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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
: Gain one mana of any colour.
2 months ago
Smuggler's Stash: Feels like a do-nothing card. T6, tap out to cast it, go. T7, only tap for Treasures, go. T8 cast an X spell with 15 mana, then try to hold back the tears when it gets Negated.
Glittering Stockpile: This is more like it. Even if it gets blown up when you've assembled like 5 counters, it'll have still generated some value as a Manalith. I'm not sure if it has the regular Treasure sac ability inately trough the rules.
Patch Up: Mmm yes I would actually like it if white had more efficient reanimation cards for small creatures
Ognis: Congratulations, Gleeock.
4 months ago
For possible cuts... Temple of the False God has sabotaged me more times than it has helped me, though. Definitely recommend taking that one out. The five single color (and Adult Gold Dragon) AFR dragons, while cool, don't really do much in commander, sadly. I'd recommend taking them out as well. Gratuitous Violence is a great card for mono- decks but gets increasingly more difficult to cast with more colors. It will end up being uncastable in most situations. Should probably also be cut.
As for recommendations... Hellkite Courser would be fantastic in this deck! "Blinking" Tiamat in for a turn to trigger it's effect seems really good. Unclaimed Territory and Exotic Orchard would be help immensely with color fixing issues. Temur Ascendancy is great for giving all your dragons haste and helping you draw cards. Stubborn Denial (and to a lesser extent, anything with the keyword Ferocious) works really well in decks with big creatures. See the Unwritten is a way to possibly cheating out some creatures if you're looking for a bit of randomness. Lastly, Sarkhan's Unsealing can help you get rid of some enemy creatures or just blast someone in the face (or both!) just for casting dragons.
I think your first goal should be to getting the deck to 100 cards. Once there, you can use all the stats this site provides to see if you need more cards that help fix colors, what your mana curve is, how many spells you have etc. You can also create custom categories by putting #(yourcategoryname) after the card name in the deck builder. You can better organize your deck into categories like card draw, dragons, removal etc. You can even put them in multiple categories if you want. Here's a few so you can see what I mean :
1x Lathliss, Dragon Queen #Dragons #Tokens
1x Terminate #Creature_Removal
1x Command Tower #Lands
1x Arcane Signet #Ramp
Hope this helps! Best of luck!
5 months ago
6 months ago
DemonDragonJ I know, I know. There are so many strict upgrades for Manalith, even Darksteel Ingot would be superior. But I figured I'd take the loss of optimization for the sake of a tiny scrap of flavor.
I definitely appreciate you looking out, though! I'll keep it in mind if I find the deck struggling and needing some honing.
6 months ago
I definitely like both the name and theme of this deck, but may I suggest using Commander's Sphere in place of Manalith? It is entirely superior, since it can be sacrificed for a card when its controller has sufficient mana.
6 months ago
DemonDragonJ: I never said anything about cutting Sol Ring, Thought Vessel, or Arcane Signet. Those are all good mana rocks. I mentioned two bad mana rocks, and two other cards that don't really do jack for you, or are so mana intensive that you'd be better off going with different cards altogether. I would take a second look at Thought Vessel, though; if you aren't filling your hand with loads and loads of cards, it could probably be replaced with a spell that could get you a colored source of ramp. A quick look at your list shows you're only playing 3 card draw spells anyway, so I doubt you're actually discarding to hand size that often with this deck. (This also means you should be playing more card draw spells). And I wouldn't count Ring of Three Wishes as card draw.
Yes, the scry effect on Crystal Ball is repeatable; but wouldn't you just rather draw the cards? By the time you've paid a total of 4 mana to scry 2, you could have cast Harmonize and drawn 3 cards instead; and I don't even like Harmonize that much. Gilded Lotus costs you 5 to get out....and your commander has a CMC of 5. If the goal of ramp is to ramp into your commander sooner, and get your deck going quicker, then you've missed the mark here. It also only adds mana of one color, and you have a three-color commander. Again, not really great. Instead, something like Kodama's Reach only costs 3 mana, gets a land on the battlefield and a land drop for the next turn at the least, and helps you to fix your mana, and won't be removed by artifact hate.
Now, for Chromatic Lantern...this card just isn't as good as you think it is. It's Manalith with a little upside. If you don't believe me, then keep playing it, and as you do, actually tally up the number of times it actually really, really, really mattered that allowed you to tap a land for a color it couldn't produce. And if you find that it matters a lot, then you probably aren't building a very good mana base, and should reevaluate the mana distribution in your deck. I don't ever run that card anymore, and I run pretty budget mana bases. Maybe in a 4 or 5 color deck....maybe...but even then, I still have access to green land ramp.
I hope this better clarifies why I mentioned the cuts that I did.
6 months ago
lagotripha don't forget that, due to inclusion in the Brawl precons, Arcane Signet was Standard legal as long as Throne of Eldraine was. That is most likely the reason it's not worded as a Manalith that's cheaper, because that card would have been too powerful for the Standard format.
7 months ago
Normally I like to go through the changes I make as one-for-one tradeouts, providing a rationale for why I'm taking this card out and putting this other one in. In this case, however - being that I haven't updated this deck in years - I'm changing out nearly a quarter of the deck, so making those one-for-one explanations doesn't make a ton of sense. This was the first commander deck that I ever attempted to build, and looking back at the original build, I think I spread myself a little thin on the the themes I wanted to run, so this overhaul is mostly about becoming more focused in what I want to accomplish, so instead of looking at individual switches, these are more-or-less the themes I'm either trying to drop vs. the ones I'm trying to reinforce.
Counter-magic/tempo: (Counterspell, Render Silent, Jace, Unraveler of Secrets, Capsize). Targeted removal (Utter End, Vindicate, Ethersworn Adjudicator). The overall idea here is going to be that I don't want to stop you from playing your cards. I don't want to kill your nice stuff. I want you to get your cards into play. That way I can take them.
Big creatures that first-time-commander-deck-builder me wanted to include just cuz they're Esper: (Sphinx of the Steel Wind, Sphinx Sovereign). Again, not bad cards really, but they're expensive and not entirely on-theme.
Inferior lands: (Temple of Deceit, Temple of Enlightenment, Temple of Silence, Dromar's Cavern, Esper Panorama). The temples I felt were the weakest of the dual lands I'm running. Between the lands that are going in, the fact that all these changes are bring my average mana value down 0.2 points, and the amount of mana rocks I'll be running, not only am I improving some of these lands slots, but I'm also running 2 fewer lands.
Other: Diabolic Tutor to be replaced by a better tutor effect for this deck. Merciless Eviction because while I still like board wipes, I don't wanna exile everything. Leyline of Anticipation. This one pains me a little, I may try to find a spot to get this back in sometime in the future. Acquire because there's not a guarantee that there'll be a good target for this. I'd hate to spend the mana just to steal someone's Sol Ring.