Mirrodin's Core

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Conspiracy (CNS) Uncommon
Darksteel (DST) Uncommon

Combos Browse all

Mirrodin's Core

Land

: Add to your mana pool.

: Put a charge counter on Mirrodin's Core.

, Remove a charge counter from Mirrodin's Core: Add one mana of any color to your mana pool.

Mirrodin's Core Discussion

Kyaaadaa on Turbo Atraxa

23 hours ago

Mirrodin's Core was a card I always ran in my Atraxa deck. It doesn't come into play tapped (even though the mana you get on the turn you play it is colorless). But once you put the counter on it, it basically becomes a Gemstone Mine . Cheap 25 cent option.

jpsuchecki on All Your Deck Are Belong To Us

1 month ago

Idk if I could help you make your deck more "janky" but I have some suggestions for cards you could use to get multiple colors. Astral Cornucopia , Mirrodin's Core , Pyramid of the Pantheon , or Mirage Mirror .

multimedia on Atraxa queen of misfortune

1 month ago

Hey, nice start, several good cards and interactions here.

The manabase alone tells me this is a budget deck, but there's some budget upgrades to consider for the manabase. Your relying on basic lands which is fine on a budget, but if playing a lot of basic lands then consider adding lands that have interaction with basic lands?

Stream, Hollow and Vista have interaction with Farseek . Farseek being a two drop land ramp spell that can get a dual land is good when playing four colors. Other budget lands to consider adding:


Additional mana sources that use counters thus have interaction with proliferate is helpful ramp:

If going heavy on the +1/+1 counters theme then consider these cards that are within the budget here:

Cards that give you repeatable sources of counters should be priority over cards that only give you a one time source of counters. Repeatable effects especially if they don't cost any mana are very good in Commander.


More repeatable sources of proliferate can be helpful:

Other good budget cards to consider adding:

I offer more advice if you would like. Good luck with your deck.

multimedia on Breed Lethality with some upgrades

1 month ago

Hey, nice upgrade of the precon, but consider cutting a lot of the fat for more low mana cost support?

There's 16 four drops here includes Atraxa and there's 12 five drops. This is too many four/five drops especially four drops because the main one you want to play is Atraxa since she's in the Command Zone. My advice is consider cutting a lot of these four and five drops for lower CMC cards that are within the budget here?

Higher mana cost cards to consider cutting:

  • Enduring Scalelord
  • Ajani, Valiant Protector
  • Armorcraft Judge
  • Citadel Siege
  • Fuel for the Cause
  • Herald of Secret Streams
  • Ishai, Ojutai Dragonspeaker
  • Angel of Invention
  • Cauldron of Souls
  • Elite Scaleguard
  • Inexorable Tide
  • Verdurous Gearhulk
  • Vulturous Zombie
  • Ajani Goldmane
  • Bloodspore Thrinax

Other cards to consider adding:

Other cards to consider cutting:

  • Vivid Grove
  • Vivid Meadow
  • Vivid Marsh
  • 1x Plains
  • 1x Forest
  • Servant of the Scale
  • Tuskguard Captain
  • Hungering Hydra
  • Darksteel Ingot
  • Mortify
  • Putrefy

I offer more advice if you have questions about any of these suggestions. Good luck with your deck.

Vulnoth on Scarecrow

1 month ago

Alright, let's get back in the field.

'Crow Support

Lords and Anthems

A longtime staple for tribes, dating all the way back to Zombie Master , and almost every tribe wants them. Since you're looking to put a lot of 'Crows on board, Lords of course buff them, and enables your ability to close a game without depending on commander damage. Some come with bells and whistles, and depending on what build you want, not all of these will make the cut. Anthems help with this as well, but vanilla Anthems won't give you the same mileage as a Lord. Nevertheless, it's worth considering everything at your disposal.

Adaptive Automaton - A standard Lord that mixes with any tribe, and maybe not ideal for Reaper, Lords are just good in general

Brass Herald - A little costly, but a recruiter and Lord in one is a nice option; I would only be comfortable recommending this if your creature count is high

Metallic Mimic - A de facto Lord, and is prime for ETB abuse

Etchings of the Chosen - Making your general hard to deal with should always be welcome

Radiant Destiny - I think Vigilance is a little too vanilla to make the cut in EDH, but it's worth considering

Shared Triumph - As far as Anthems go, this one is sold mostly by its appealing mana cost

Door of Destinies - Given that you will cast a lot of Scarecrows, Door will put in work

Icon of Ancestry , Vanquisher's Banner - An Anthem that can also access more advantage will serve you well

Other Support

Cover of Darkness - I think Cover is a little too Voltron-ish for King, but it's an option

Kindred Boon - Mostly just protection for King and at least is worth considering

Steely Resolve - Tribe-wide Shroud seems very good for any tribe that can use it

That Which Was Taken - Protection for anything, plus synergizes with Artifact support

Advantage Generation

Draw

Drawing is strange in EDH. Not everything good is usable here since you still want to find synergy, but there are plenty of options, and most of them will serve you well on a budget.

Deep Analysis - Its initial cost can be rough, but Flashback is great,

Dig Through Time - Given how long EDH games can go, Dig usually has plenty of Delve fodder to be affordable

Distant Melody - A decent choice for any EDH tribal

Thoughtcast - Solid in anything Artifacts

Greed - It's an option

Mind Stone - Doubles over as a mana rock, but its draw ability is mainly what you want for late game

Slate of Ancestry - It's " Distant Melody " on an Artifact

Thopter Spy Network - Generates fodder and enables draws, and while maybe not great, is nice nonetheless

Tutors and the Like

Consistency in function is crucial to your deck, and depending on who all you play with, the tempo of games could afford you time for otherwise less ideal options.

Scheming Symmetry - Better with more people at the table, but is an option

Planar Portal - Maybe a little costly, but it tutors anything and is a personal favorite

Planar Bridge - Even more costly than Portal, but can just churn a permanent out of the deck

Whir of Invention - Since Tinker will never be legal, this is what you got

Saheeli's Directive - Costly, but powerful, plus it gives a little extra utility to Artifacts that you don't immediately have use for or don't tap

Lands

I'm no expert in juggling lands for multicolor EDH, but there are some solid good stuff lands for such a format. This is probably where most of your attention is going to go because Shocks, Fetches, and the like are outside your budget, leaving you working with more strict cards. I'm including transforming cards because the Land forms are mostly what will concern you, although keep in mind their original forms should provide some utility as well.

Arch of Orazca - A colorless land can suck, but one that can keep cards in hand is worth noting

Command Tower - Don't question it

Glimmervoid - Staple for Artifact EDH

Growing Rites of Itlimoc  Flip - Can grab a creature, easily transforms, and if you manage that, it can be a nice mana source

Journey to Eternity  Flip - Production of any mana and reanimation is nice, and in a format where everything dies, transforming it shouldn't be hard

Mirrodin's Core - Super budget and requires some planning, but is flexible

Opal Palace - Decent fixing, plus it softens the pain of casting your general for the sixth time in a game

Path of Ancestry Color fixing with perks for casting your general

Storm the Vault  Flip - In Artifact EDH, it transforms for almost nothing into Tolarian Academy , and I guess it can also produce any mana

What to Ditch

This is where I start to fall off, since I've only ever built Voltron and Superfriends EDH decks. But I do have solid overall advice for deck building, period: consider what cards bring to the table. If you find that a card doesn't quite work well, look for something to better get this machine working. Try to get as much synergy out of your cards as possible, so things with linear and okay-ish function may not be worth keeping. Always test and see what happens. A lot of things that are good on paper don't iron out in practice, and likewise things that don't iron out on paper are great in practice.

Hopefully this all helps you find your way with the deck. Of course, since I'm no expert in this field, feel free to do further research for tips and cards. There are plenty of other King EDH decks on TappedOut, and people love to build things differently, so there likely are going to be things I've missed that someone else considers a no-brainer inclusion. Additionally, utilize Google and MTGSalvation for more ideas. Lastly, deckcycling puts it on the front page for people to see, and possibly give you a hand. There's a lot of room to build here, and there are likewise a lot of people who can advise you.

BobbyBlue on Mono red dragons w/ Lathliss *under construction*

2 months ago

I'm not sure I understand the purpose of Mirrodin's Core in a mono-coloured deck. Is there a use that I'm missing where it's better to have a Mirrodin's Core than a Mountain ?

match_lighter on Jund, but not TOO Jund...

4 months ago

I would add a Mirrodin's Core as it can help with the mana fixing this deck so awfully needs.

18ths on Five-Mizzet Re-experienced

5 months ago

Update 1:

I noticed that my initial list lacked some ramp. Some cards also underperformed, so here's the changes:

Deathsprout replaces Mortify - Not being able to remove enchantments is not an issue as there's still some powerful interaction. The ability to ramp while removing stuff justifies additional cost.

Torrent of Souls replaces Grave Upheaval - A bit cheaper with an additional upside of pumping all creatures so you have payoff for creating all those tokens. Worth sacrificing that basic landcycling.

Camaraderie replaces Gelatinous Genesis - I found Genesis to be a massive win more and conditional card. It gets really good IF you manage to get a lot of exp counters and put Mizzix on the table. Camaraderie is a solid card that does a lot of stuff this deck wants to achieve.

Kiora's Follower replaces Incubation Druid - Despite +1/+1 counters subtheme, I found that it's actually pretty hard to put them on Druid. I also thought it can give mana of any color. Follower is similiar to Druid, but is fetchable, can untap Gates or Deathrite Shaman when I need them or give pseudo-vigilance to creatures.

Astral Cornucopia replaces Commander's Sphere , Mirrodin's Core replaces Mountain - Not putting them in a deck with proliferate theme was an obvious oversight.

Jhoira of the Ghitu replaces Nin, the Pain Artist - I put Nin as a cheap multicolored card that can be also valuable later. But the value than Nin provides is quite expensive, and using it as removal is even worse. Old Jhoira is also cheap and cheating stuff for low cost is always great.

I'm also looking for cuts to put Ramos, Dragon Engine (put him along with Ezuri and live the dream) and Maw of the Obzedat here (great payoff for tokens and costless sac engine)

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Mirrodin's Core occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%