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 .

SaberTech on Dissident Storm

2 weeks 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.

Profet93 on Speedy Eldrazi EDH

2 months ago

Meat_Face

Basalt + Forsaken = mana

Doubling Cube + Rings + Voltaic Key = mana. - Personally, I would remove doubling cube as it's winmore.

Basalt + rings + Sensei's Divining Top = draw and cast your entire deck.

Everflowing chalice (4x) + voltaic key + rings = mana

Metal worker + voltaic + rings = mana

Mystic forge + top + artifact cost reducer/ugin ineffeable/Cloud Key/Semblance Anvil = Draw ur entire deck

Sanctum of Ugin - Tutor

Replace half ur wastes with snow-covered wastes to more easily trigger field of the dead.

Speaking of lands, I would swap out a lot of wastes for additional nobasic lands given you are colorless. I understand the need for wastes given path to exiles, and other effects but you have a lot of room for additional utility. Something like Scorched Ruins + rings + Deserted Temple + rings could work. Not an entirely serious suggestion but just noting potential future utility. If you wanted to go more into the lands route, Crucible of Worlds could be helpful, especially with buried ruin.

Loxodon Warhammer - Nice to have but not necessary, your creatures are already threatening enough

Doubling Cube - Winmore IMO, how has it been for you?

Quicksilvert Amulet/B Portal - Nice to have, maybe keep 1, not both. Some of your eldrazi have cast triggers which get lost when utilizing these.

Mana Vault + Grim Monolith - Nice to have to help you ramp early. Even better with voltaic key, helps key become more useful outside of your current rocks + combo potential.

I notice you mention stealing creatures is an issue for u and miren moaning well is in maybeboard. I would put Miren in, as well as High Market - Can be useful to stop stealing + game life. Bonus points for using on ur shuffle eldrazi in response to grave hate.

Not a serious suggestion, but Hall of the Bandit Lord could be fun with eldrazi.

Lastly, idk all the new eldrazi cards but there was like a 6 mana (tribal?) enchantment that seems helpful 2 ur deck. Moreover, having an enchantment type in the deck helps fuel turn stealing emrkarul. Furthermore, enchantments are harder to wipe that artifacts.

I hope these suggestions help or at least provide you with an alternate viewpoint. Looking forward 2 ur response.

indieinside on 100% Dinosaur Tribal

2 months ago

Profet93,

I agree with your thoughts on Crop Rotation and the need to add in Urza's Incubator. So, I switched those two out. As for what land Crop Rotation would target, I feel like Gaea's Cradle would have been the consistent grab 98% of the time.

When it comes to Grim Monolith and Mana Vault you are going to need to explain why you think Grim Monolith is weaker. I feel like they are practically equal.

You are right about Archdruid's Charm. The only time it gets used I am just fetching Hunting Velociraptor. It seems like Worldly Tutor would be a better replacement. Going to change those out as well.

As for playing the deck, I got to play it quite a bit but found that it was way too slow early game. Mortlocke threw out so many good suggestions that I ended up cutting 12 cards to add in more ramp and mana. I haven’t played it yet since then because I am still waiting on those cards to arrive in the mail.

Coward_Token on Gishath Spared No Expense!!!

3 months ago

"I could also see adding rituals to power out Gishath, though that's inviting being blown out by removal"

lol, if you really want to spare no expense (or your LSG contains cool people who don't mind proxying instead of spending an exorbitant amount of negotiable American currency on cardboard), you can just get

Mana Vault Grim Monolith Basalt Monolith

basically reusable rituals that can let you power out Gish as early as T5

Mortlocke on Phyrexian Opera : Atraxa

4 months ago

Venum,

In regards to your manabase, you still haven't answered what your budget is looking like. A manabase tends to be the most expensive (and important) part of any EDH deck. Does your playgroup allow proxies?

Side tangent - the upcoming set Edge of Eternities has recently teased the return of shock lands. Shock Lands are some of, if not the best lands in modern magic. With this upcoming reprint they will be more accessible than ever so I highly recommend you get them their prices lower, namely: Watery Grave, Breeding Pool, Godless Shrine, Hallowed Fountainfoil, Overgrown Tombfoil and Temple Gardenfoil.

You slightly misunderstood what I meant when I asked about your meta. Do you use the bracket system that was introduced by Wizards? Using that to describe your deck (or the one you wish to build) will make this process go over much more smoothly. Seeing that your Meta includes the infamous likes of Najeela, the Blade-Blossom and Yuriko, the Tiger's Shadow you are facing some very strong commanders that would likely have decks that would place them in Bracket 4 (using the aforementioned bracket system as a reference). But, and a very big but here - it depends on what kind of decks these commanders helm. Do they have big expensive manabases with lots of (monetary) expensive interaction cards? e.g. Mana Drain, Force of Will, Mana Vault

It seems here that you have a misunderstanding of infinite combos. The aforementioned combo of Thassa's Oracle and Demonic Consultation are used almost exclusively in the alternate format known as Competitive EDH or cEDH. That is an essential combo for the format, and is expected to be part of a deck running . To you that may look like someone who just doesn't want to engage with other players - but to those who wield the combo in a game where other players are using similar strategies this is what everyone signed up for. Infinite combos are a staple of Magic and Commander. I understand that you are a person and you are absolutely entitled to your opinion. But please, have consistent logic here: Infinite Combos may be unpopular to some players, but for the love of Father Yawgmoth Poison is a FAR less popular mechanic in Commander.

Not saying you shouldn't use it - I for one embrace it. But using Poison will give you a distinct political disadvantage at just about every single table you show up to. Once the other players know, they will more than likely work together to tear apart your boardstate and shove you off the table.

DawnsRayofLight on Miller? I hardly know 'er

4 months ago

Out

Teferi's Tutelage

2 land (for Abstergo Entertainment and Hydroelectric Specimen  Flip)

Search for Azcanta  Flip

Confounding Conundrum: decent hate piece but very matchup dependent and easy to play around

Narset, Parter of Veils: while a good hate piece, it may not work well in this deck since you sort of want your opponents drawing to speed up your game plan but maybe also you don't want them drawing into interaction, I can see arguments for and against.

Curse of the Swine: It is also sort of an iffy card, like on paper it looks decent but I stopped running it after seeing it rarely made a difference in every deck I played it. I guess it can get rid of a couple of troublesome creatures so like Narset I am iffy on if dropping it is a good idea or not

Chrome Mox: This deck sort of feels a bit slower and I do not think this gives it any extra speed it needs, Mana Vault would be better

In

Abstergo Entertainment (graveyard hate and can get back something useful)

Lantern/Top deck manipulation pieces: maybe a suggested package

Lantern of Insight

Codex Shredder

Sensei's Divining Top

Ghoulcaller's Bell

Counterbalance

Grave hate

Soul-Guide Lantern / Tormod's Crypt / Ghost Vacuum / Grafdigger's Cage

Hate pieces

Wandering Archaic  Flip (protection)

Teferi, Mage of Zhalfir (protection in your turn) Interaction

Hydroelectric Specimen  Flip (protection)

Force of Negation

other

Displacer Kitten: Blink Jace for repeated mill and The Ring for protection

Jace, Wielder of Mysteries: works with your game plan and lets you flip the script and traumatize yourself then +1 him and win.

SaberTech on Animar enthusiasts!

6 months ago

The value of Trinket Mage really depends on what else you have for it to target besides the Ballista. I did run it at one point but that was back when I was also running Skullclamp, which I think is the main inclusion that makes Trinket Mage worth considering. If you are also running a number of cheap mana rocks like Chrome Mox and Mana Vault that can also help justify the inclusion. If you face a lot of graveyard decks and feel compelled to put in some artifact-based graveyard hate then that could be another reason to run Trinket Mage. It can also tutor for artifact lands, but generally you want as many of Animar's lands as possible to produce at least two different types of mana so the single-colour artifact lands aren't the best to include while the dual-colour artifact lands enter tapped, which you also want to avoid your lands doing if you can.

The reason why Transit Mage makes the cut despite also only having a few targets is because:

Total mana cost for the line: RU + 4 life.

That line is way more mana efficient than the old line that required you to tutor up Spellseeker, have the Seeker tutor Neoform and then you Neoform the Seeker into Ancestral Statue. Transit Mage basically lets you get the same result for that stage in the line for just one blue mana, and it keeps the line to only using creatures so there are less commonly-used counterspells that can interrupt it.

jsnrice on Atraxa, Grand Unifier

7 months ago

Deck Title: Ascension Through Unity – Atraxa cEDH Food Chain

Commander

Atraxa, Grand Unifier
Color Identity:


Introduction

Welcome to Ascension Through Unity, a competitive EDH build centered around Atraxa, Grand Unifier, the ultimate value engine and a uniquely powerful commander that bridges midrange resilience with combo potential. This list leverages the raw card advantage of Atraxa’s ETB trigger to dig for win conditions, interaction, and fast mana — all while supporting a Food Chain combo core.

This deck is tuned for high-level pods and aims to win fast, interact precisely, and grind smart when necessary.


Win Conditions

Primary Wincon:
- Food Chain + Eternal Scourge / Misthollow Griffin / Flesh Duplicate
Infinite creature mana via Food Chain and one of the exile-recurring creatures.
→ Cast Atraxa, Grand Unifier, dig for Thassa's Oracle or Tainted Pact / Demonic Consultation combo.

Backup Wincons:
- Thassa's Oracle + Tainted Pact / Demonic Consultation
- Finale of Devastation for lethal with infinite mana
- Displacer Kitten combos with The One Ring, Teferi, Time Raveler, or mana rocks for infinite value/actions


Notable Synergies


Staples and Interaction

This deck plays nearly every blue interaction spell you’d expect: - Free Countermagic: Force of Will, Force of Negation, Pact of Negation, Mindbreak Trap, Flusterstormfoil
- Removal: Swords to Plowshares, Abrupt Decay, Chain of Vapor, Toxic Deluge, Culling Ritual
- Tutors: Vampiric Tutor, Demonic Tutor, Worldly Tutor, Enlightened Tutor, Imperial Seal

And it runs every relevant fast mana: - Mana Crypt, Lotus Petal, Chrome Mox, Mox Diamond, Mox Opal, Mana Vault, Ancient Tomb


Why Atraxa?

While many commanders offer value, Atraxa’s Grand Unifier trigger is uniquely broken in a deck like this. With a proper build, she can hit: - A creature (e.g. Eternal Scourge, Deathrite Shaman)
- A non-creature spell (e.g. Demonic Consultation)
- An instant (e.g. Swan Song, An Offer You Can't Refuse)
- A sorcery (e.g. Finale of Devastation)
- An artifact (e.g. Sol Ring)
- An enchantment (e.g. Rhystic Study)
- A planeswalker (e.g. Teferi, Time Raveler)

This makes Atraxa a one-card value engine that refills your hand and pivots you into a win turn with proper sequencing.


Power Level & Goals

This deck is firmly cEDH (power level 9.5–10). It’s built for pods where interaction is heavy, turns are fast, and wins are clean.

You’ll thrive if: - You can protect Atraxa, Grand Unifier for at least one trigger
- You pilot your combo lines efficiently
- You mulligan aggressively for interaction or ramp


Mulligan Strategy

Look for: - Turn 1–2 dorks/rocks + tutor
- Food Chain + exile creature opener
- Strong card draw pieces + interaction
- Always mull away clunky high-CMC hands


Weaknesses

  • Susceptible to Drannith Magistrate (unless we remove it)
  • Hate for graveyard/exile recursion (Rest in Peace, etc.)
  • Heavy counterspell matchups if we stumble on mana

Closing Thoughts

Atraxa, Grand Unifier doesn’t just unify card types — she unifies power, control, and combo under one elegantly devastating package. Whether you’re tutoring with efficiency or slamming a turn 4 Food Chain win, this deck rewards mastery and punishes hesitation. Perfect for cEDH players who love versatility and inevitability.


Thanks for reading! Let me know if you want a sideboard package or metagame tweaks.

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