Mana Vault

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Leviathan Legal
Limited Legal
Oldschool 93/94 Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mana Vault

Artifact

This doesn't untap during your untap step.

At the beginning of your upkeep, you may pay . If you do, untap this.

At the beginning of your draw step, if this is tapped, this deals 1 damage to you.

: Add .

So_Immersive on Galadriel, Light of Valinor

3 weeks ago

cEDH interaction staples I would suggest:

Flusterstormfoil, Silence, Force of Will, An Offer You Can't Refuse, Borne Upon a Wind, Veil of Summer, Force of Negation, Swan Song, Fierce Guardianship, Into the Flood Maw, Mindbreak Trap

combos you can utilize:

Valley Floodcaller + Retraction Helix + any mana positive rock like Sol Ringfoil or Mana Vault resulting in infinite

Devoted Druid + Swift Reconfiguration resulting in infinite

Kinnan, Bonder Prodigy + Basalt Monolith resulting in infinite

popular dorks in cEDH

Noble Hierarch, Birds of Paradisefoil, Delighted Halfling

(effects like Neoform and Eldritch Evolution are good for turning your dorks into protection with Grand Abolisher or Voice of Victory when trying to combo)

theNeroTurtle on test

1 month ago

hello

theNeroTurtle on test

1 month ago

...

Profet93 on Ultima (Lemme Suck Ya Lands)

2 months ago

ImNotTylerAllen

Thanks for the shoutout in the description, I appreciate it. On that note, you state Winter Orb but then reference winter moon (from a previous deck iteration), might wanna change that when you get a chance.

I will say, with a relatively high cmc (colorless deck so understandable), more ramp would serve you very well. Perhaps replacing some of your high CMC creatures and swapping them for additional ramp and/or simple eldrazi swaps for a more cohesive/unified build with more relevant abilities that can assist you in the destruction of your opponents hopes and dreams that they foolishly cling to.

From my perspective (correct me if I'm wrong), your deck is moderately-commander reliant given all of the equipment + trigger doubling you have. Getting quicker access to your commander in the early game can be crucial for locking opponents out, forcing removal and applying pressure. Ramp is crucial for this, especially with your high avg cmc.

Mana Vault - Turn 2 commander is strong

Expedition Mapfoil - Help find urza lands or utility lands like marit lage combo.

Mind Stone - Ramp when you need it, draw when you don't.

As far as other misc suggestions go, here are some to tickle your fancy.....

Unwinding Clock - Untap more than 30% of your deck. Works best with more mana rocks, especially useful with your flash engines to be able to "be like the blue player." Not an entirely serious suggestion but worth noting should you wish to optimize the deck by cutting high cmc cards that aren't greatly impactful and leaning towards the strengths of the deck. More playtesting is probably needed to see which direction you wanna take the deck in.

Sword of Feast and Famine - Pro black removal, pro green creatures, very common colors in EDH. Untapping lands and discarding is great.

clayperce on Disobedient Catmander

3 months ago

Greetings! Noticed your Help tag, and request for some general feedback ...

Biggest advice I could give -- especially if you're aiming for Bracket 4 -- is to invest a bit in your manabase for sure, and maybe in some more mana acceleration/cost reduction effects.

With a 4-mana Commander who wants to be casting multiple 3-mana spells a turn, I'd recommend 38 Lands (with as few Tap Lands as possible), 12 mana acceleration effects (costing 2-mana or less, to help power out Y'shtola on Turn 3), and 4 cost reduction effects or slow mana sources (costing 3 mana or less, to help power out 2x spells a turn starting on Turn 4).

Some possible Lands (with more options over at Managathering.com):
- Fetchable Triome: Raffine's Tower
- MDFCs: Hengegate Pathway  Flip, Clearwater Pathway  Flip, Brightclimb Pathway  Flip, and maybe Waterlogged Teachings  Flip (not sure if it's worth it as the Land side enters Tapped)
- Missing Fetch Lands: Marsh Flats, Flooded Strand
- Missing Battlebond Lands: Sea of Clouds, Vault of Champions

Possible Fast Mana sources:
- Fellwar Stone
- Thought Vessel
- Mox Amber and Mana Vault (worth mentioning, even if they're too spendy)

Possible Cost Reducers/Slow Mana Sources:
- Lyse Hext
- Alisaie Leveilleur
- Grand Arbiter Augustin IV (I know he's 4 mana, but he's really good)
- Relic of Legends
- Bender's Waterskin

Good luck (and good skill!) with Y'shtola!
Cheers!

SaberTech on Dissident Storm

4 months ago

Alright. It's harder to pull off a storm deck in Commander but there are things you can do.

The easiest way to storm in Commander is with the Isochron Scepter + Dramatic Reversal combo. The Scepter copies the imprinted spell, but you cast the copy so it counts towards your storm count. Running this combo requires you to run a bunch more mana rocks though, because you need to be able to produce at least 2 mana off of the rocks just to get the engine going, plus more mana if you want to produce infinite mana off of the combo. I don't know what your budget is like or if your group allows proxies, but at higher level tables you'd be looking to run cards like Mana Vault and Grim Monolith since those produce 3 mana all on their own. Beyond that though, you would definitely want to be running the talismans like Talisman of Dominance. Everflowing Chalice is another good option for storm because it's on rate if you only kick it once or you can just play it for free un-kicked to increase your storm count. Whichever rocks you end up running, you'll need a good number in the deck to support the combo.

The Dramatic Scepter combo also works well with Wishclaw Talisman. Activate the Talisman, then with the ability on the stack you activate the Scepter to untap the Scepter, the Talisman, and your mana rocks. While the first ability is still on the stack, activate the Talisman again and repeat the cycle. You'll be able to use up all 3 wish counters yourself and in the end you just pass a useless Talisman to the opponent, although after tutoring three cards you should just be winning that turn. The combo also just kills if Guttersnipe is out.

Running a bunch of mana artifacts (that don't enter tapped) has another benefit in that you can run cards like Paradoxical Outcome, Hurkyl's Recall, and Retract. You get to tap your rocks for mana, bounce them back to hand, and then recast them to increase your storm count and hopefully even net extra mana, although that requires more artifacts that produce more mana than they cost like Sol Ring, Mana Vault, and Grim Monolith.

Another combo card you could be running is Chain of Smog, which combos with Professor Onyx as long as you keep targeting yourself with the Chain and its copies. The copies won't count towards your storm count, but they will get you a bunch of treasure tokens off of Storm-Kiln Artist. You would have an empty hand, but you would have the mana to cast Kess and then cast a card from your graveyard. Ideally, you would be running wheel effects like Wheel of Fortune to immediately refill your hand and keep your plays going. Storm decks typically like to run wheel effects. On the more budget end of things, you could at least be running Windfall and similar effects so that you can match your opponents' hand sizes after emptying your own.

Chain of Smog + Archmage Emeritus will basically let you mill through your deck at the cost of emptying your hand. You'll be forced to discard the cards that you draw off of Emeritus. However, If you run a copy of Unearth in the deck then you can draw and discard your deck, use Kess to cast Unearth from your graveyard, and bring back Thassa's Oracle for the win. It's a risky line though because you won't have access to any counterspells to protect it.

Unearth is still worth considering for the deck in general since it can get back several relevant creatures in case they are countered, it's a 1 mana spell for storm count, and at worst you can cycle it away to draw a card.

Another combo I can think of based off of cards already in your deck is God-Eternal Kefnet + Scroll Rack + Time Warp (or any other extra turn card that doesn't exile itself). You use Scroll Rack to make sure that Time Warp is the top card of your deck. When you draw, Kefnet sees it and copies it. You cast the copy, and then before the end of your turn you use Scroll Rack to put Time Warp from your hand back on top of your library. Rinse and repeat for infinite turns.

Beyond that is typical storm stuff:

If all of that is sounding really expensive, Stella Lee, Wild Card and Veyran, Voice of Duality are known commanders for their own unique storm decks. You can find lists at various budget point for them online. Zada, Hedron Grinder can also play as a budget, glass-cannon style goblin storm deck.

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