Market Festival

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Market Festival

Enchantment — Aura

Enchant land

Whenever enchanted land is tapped for mana, its controller adds two mana in any combination of colours. (In addition to the mana the land produces.)

Snap157 on shelob spiders

2 months ago

you are very light on lands for having a 6 mana commander. I would say 38 minimum. I would cut your mana artifacts to make room. You will also want to prioritize jumping from 4 to 6 mana. Think about Explosive Vegetation, Market Festival, or Circuitous Route

With shelob being such a high cmc I would recommend some Undying Evil-style cards. Maybe Not Dead After All, or Undying Malice.

I'm a huge Nyx Weaver fan and it could be cool to have some graveyard synergies as well since you're in the perfect colors for it. Your card draw package is a bit weak and I'm worried about you running out of gas so I would add something like Moonlight Bargain or Harmonize with some Regrowth effects. I also love Arachnus Spinner and Arachnus Web as a removal pair, and Halana, Kessig Ranger is the creme de la creme of pissing off your opponents with everything having deathtouch.

Neotrup on Additional Mana

6 months ago
  1. You'll add , since Wastes is a mana producing land, but Overgrowth is not.
  2. Same situation, Island will add , but Market Festival will add two mana of any combination of colors.
  3. You'll add plus two mana of any combination of colors. Island added , and Mirari's Wake adds one of any color it produced, which doesn't leave many options. It cannot add one that Market Festival added, regardless of the Hall of Gemstone.
  4. Both Market Festival and Mirari's Wake have mana abilities (which trigger from other mana abilities). Since mana abilities resolve immediately and do not use the stack, Weaver of Harmony cannot target them. Weaver of Harmony can target the trigger from Hall of Gemstone (assuming you control it), which would let you choose a second color. When a land is tapped during that turn, there will be two replacement effects, so the land's controller will get to choose the order in which the effects apply and end up with either of those two colors.

proterran98 on Additional Mana

6 months ago

I have a Hall of Gemstone in play. At the beginning of turn I declare White.

  1. I tap a Wastes with a Overgrowth on it for mana. What do I add?

  2. I have a Island with Market Festival and tap for mana, do I add XX (x being my choice of colors) or ?

  3. I have a Mirari's Wake in play also. With that Island taped for mana, do I get , XX or do I get XXX?

  4. I have Weaver of Harmony in play. Does his ability work on Market Festival? If so, how does that work with the Hall of Gemstone and Mirari's Wake in play?

RoarMaster on Jodah, the Enchantress (Shrine Tribal)

2 years ago

I must admit that when Jodah came out I immediately considered switching out Sissay for him as my Shrines deck commander(Im not the biggest fan of Go-Shi). Haven't gotten around to trying it out yet, but I can definitely see the potential. My only worry about doing so might make the deck simply win accidently through the legendary creatures who are in it. Jodah makes 'em buff mighty quick, and I didnt want them to overshadow the Shrines. Im not sure if that matters to you, but if it does, I might consider running a lower number of legendary permanents other than shrines in the deck in order to both retain a high chance of cascading into a Shrine, and to stop beefy creatures from becoming your default wincon.

I would suggest a little more ramp/fixing in the deck. Cultivate And Kodama's Reach are easy on the budget and make for pretty reliable T4 Jodahs. I'd take out Kestia and Arasta/Alela. Most of your enchantment creatures are your tech, which you generally dont want to risk often by attacking with them, so Kestia may not get much in the way of triggers. Arasta is super situational and will usually just be a feel bad moment when you cascade into her. Alela is making you a couple lil magic bugs a turn which is sorta meh, and the deathtouch on her is arguable as relevant as her token making ability.

If you are going to go balls-to-the-walls enchantments though, Id suggest getting rid of almost all of your artifact ramp and replacing it with enchantment equivalents. Wild Growth, Overgrowth, Fertile Ground, Market Festival, and Dawn's Reflection. That way your Estrid might be sort of useful, otherwise she could probably get cut. Her totem armor is nice, but it is the only thing she is really bringing to the table right now.

If you do go with the green source ramp, you will probably have to tweak your landbase a more to the green side. "Mono-Green Five-Colour" is a trope for a reason ;)

As an aside, you could drop a few of the card draw enchantresses with the double mana pips and In Bolas's Clutches and you could run Jegantha as a companion, which would almost guarantee you to get your colours for Jodah. Just a thought. Not sure if you want to remove the draw for it, but Jodah provides a lot of card advantage as is and you may not need it all.

If you dont care about winning through non-shrine means, cards like Steel of the Godhead, Nylea's Colossus, Ancestral Mask, and maybe True Conviction would be good adds.

As I am a purist I would also remove the instant and sorcery removal and replace it with enchantment alternatives, but I understand the loss of instant speed removal can hurt a deck a lot, haha :P

Goblin_Guide on When gardens attack - with red

4 years ago

Some suggestions:

Depending on how long Kamahl is out, you might consider cards like Heartstone and Illusionist's Bracers.

Also, maybe replace some of your ramp with stuff like Market Festival, Wild Growth, etc. This would not only lower your curve a little and speed up your deck, but you could also get some more mileage out of my other suggestions: enchantresses. Argothian Enchantress, Mesa Enchantress, Eidolon of Blossoms, etc. These would allow you to draw a steady stream of cards.

And finally, some protection would be good so that you don't fuck yourself by getting all your lands killed -- Heroic Intervention, Eerie Interlude, and the like. Or, even better, add in my favorite two cards in white -- Faith's Reward and Second Sunrise.

Feyamius on Atraxa and the Sagas -TMC

4 years ago

I really like the deck concept, in fact I have owned an Atraxa sagas deck even before that Command Zone episode. My deck uses some cards that can remove counters from permanents as well (e.g. Power Conduit , Hex Parasite ), so you can get chapters you especially like on a certain saga repeatedly.

What your deck is lackinga bit in my opinion is ramp. To go with your enchantment theme, I'll avoid the obvious recommendations for Atraxa (all the Everflowing Chalice s of the world) and try to stay on topic. Wild Growth in a good start, I'd add more land aura ramp options like Fertile Ground and Verdant Haven (I'd personally shy away from Dawn's Reflection and Market Festival unless your playgroup despises land destruction completely ... it's just too tempting of a target). Another way to ramp with enchantments would be Druids' Repository , Hadana's Climb  Flip, and Mana Bloom .

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