Minas Tirith

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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
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Minas Tirith

Legendary Land

Minas Tirith enters the battlefield tapped unless you control a legendary creature.

: Add .

, : Draw a card. Active this ability only if you attacked with two or more creatures this turn.

dr.kronski on Every Angel is Terrifying

3 days ago

clayperce thanks for the upvote and the suggestions! I hadn’t picked up the deck in a while, and in the meantime I’ve been testing several options. I’m generally not a fan - aside from a few exceptions - of lands that enter tapped, since I usually feel the upside doesn’t make up for the tempo loss. That said, Minas Tirith definitely needs to go in. As for Herald's Hornfoil, I’m still testing it, but the angel count may be too low for it to really pay off, which makes it a bit redundant alongside Starnheim Aspirant and Pearl Medallion. Appreciate it!

clayperce on Every Angel is Terrifying

4 days ago

Very cool deck. I've been low-key thinking about building Angels (either Giada, Font of Hope or Errant and Giada) for a friend, and this makes it MUCH more likely, so thanks!

Idk how much room you might have for more non-Basic Lands, but in case you haven't already looked at them: Emeria, the Sky Ruin, Path of Ancestry, and Minas Tirith might be worth considering.

I also really like Herald's Horn in a Typal deck; it might be worth a look too.

Big +1 from me; cheers!

RustBeltGames on Keyword Bingo - Odric Style

1 month ago

I know it has been a while but just updated this deck

-1 Nahiri, the Lithomancer -1 Plains

+1 Metropolis Reformer +1 Minas Tirith

Also added Brightblade Stoat, Weathered Sentinels, Swooping Lookout and Caduceus, Staff of Hermes to the maybeboard, might be making a few more changes here soon.

Please let me know any thoughts or opinions!

wallisface on Looking for payoff cards for …

2 months ago

keizerbuns looking at your list, I'm skeptical it can keep up at a modern power level:

  • Your deck has a LOT of 1-ofs, which is going to make it fairly inconsistent. They all appear to be legendries, so I will say that just because a card is legendary doesn't mean you only run one copy of it - if the card is crucial to your plan then you need to run enough copies to ensure you have good odds of drawing one (so, usually a playset). In any case, i would suggest not running anywhere near this many 1-ofs, especially as a first-draft of a deck that has no reliable way to fetch-up specific cards.

  • Your mana curve seems sloooow. This becomes specifically a bigger issue with your interaction, that all costs quite-high mana and either requires some prerequisites to be any good (Collision Course), or costs a big-chunk of mana but can't remove big threats (Unidentified Hovership, Razorgrass Ambush  Flip). I really think your deck either needs to be a LOT faster, or have a LOT more density of interaction, with this extra interaction not requiring as many hoops to jump through to be good.

  • You have no reliable way to ever get Parhelion II into play. The only card I see that is helpful towards this here is Kona, Rescue Beastie, but that is itself 4 mana (so very slow), and you're only running as a 1-of (so incredibly unreliable).

  • Your mana base looks too cute and messy. I would suggest simplifying it for better options and more reliable usefulness. Specifically I don't see Gavony Township, The Shire or Minas Tirith ever being anything except awkward and unhelpful. Temple of Plenty entering tapped is absolutely terrible. Okina, Temple to the Grandfathers and Eiganjo Castle are cute, but you're almost never going to use their abilities, and so basic lands are probably better to avoid auto-losing to Blood Moon effects. The deck really, really wants a playset of both Windswept Heath and a few Temple Garden to keep your mana consistent.

  • 14 vehicles is a LOT. But i'm more worried that most of them don't really do much... they all feel like bad-creatures that require a bunch of setup to actually do creature-things. I would suggest running less vehicles, but making those vehicles you do run feel properly impactive, so that they can actually win you the game.

  • The sideboard needs a LOT of work - it's not really giving you anything helpful at the moment.

  • I don't see how this deck ever competes against any combo deck... you have no way to disrupt these decks and are not nearly fast-enough to race them. Decks like Belcher, Storm, Goryo's, Tron, Prime Titan, Neobrand and Broodscale will all just enact their plans and not even glance at what your board-state is doing. Other fast-aggro decks like Boros Energy, Zoo, Affinity, and Prowess will basically do the same. I'd advise looking at the modern meta decks and working out what your plan is against each of these - your brew needs to have a decent chance of winning against at least half the top decks to feel relevant.

Overall the deck feels too unfocused, and lacking both speed and interaction. I would suggest trying to lower the mana curve, get in some good interactive pieces, and adding a bunch of much-needed focus to the deck in-terms of only keeping cards that help achieve your set goal.

A good place to start might be to check out an established list. In Pioneer both Azban Greasefang and Mardu Greasefang are established vehicle decks. Obviously Pioneer is a much weaker format than modern, but this should give you a good idea of what a decent vehicle deck looks like, and might help inspire your own brew (also, a lot of people onine have tried making modern-greasfang lists, so the deck seems to have a few gimmicky-paths towards being somewhat modern-viable)

firasnake on Kaalia of the Waifu

4 months ago

That's what I'm going for!

For the mana, I think I've been hoping some of the indirect mana sources (blink or reanimate Lobelia Sackville-Baggins, steal mana rock with Yuffie, Materia Hunter, even out land advantage with Knight of the White Orchid, etc) would play out, but I definitely see what you mean. I added Arcane Signet and Orzhov Signet and added back Priest of Gix and Priest of Urabrask.

I can also see that I'm short on draw, and tutoring doesn't cover it. I strangely cut a few good options all at once and haven't noticed the hit yet, so good catch. I've added back in Matzalantli, the Great Door  Flip (which also helps with mana), Minas Tirith, and Shilgengar, Sire of Famine, along with your suggestion of Harvester of Souls, which puts me at 12 card advantage cards. I don't suppose I should go much more than that since my reanimate options are supplemental card advantage, particularly later-game.

Thanks for the insight!

NensouHiebara on Halvar, Divine Voltron

11 months ago

@Spyrechild

I already have Minas Tirith and War Room in the manabase. Not really interested in fitting a third draw engine land in.

It could possibly replace War Room due to it producing and being a dig effect instead of a draw even though it has a chance of whiffing.

king-saproling on Food In Human Out

11 months ago

This is a great list but I think you need more lands and mana rocks. Also just a heads up that transforming cards like Ojer Taq cannot be played as their transformed side; you would have to play it as a creature first and transform it before using it as a land.

Personally I would make these swaps:

Second Breakfast -> Windbrisk Heights
Vizier of Deferment -> Shefet Dunes
Ajani, Inspiring Leader -> Bonders' Enclave
Transmutation Font -> Arch of Orazca
Fortifying Provisions -> Fountainport
Bill the Pony -> Minas Tirith
Drannith Magistrate -> Manakin
Flaming Fist Officer -> Hedron Crawler
Odric, Master Tactician -> Gold Myr
Oltec Matterweaver -> Ornithopter of Paradise
Syr Ginger, the Meal Ender -> Mind Stone
Thraben Doomsayer -> Coat of Arms
Gingerbrute -> White Plume Adventurer
Food Coma -> Magewright's Stone
Hobbit's Sting -> Drumbellower
Dawn Charm -> Halo Fountain

Apoptosis on Gear Up!

1 year ago

Specific changes. All of these changes optimize card draw, tutoring, protection to board state, create synergies and infinite combos, and optimization to allow instant speed responses.

OUT: Ardenn, Intrepid Archaeologist (thought this would be awesome, disappointed in performance) Assemble the Players (sub-optimal card draw) Aurelia's Fury Bitterthorn, Nissa's Animus (land drops have not been a problem and by the time I draw it, I needed something else) Brimaz, King of Oreskos (love this guy, but had to cut) Chained to the Rocks Elbrus, the Binding Blade  Flip (obtained better equipment) Fellwar Stone Hixus, Prison Warden (never happy when I had this in hand because you need to let the damage land, plus you fail to build board state when waiting to draw a punch) Illusionist's Bracers (I realized there was little in this deck that this could help) Kemba, Kha Enduring (I want the option of where the equipment goes) Kjeldoran Outpost (did help create a chump blocker and spend unused mana, but I didn't like losing the land) Lapse of Certainty (replaced with better options, but I love this card) Lightning Helix Path of Mettle  Flip (never had good results) Prophetic Flamespeaker (under-performed) Puresteel Paladin (tough cut) Purphoros, God of the Forge (under-performed) Rogue's Passage Sea Gate Wreckage Silverblade Paladin (love this guy, tough cut) Sram, Senior Edificer (very tough and recent cut for Leonin Shikari and Merry, who are just better but I may put back in) Sword of the Animist (land drops have not been a problem and by the time I draw it, I needed something else) Wingmate Roc (love it but under-performed)

In: Esper Sentinel (card draw) Leonin Shikari (instant speed equiping is amazing) Merry, Esquire of Rohan (card draw) Enlightened Tutor (great for combos/synergies) Sigarda's Aid (so great) Pyrohemia (this card is a beast with Iroas! Even without Iroas must people don't have easy ways to deal with enchantments and this is a wraith on a stick. I've added it to all of my red decks and it's cousin (Pestilence) to my black decks in a slot I would normally hold for a wraith) Teferi's Protection (protect the board state) Excalibur, Sword of Eden Fighter Class (tutor!) Angelic Skirmisher (lifelink to stretch game and facilitates infinite combos) Splendor Mare (put it on Reckoner or Spitemare, give them indestructable, and gain infinite life, or move it to pyrohemia with nesting grounds to get massive amounts of life as you flamethrower the whole table!!) Mask of Avacyn (better option then shroud from boots, you need to be able to dynamically react/voltron) Mob Rule (this just finishes games) Smothering Tithe (ramp) Sunforger (some say you must build around this, I say you use this as a key tutor for when you need an instant) Nesting Grounds Spitemare The One Ring (card draw, duh) Minas Tirith (card draw) Sunhome, Fortress of the Legion (value engine, mana dump) Phyrexian Vindicator (beefy flier, helps get Iroas online, and difficult to remove) War of the Last Alliance (tutor) Hall of Heliod's Generosity (bring back pyrohemia and flamethrower the world all over again!!) Mask of Memory (card draw) Boromir, Warden of the Tower (protect board state)

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