Mana Vault

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Highlander Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mana Vault

Artifact

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.

: Add .

Profet93 on This Deck Does Not Believe In Free Will

1 month ago

Westvale Abbey - Weakest land. You aren't a token deck, it costs a lot to activate and is hard to pull off only for a creature that is helpful, but not nearly powerful enough in EDH or relevant to your overall strategy

Phyrexian Tower - Black has other sac engines and you don't have any relevant death triggers that would warrant it's inclusion. The mana ramp is minimal

Maze of Ith - Meta call like against xenagos or voltron? It can have it's moments for sure but it doesn't produce mana unless you have urborg and unless the voltron strategy is prevalent in the meta, it can be swapped out

Lotus Vale - Scorched Ruins is strictly better and can combo with rings of brighthearth + deserted temple for infinite colorless or infinite black as long as you have a swamp. Not even saying to add them, because these lands are stripmine targets. If you were playing a lands deck, sure.

Lake of the Dead - The least likely card to cut from the list. This card I've never personally liked because it goes against my philosophy, short term gain for long term loss. Losing lands, similar to lotus in a deck that can't recur them just seems off to me. It's definitely a helpful ramp piece for sure. But that usually paints a target over your head and they remove whatever you cast (assuming it's a permanent, or can use a counterspell if non-permanent) and then you're just down one land. If this were a more cEDH build or lower to the ground I could understand it's inclusion.

Sceptre of Eternal Glory - With all the basics you will presumably add, this will be a cheaper version of Gilded Lotus at the cost of a Thran Dynamo.

Throne of Eldraine - Ramp or draw

Mana Vault - Turn 1 ramp

Extraplanar Lens - Works best with snow-covered swamps depending on the meta

Caged Sun - Expensive but does the job.

Not saying to add all of these, just some choices to see what works best with your deck/curve.

Let me know if you want some suggestions for non-land cuts as well.

Profet93 on S U P E R F R ! E N D S (Yawgmoth)

2 months ago

At the risk of sounding silly, Sol Ring? I figured you excluded it due to playgroup or personal reasons but I also see a mana crypt so I'm unsure. If not sol ring, perhaps a Mana Vault?

Other cards to consider....

Maze of Ith - Combat prevention, taps for mana with urborg.

Tangle Wire - Not necessary at all but worth mentioning as you can tap it along with other walkers to break symmetry. Although by the time you have walkers out it might not be helpful. Yawgmoth can profilerate it though so idk.

Ensnaring Bridge - While counterproductive to you drawing cards, it can be a helpful asset against combat heavy decks.

Profet93 on Ob Nixilis, of the Combo

2 months ago

Willmsy

I haven't kept up with anything past March 2020.

Syphon Mind - Draw 3, opponents discard 1 each.

Read the Bones - Draw with scry

Sign in Blood/Night's Whisper/Ancient Craving - Simple draw

Necropotence - Super draw

Mana Vault

Mana Crypt

Grim Monolith

Basalt Monolith - I am actually not a fan of this one, grim monolith is better because it can bring your commander down Turn 3. Basalt + Rings + 2 mana = Infinite colorless. Add a Sensei's Divining Top to draw your whole deck. Note; Adding top to the rings + deserted temple + coffers combo also allows you to draw (and then cast) your entire deck

Dark Ritual - Helpful in a pinch

Bubbling Muck - Super ramp. Be careful with urborg out though as it affects all players.

Jet Medallion - Cost reducer

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

I don't recommend everything above, just wanted to give you options to consider based on budget, availability and preference. Let me know if you would like suggestions for cuts.

Sc000t on Xiahou Doom

2 months ago

Profet93

Thank you for your time looking at the list and input! This list has been experimental for a while but its finally getting to play in public and some of your suggestions are going to be added in! I understand the lack of spells for the scepter might make that card look like a dud, but thats why the list has tutors to grab the right spell depending on the situation. The list is convoluted with multiple different lines to take. It's designed like that so it wont play out the same way each game. Sometimes its a turn 3/4 win other times its a messy hour and a half long game. Yes, Head Games is nuts!!! Especially with recursion, everyone gets a meme hand!! Suggesting Opposition Agent will be useful and in some cases, SPICY! Since this list does not revolve around Shadowborn Apostles anymore, Infernal Darkness looks like the right replacement. (Although everyone at one card shop HATES that effect) Playing with more control might be the best route to take since this list gets a lot of threat. Adding Karn, the Great Creator 100% and with some cheaper kill spells that would slow the table down for enough time to assemble the right pieces to have more time to win.

1) Insidious Dreams is not usually cast unless you have citadel on the field. It's a spell that you wouldnt cast if you suspected someone would counter it.

2) Sacrifice works effectively when Razaketh, the Foulblooded or Rune-Scarred Demon are out for extra mana to cast the high cmc spells you tutored with them.

3) Warlock Class is used for it's loss of life effect to start the Sanguine Bond + Exquisite Blood combo for 1 mana. The second reason it's in the list is the level 3 effect that mimics wound reflection, and would kill any player that pays half their life to counter Temporal Extortion.

4) Darkness is useful against some friends' lists that dish out a lot of damage. The spell can be recurred with Xiahou Dun, the One-Eyed's ability but can also be put on the scepter.

From your suggestions: Karn, the Great Creator, Imp's Mischief, Syphon Mind, Opposition Agent, Mana Vault, Read the Bones, Sign in Blood, Peer into the Abyss, and Dauthi Voidwalker all seem to be good cards to add. Might consider moving Sensei's Divining Top from another list into this one for better card draw and also Skullclamp might make a return.

Profet93 on Xiahou Doom

3 months ago

Sc000t +1

Interesting deck, nice low avg cmc. A couple comments, questions and suggestions....

  1. Insidious Dreams - Seems like it's prime for a counterspell. I don't see a single way to deal with blue. Moreover, you barely have any draw to even draw into your top cards. I know you have bolas citadel and necro but its not enough. You definitely should consider adding more draw. I know you want to assemble your combo with tutors but more draw definitely can't hurt
  2. Sacrifice - How has this been playing for you? I assume you use it in response to an opponent targeting your big demons?
  3. Warlock Class - I'm missing something, how is this helpful for your build?
  4. Darkness - Does your meta include a lot of creatures/combat? How has it been playing for you, would you consider swapping it out for more draw perhaps?

Suggestions....

  1. Imp's Mischief - It can redirect targeted removal, draw, extra turns and can "counter" counterspells. Moreover, it's another useful card to imprint onto Isochron Scepter.
  2. Cabal Coffers - Ramp
  3. Syphon Mind - Draw and discard. Alternatively, Mind Twist is great to bait blue or ramp into early game to cripple another player.
  4. Yawgmoth's Will - Recursion
  5. Opposition Agent - Not needed but puts in a lot of work.
  6. Mana Vault - Ramp, works well with beseech
  7. Phyrexian Arena/Read the Bones/Sign in Blood/Night's Whisper - Decent draw to consider
  8. Peer into the Abyss - Super draw that can help you get half your library to find your combos and win. Alternatively, you can target an opponent for politics or you can target them and then cast another spell that makes them lose life = to what they those this turn to finish them
  9. Dauthi Voidwalker - As a substitute or redundancy for leyline.

Comments....

  1. Are 9 castable instants worth utilizing isochron scepter? I understand the high impact it can have. That being said, you should consider adding additional targets. Isochron itself usually get's 2 for 1ed as well.
  2. Your combos don't have a lot of synergy with each other. You have a demon + lifeloss which is a synergy, not so much a combo. You have isochron synergy, not combo, which isn't synergistic with the deck itself. Sanguine + Exquisite is solid, albeit costly. Lastly you have the leyline + helm combo which isn't synergistic with the deck. Rather than having a bunch of combos and tutors in the deck to assemble them as you lose to tempo and blue, why not cut down on 1-2 of the synergies/combos to add more draw or interaction to ensure your deck runs more smoothly and you can more easily protect your main combo and use a backup if necessary?
  3. Headgames is solid AF. That card alone is worth upvoting your deck, you have my respect
  4. Have you considered going into a bit more a control route? You have contamination that works very help. You have black removal to kill mana dorks but most decks utilize artifact ramp to get around that, what has your experience been with that? Other cards to consider this route are as follows....

A) Infernal Darkness - Its like contamination as it can bait blue, its easier to maintain (usually 1-2 turns is all you need) and doesn't impact your nykthos, lake or ancient tomb.

B) Karn, the Great Creator - It's static ability is a one-sided null rod, in conjunction with contamination/infernal darkness, is a strong soft-lock. It's first ability can help you remove artifacts that you have no other options to remove. It's second ability can bring back bolas, grindstone, painters servant, etc...

C) Null Rod - It does stop about 9 of your cards, but there are other decks that utilize way more artifacts than you.

Profet93 on Calm Before the Storm

4 months ago

HungryBr0wnMan +1

Homeward Path - Your entire deck is based on your commander. Unless there is no creature stealing in your meta, it's worth considering.

Mind Stone - Bring your commander out one turn faster and turns into draw if you need it

I feel like you need more ramp to bring your commander out sooner. I know you run rituals for that purpose but IMO, it's not enough. Most players know your deck falls easily without the commander so having him come out sooner is essential. Mana Vault?

Profet93 on Life is Meaningless

4 months ago

Bloodgift demon seems a bit expensive for a power level 9 deck. Why not swap it out for something else like a Mana Vault?

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