement something similar myself too.
I would suggest to swap your 3 CMC mana rocks for 2 CMC mana rocks, as CMC 3 is on the same curve as your commander. You should prioritize ramp in the early turns: nobody wants a Mana Geode on turn 5. This speed advantage would also allow for Jhoira + suspend something on turn 2 (with a Mana Vault / Sol Ring and a 2 CMC mana rock on turn 1). In this regard I can suggest (just to name a few):
Also, for some more time counters control, I would suggest Shivan Sand-Mage .
As an alternative way to cast big spells when Jhoira is unavailable, I suggest As Foretold , since it can interact with all those cool time-counter cards like Timecrafting . It's pretty nice to have if you like casting free stuff also during you opponent's turns, being them instants or whatever else if you have a Leyline of Anticipation sticking around.
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