: Gain .
, , Sacrifice Mind Stone: Draw a card.
|Have (2)||orzhov_is_relatively_okay819 ,|
|Want (4)||TrevStar7 , supersamus , Cool_Cat , Jungian_Thing|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Mind Stone Discussion
5 days ago
Hey, well done with the upgrades of the precon. For less than $150 total deck price you've added Gravecrawler, Acererak, Stitcher, Blasting, Noxious, Belcher and Buried, that's impressive.
Vengeful Dead is another Zombie aristocrat as a win condition for the combos. Apprentice Necromancer can reanimate Stitcher on your last opponent's end step for one black mana to then on your next upkeep potentially flip into Factory. With Wilhelt when Necromancer dies it creates a Zombie token which might be the third token you need to flip into Factory.
I think you've cut down too many lands since 33 is a low number when the most important cards and interactions take a lot of mana. Consider cutting a few of the higher CMC cards to add a few more lands and some more ramp? Talisman of Dominance is in the precon and Mind Stone or Thought Vessel would give you two more low CMC ramp sources.
Esper Panorama can search for a basic Island or a basic Swamp. Mystic Sanctuary is an Island and it lets you recur an instant or sorcery to cast it again. Ice Tunnel is another Island dual land for Wonder.
Something the precon has is a lot of 5 CMC or higher cards and you haven't really changed this. The high end is very loaded in the precon and here with 22 cards that are 5 CMC or higher. You've added Noxious and Mob; these along with Rooftop, Apocalypse, Bidding, Parting, Hordewing, Harvester and Liliana are the better cards. Some of the others could be cut for more lands, ramp and instant protection.
You have very little instant interaction and no counterspell/other protection to protect from opponent exile effects as well as to protect the combo when you want to go off. Counterspell, Lazotep Plating and Arcane Denial would be helpful.
Some changes to consider:
- Vengeful Dead --> Eternal Skylord
- Apprentice Necromancer --> Gorex, the Tombshell
- Counterspell --> Drown in Dreams
- Lazotep Plating --> Stitcher Geralf
- Arcane Denial --> Ravenous Rotbelly
- Talisman of Dominance --> Army of the Damned
- Mind Stone or Thought Vessel --> Eloise, Nephalia Sleuth
- Esper Panorama --> Liliana's Mastery
- Mystic Sanctuary --> Ghoul's Night Out
- Ice Tunnel --> Gravespawn Sovereign
Good luck with your deck.
1 week ago
You can easily get to about 10 pieces of ramp in Rakdos. Talisman of Indulgence, Rakdos Signet, Sol Ring, Fellwar Stone, Arcane Signet, Mind Stone, Thought Vessel, Sword of the Animist, and Herald's Horn (if you've got enough minotaurs). Dockside Extortionist and Mana Crypt too if you already got 'em or are able to proxy. Generator Servant is nice also if you really want to ramp into something once and give it haste (or 2 hastey creatures if you spend on each.).
If you actually build this... consider Pain Magnification in your list. It's kinda a curse all opponents type effect as you or your opponents can make each other discard (but not you).
2 weeks ago
What's your budget, and what sort of ultimate power level are you looking for?
In b/w, you'll definitely want to rock all your mana rocks. Orzhov Signet, Arcane Signet, Fellwar Stone, Talisman of Hierarchy, and some number of colorless, depending on your build/preference, like Mind Stone, Everflowing Chalice, definitely Sol Ring, possibly Wayfarer's Bauble, etc.
I would strongly recommend getting a "backup" commander, in case the playgroup won't allow a walker - I personally loathe walkers as commanders, so it'd be a bad night to show up and be told they don't want to play. On that note, Ayli, Eternal Pilgrim is a great Cleric commander.
The things to focus your budget on, overall, will be card draw, ramp, and removal; most of the non-cEDH "engine" cards won't cost that much, but things like sweepers, good targeted removal, and good card draw definitely will. And, of course, the good tutors are very expensive. You can also make a reasonably-budget reanimator list that'll work well, which will let you abuse something like Vilis, Broker of Blood.
The best all-encompassing resource will be looking at existing lists on here, edhrec, or similar.
2 weeks ago
I'm thinking you'll want to increase your ramp, probably getting up around 10 mana producers (besides your land). And perhaps lowering the cost of them - I often aim for mana rocks that cost 2 to cast or 3-cost with a lot of upside. Some suggestions:
3 weeks ago
i'm not sure as to what your budget is but if you're still looking for suggestions.
you can use Mana Crypt Sol Ring for generic ramp. Arcane Signet Fellwar Stone for color fixing. Commander's Sphere Mind Stone to draw when they're useless. Orb of Dragonkind helps you dig through your deck in a pinch. And finally Urza's Incubator reduces their cost.
3 weeks ago
Lightning Bolt interferes with the Chalice of the Void game plan. Some 2 Mana removal like maindeck Abrades might be nice though, particularly with the Liquimetal Coating game plan, maybe 2 over some Mind Stone. I think I prefer Desperate Ritual to stay as a 4 of because while worst late game, being able to facilitate a t2 blood moon (or t1 on the draw with gemstones) can be back breaking.
3 weeks ago
Loco-Motive, most red prison decks do not use Lightning Bolt or a variety of one drops due to the effect of chalice. We have at a minimum three ways to draw cards or even ramp for that matter. Mind Stone is designed to be ramp early game and then card advantage late game. Chandra, Mazemind Tome , Mind Stone and Mystic Forge, Zhalfirin Void all function as as either card draw or deck filtering. Regarding Koth, well this card works really well decks that do not focus on Chandra, I planeswalker goes against our primary wind condition, after all we are a attrition deck, converting our lands into creatures also conflicts within Ensnaring Bridge also leaving our lands vulnerable to simple removal spells.
3 weeks ago
Hey, well done for a first deck on such a low budget. I haven't seen this Commander before.
When you're just starting out building decks in Commander it can be helpful to have some basic deck structure guildlines to follow.
- 36-38 lands (Exotic Orchard, Path of Ancestry)
- 20-25 creatures (Soulherder, Brago, King Eternal)
- 10 ramp sources (Arcane Signet, Knight of the White Orchid)
- 10 draw sources (Brainstorm, Palace Jailer)
- 10 removal/board wipes/counterspells (Swords to Plowshares, Cleansing Nova, Counterspell)
This is just a basic structure to get things started. It doesn't cover everything and your final deck may have different numbers for each part of the structure such as you might have more creatures. Some cards can cover more than one area such as Palace Jailer who is creature removal and can be repeatable draw which is really helpful.
Ramp is something all Commander decks need since you don't want to only rely on lands/land drops to make mana. You have Sol Ring which is really good, but that's where the ramp ends here. Only Sol is not enough ramp.
I always explain to new Commander deck builders that you need to be able to sacrifice (cut) some of the fun cards to add ramp to your deck. Since doing this will help gameplay so that you can more easily cast your Commander and the other big fun cards you want to play. In the case here my advice is consider cutting at least 9 cards to add more budget ramp?
- Arcane Signet
- Knight of the White Orchid
- Solemn Simulacrum
- Fellwar Stone
- Azorius Signet
- Orzhov Signet
- Mind Stone
- Commander's Sphere
Some cards to consider cutting to add more ramp are creatures who don't do enough for their mana cost: Gods' Hall Guardian, Living Tempest, Dread Rider, Shepherd of Heroes, Kor Celebrant, Ronom Unicorn, Brinebarrow Intruder
Like ramp all decks also need draw that comes from single draw effects and more importantly repeatable draw sources. Currently your deck has three good single draw effects Baleful Strix, Champion of Wits, Cloudblazer and one repeatable draw source Jace, Wielder of Mysteries. There's a reanimation theme here that can get you more draw from these creatures which is good, but consider more draw?
- Palace Jailer
- Sea Gate Oracle
- Thorn of the Black Rose
- Arguel's Blood Fast Flip
- Notion Rain
Jailer and Rose can be repeatable draw sources with the Monarch Emblem. When you have the monarch then you draw a card at your end step. Only one player in the game at one time can be the monarch and it can change players. As long as you are monarch you get the repeatable draw at your end step which is a big advantage.
For an opponent to become the monarch they have to do combat damage with a creature to you or play a card/effect that makes them the monarch. When this happens you loose the monarch and that opponent becomes the monarch. You can get back the monarch though by doing combat damage with a creature to the opponent who is the monarch or playing a card/effect that makes you the monarch.
The area of your deck that you have a lot of is removal. I count 23 single effects of removal here. You can afford to cut some removal to improve other areas of your deck: Withercrown, Befuddle, Iron Verdict, Smite the Monstrous.
If you're interested I offer more advice in another comment. Including explaining how blink from single effects or repeatable such as Soulherder and Brago, King Eternal can be powerful here. Would you like me to continue with more advice?
Good luck with your deck.