Mana Vault doesn't untap during your untap step.
At the beginning of your upkeep, you may pay . If you do, untap Mana Vault.
At the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you.
: Gain .
|Have (2)||, jecder|
|Want (3)||Entrei , Impedocles , bCubed|
Combos Browse all
|Commander / EDH||Legal|
Mana Vault occurrence in decks from the last year
Latest Decks as Commander
Mana Vault Discussion
3 days ago
I see someone else has already started brewing the new commander. I really like where the deck is heading! Here are a couple suggestions I would give for the brew:
-1 Beacon of Unrest... In general I dont think you'll be getting enough cards in opponent's graveyards for this to matter very much
-1 Crux of Fate... No dragons in the deck, doesn't seem incredibly good at 5 mana, but you can keep this one in without a huge problem.
I'm noticing maybe too much emphasis on a theft style of play? I personally would go the route of controlling your opponents hand and board until you can ramp to Tibalt and pop off, though this is your choice.
-1 Grab the Reins...7 mana for getting a little value out of a creature the destroying it just isn't good enough when you could be devoting that slot to better ramp options (which this deck desperately needs)
Nothing much to say here, maybe cut a mountain or two for some swamps for better mana? Maze of Ith seems good for protecting walker Tibalt in a pinch
-1 Stormfist Crusader... One extra card per opponent usually won't matter
-1 Glasses of Urza... this card will never be relevant. Ever.
Nothing much to say here in terms of cutables.
-1 Angrath, the Flame-Chained... To expensive, too little payoff
-1 Ob Nixilis Reignited...inefficient card draw/removal engine
Cards to Consider
Note: Add more sacrifice outlets like Yawgmoth, Thran Physician or Phyrexian Altar to prevent your opponents from getting any creatures you stole back. Additionally, I would suggest to find a few more cards of removal and focus on making the deck play as smoothly as possible. Really love where the deck is headed. Good work =)
6 days ago
1 week ago
1 week ago
Thank you for your thorough explanation. I guess I missed some cards while writing down my comment (indeed, you have many more wheel effects than I initially thought), sorry for that^^
That clone shell play you described is indeed very elegant. I never thought about in that way, thank you.
My comment on the mana rocks was not meant to say that you need to play more manarocks. I just wanted to point out, that I like the rocks more as they give you mana continually. Which is extra helpful after wheeling the hand. But after having a look at your list, I would recommend Hedron Archive. It cost 4 mana and it probably won't help you cast Purphy B. sooner. But it gives you more reach in the lategame. Another option would be Lavabrink Floodgates. I tested the card and I was pleasantly suprised. Again, at 4 mana, it probably wont help you casting your commander on turn 4. However, it is a nice political tool which might drastically change the way your opponents play. Any deck that runs creatures is hesitant to further develop the board because they cannot be sure if the other 3 people will put a counter on it or not. Granted, your friends can and will talk about it and they might find a way to never let it blow up (which is also fine, it still nets you RR). However, if the board gets wiped by some other card you will lose the floodgates very fast. Nevertheless, I really really like this card as it is so much fun dropping this and seeing how your opponents play around or with it. And your board almost always will be unaffected by the 6 damage. Though, both of those recommandations do not go very well with your gameplan of turboplaying Purphy B. on turn 3 :/
The "best" line happens very, very rarely, but is very satisfying: turn 1 Mana Vault, turn 2 Purphy B. and on turn 3 swinging Blightsteel Colossus :D Apart from that, getting that 2 cmc mana rock on turn 2 is great and always desirable. I usually aim to get Purphy B. out on turn 4. Next turn I also pass with Purphy B. to either be able to interact (e.g. Chaos Warp, Abrade, Mirage Mirror) or to potentially cheat to block) or to cheat the creature at EoT just before I get my next turn. And from then on, it is all about reading properly the politics and the dynamic of the table to navigate around the hate of the opponents. I always seek to side with the table to hopefully take someone out (the less opponents the better our deck gets). This is why it is so important to not become the archenemy. With our commander being so resilient I try to squeeze every inch of value out of my Purphy B. activations and to have them be as effective as possible. I consider it normal to not activate Purphy B. at all, when I dont get anything useful done with the activation. This barely backfires as the thread of activation usually prevents my opponents to attack me. And this leads to the best case scenario I want to be in: The best case scenario is when the opponents use their resources/attacks among them and not at me which happens naturally. Opposing counterspells are less effective as I mainly use the mana and cards in the activation of my commander. This alone leads to more counter spells of my opponents targeted at spells of my opponents. The same is mainly true for any creature removal spells. Granted, the removal can hit my creatures to prevent damage, but if the damage of the creature is not life threatening, what usually happens is that the creature won't get hit by the removal if it would die anyway. This leads to removal spells being spend at opposing creatures.
One final word on Valakut Exploration. Even without fetches, this card provides needed value in monored. It also synergizes niceley with Fires of Invention and more importantly the cards end up in the grave and not in exile while pinging the opponents face. Having the cards in the graveyard is not that bad, as we can reccur many cards in the graveyard.
Here is my list: https://tappedout.net/mtg-decks/sneaky-purphy-b/?cb=1609782125
1 week ago
2 weeks ago
At Nava's request i'm posting suggested changes, additions, cuts, and my thoughts on them. She requested that I not stick to only budget, but keep the max single card value under $30 (I kept it under $20 for the most part and largely even lower than that). As such, here are my thoughts and recommendations.
Courser of Kruphix- Ramp, pulls cards off the top of your deck so you are more likely to draw useful cards and just directly drop your lands onto the battlefield
Living Lightning- a useful elemental that allows you to recast your instants/sorceries
Multani, Yavimaya's Avatar- A very powerful card that also allows you to bounce your lands so you can replay them for more effects
Nyxbloom Ancient- Triple mana on an elemental.
Overgrowth Elemental- A useful elemental that pumps your creatures and gains you life.
Ramunap Excavator- Replay your sacrificed and destroyed lands. Fantastic in a lands deck. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Roil Elemental- A fantastic landfall ability that allows you to grab key pieces from your opponents and use them against each other
Seedborn Muse take full advantage of your lands and abilities without worrying about being tapped out
Titania, Protector of Argoth- land recursion, elemental generation.
World Shaper- land recursion
Birds of Paradise- One of the best dorks in the game
Sylvan Caryatid- Fantastic dork
Brighthearth Banneret- You are a lands deck. You have more than enough mana and this simply doesn't do enough for you.
Chandra's Embercat- This will be a recurring comment from me. You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Embodiment of Insight- Too expensive for the effect. Also, personally I don't like turning lands into creatures as it makes them incredibly vulnerable without giving enough benefit.
Embodiment of Spring- Too expensive and not nearly good enough.
Generator Servant- The haste isn't important enough for your creatures as you very rarely have anything massive enough or has a useful enough tap effect that is being cast from your hand to require it. Furthermore, you are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Grove Rumbler- This card is terrible. Four for a 3/3 trample that has an effect that will pump it slightly for one turn. This is awful. It feels like this card was only put in due to it being an elemental.
Lavakin Brawler- Rarely do you ever have enough elementals out for this to be worthwhile. Not that it's terrible, but there are so many better cards that can be put in its place.
Parcelbeast- Doesn't get enough value to justify the slot
Smokebraider- You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Tireless Tracker- This has nothing to do with your deck and you're better off finding other draw engines
Surrak Dragonclaw- No synergy with the deck and not nearly good enough to justify the high mana cost.
Field of the Dead
Bring your land count to 38 or so
Coral Atoll- This is terrible. I know you're going for the bounce effect, but this is far worse for several reasons. Firstly, it only gives you blue mana as opposed to multicolored. Secondly, it requires specifically an island to be returned as opposed to any land that you can then take advantage of. And thirdly, it requires the land to be untapped which means that not only does it come in tapped, but it requires an untapped island which means you can't even use that land and then return it for value. This is awful. I don't love the bounce lands either, but I understand what you're going for and their value. This has neither.
Lumbering Falls, Raging Ravine, Wandering Fumarole- These man lands are in here entirely because they can become elementals, but really aren't worth running. They are come in tapped, cannot be fetched, and cost 4 mana to turn into a creature, largely negating any benefit. They're really bad and I highly recommend cutting them for more basics.
Unclaimed Territory- Not really worth the value. It's colorless more often than not and another basic land will give you more value than that more often.
Mana Vault- Nava already owns a copy of this in her Nekusar deck, so it can be added here without issue.
Strionic Resonator- Copy all of your ETB triggers, as well as any other triggered abilities. Fantastic
Chaos Warp- Removal on your own pieces or an opponents. Bypasses indestructible and often is allowed through without being counterspelled due to the fact that it's usually replacing a piece that people agree is a fair target rather than outright destroying or removing without replacing. A fantastic card overall
Constant Mists- Great protection when you need it, plus it can be bought back if needed. Lands can be recovered through multiple means.
Disallow- A must have for counterspells. It covers all possible basis and is fantastic.
Heroic Intervention- Hexproof and indestructible at instant speed for 2. Amazing.
Krosan Grip- Split second artifact/enchantment destruction. Among the best removal for them there is.
Force of Vigor- Free artifact/enchantment removal with multiple targets.
Swan Song- 1 drop counterspell that hits everything but creatures. A great counterspell to have on hand.
Counterspell- There are better cards to replace this with that are still very cheap/budget and are overall better
Growth Spiral- A decent card but we can do better given the range of cards available in commander
Inspiring Call- See Growth Spiral
Return to Nature- There are so many better versions of this for an equal if not lesser cost. Or, for one more there are better cards which I will be recommending.
Struggle / Survive- Too limited, not enough value, not powerful enough.
Tale's End- This is just a bad version of disallow that very rarely gets any value.
Withstand Death- This is a bad version of other similar cards.
Wrap in Vigor- Very rarely do mass destruction effects happen, and when they do the usually say "cannot be regenerated". This seems really good but i've never really seen it get any value and will typically be a dead card most of the time.
Genesis Wave- Drop all the permanents (lands included) that you can afford.
Life from the Loam- pull lands from your graveyard and keep your engine going without running out. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Nature's Lore, Three Visits- Pull forests (basic and non-basic that are forests) from your deck. Very helpful at any time.
Scapeshift- Grab all the lands you want, plus trigger your landfall and other such triggers
Splendid Reclamation- Pull all the lands from your graveyard. Nuff said.
Tempt with Discovery- If one person takes it then it's a better Explosive Vegetation. If more then it's an amazing card, but even if no one else does you get to pick your land and in a lands deck you will get more value.
Windfall- Refills your hand, interferes with opponent's plans, dumps lands in graveyard for later use.
Ground Assault- very limited and not worth running. There are better cards with similar if not stronger effects available to you
Hull Breach- There are better cards with similar if not stronger effects available to you
Quasiduplicate- no real apparent benefit to this over other cards that can more directly further your end goal.
Sylvan Awakening- I don't recommend turning your lands into creatures, especially enmass. It's just asking for all your lands to be mass removed. Very dangerous and will rarely get the payoff you need. Limited and will be a dead card in hand except in very specific scenarios.
Burgeoning- land Acceleration
Trade Routes- Bounce lands for more triggers and value, and in a pinch you can pitch them for more cards. Mana swamped becomes a thing of the past.
Exploration- Land acceleration
Domri, Anarch of Bolas- It seems like the main reason this is being run is for the +1 ability, which is really not worth running a card like this for. Not enough value.
Nissa, Steward of Elements- Without a large number of counters on her she gets minimal value, and if you do pay enough mana to make her viable there are already better cards you can run for those costs.
Eternal Witness- Unless you find your creatures or important cards dead often, or have a real way to take advantage of the cards in your graveyard, this is unnecessary and doesn't do enough for the deck.
Fertilid- A decent card but i've never found it gets enough value for the cost. it's a minimum of 5 mana for 1 basic land. You need to do this at least 3 or 4 times to really get enough value to be worth running over a land fetch.
Leafkin Druid- This is okay as a dork and an elemental, but I've found with tribal decks that you are better off running other creature and card types that better fuel your deck as a whole and really allow the tribe to shine, rather than forcing the tribe everywhere.
Tectonic Giant- Not good enough.
Animar, Soul of Elements- Unnecessary.
Zendikar Resurgent- Largely unnecessary due to the high number of lands in the deck, but can be kept if you feel it worthwhile
Frontier Bivouac- decent but comes in tapped and cannot be fetched. In a lands deck you will rarely be hurting for colors and the fact that this comes in tapped slows you down.
Simic Growth Chamber, Izzet Boilerworks, Gruul Turf- While I see what you are going for with these, they overall do slow you down and you have enough lands (once you bump up to 38 or so) that you shouldn't have any issue with them. I'd swamp these for basics as you have far more ways to grab those.
3 weeks ago
I would like to add a few more thoughts to my previous post.
First I would like to double back and praise Steely Resolve. It may not be able to be tutored, but the protection it provides is unmatched. I always love drawing it, and there is usually no cost to playing it immediately. Worth it 100%, please reinclude.
Mana Vault. Yeah maybe not the best. Discard my thought on it.
Zuran Orb. Definitely troll because I only tend to get rewarded for slotting in World Shaper when I use Greater Good to draw into it (discard lands in the meantime), and cast it to win the game on that turn. No life gain needed in that scenario. As a side note, being able to sac lands for free can be useful to win the game with Titania, Protector of Argoth on the field. Except Sylvan Safekeeper can already for that.
Veil of Summer. This one WOWed me in testing. Unlike any other mechanic in our deck, this can protect an enchantment or tutor spell play. No need for Boseiju, Who Shelters All or whatever, this is the shit you love to draw. Not to mention that it obviously protects Omnath, Locus of Rage. And there's more! If you ever go off drawing cards, like with Greater Good, it's wonderful insurance for helping you complete your combo. In the worst scenario it often cycles itself. Other worst scenario, your opponents aren't playing blue, and you're also really happy?
elk88. Hi! I appreciate your break down of Strip Mine, it highlights the benefits quite well. Intuitively, I agree with you that it just plain makes sense in an EDH lands deck. However, I have found Strip Mine severely underwhelming. Maybe my play tables aren't an accurate representation of the general population of tables or I do not have a good conceptualization of the true potential of Strip Mine in context of our deck. Perhaps it doesn't pertain to my aggressive playstyle and fits better in a grindier one. There are many factors that could affect the usefulness of Strip Mine, but due to my personal experience, playstyle, and bias to my slightly different list, I have to respectfully disagree. At least for now. I hope you continue to have opportunities to test Strip Mine in your own list and I'd be interested to hear more about how it goes.
3 weeks ago
You're welcome :) I appreciate your interests in my deck!
Exploration is great for getting extra mana with Golos activations or, as you already said, with wheels. I really love this card, but feel free to cut it, if it doesn't work out for you.
Jeweled Lotus is sadly not too good for this deck. It's kind of good in the first two turns, but I would highly recommend Mana Vault over it, because you can use it to cast Golos, Tireless Pilgrim or activate him, or cast a "Feel the Wheel" combo. It's a dead card in the mid to late game.
I will probably make the Alms Collector cut, but I have to think about Aven Mindcensor. I think that having another 3 cmc flash creature, to interrupt opponents tutoring and fetching is just too good.
Thank you very much for your interest again. I really enjoy the discussion!