|Commander / EDH||Legal|
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|Commander 2017 (C17)||Rare|
|Fate Reforged (FRF)||Rare|
Combos Browse all
- Monastery Siege vs Storm
- Do you have to pay 4 mana for two Monastery Sieges in play?
- If i have 2 monastery siege in play and they are both khans,does it mean i draw 3,then discard 2?
- How do Qjutai Exemplars, Clever Impersonators copied as Ojutai Exemplars, and board wipes you cast affect each other?
- If I have multiple cards that increase the amount of cards I draw, do they all trigger at the same time?
As Monaster Siege enters the battlefield, choose Khans or Dragons.
- Khans — At the beginning of your draw step, draw an additional card, then discard a card.
- Dragons — Spells your opponents cast that target you or a permanent you control cost more to cast.
|Have (7)||Mortiferus_Rosa , CampbellStev , pskinn01 , Bluboltar , Pumpkinking913 , vashaclarens , shinbatsu|
|Want (2)||looneyclan , gix3612|
Monastery Siege Discussion
1 week ago
So right off the bat, I suggest replacing Path to Exile with Swords to Plowshares . In a format like EDH, everyone is trying to do broken things -- so ramping your opponents is actively dangerous. Six to ten life points is not worth as much as a free land.
My second suggestion goes for almost any blue deck: Cantrips are your friend. Ponder and Preordain may not look like much, but there's a reason they're super-banned in Modern. I highly suggest including them. Depending on your budget, Brainstorm could be a worth inclusion as well. It's really only good if you have at least four to six fetch-lands, since they'll make sure you don't get Brainstorm locked (stuck with two dead cards on top of your deck). While Prismatic Vista and the Polluted Delta / Misty Rainforest -type lands are expensive, cards like Flood Plain or Grasslands are also good.
You're in green, which means you have access to the best dorks in the game. Sol Ring (which I think you just forgot to put in) is one of the few artifact-ramp pieces necessary in green decks: You have access to (and should strongly consider running): Birds of Paradise , Fyndhorn Elves , Elvish Mystic , Noble Hierarch (though she's pricey), Bloom Tender (also stupid pricey 'till WoTC gets around to a reprint), Arbor Elf and Avacyn's Pilgrim . Like Ponder , dorks don't look like much; but I've yet to see someone run them (properly) and not think they're the bomb.
Green go-wide strategies are interesting in that they have access to some pretty unique win-conditions. I'm working on a Shattergang Brothers list right now that uses Triumph of the Hordes as a win-con, and I think it'd be good here too. Also consider, if you have $60 you don't want, Craterhoof Behemoth + Natural Order -- that can pull a win out of nowhere, provided you have a good board-presence.
This is a small one, but you may want to run Nature's Chant instead of Disenchant , since it's slightly easier to cast. That being said, Nature's Claim is a mana cheaper, and I think it's probably better than the other two.
If you can, I think you'd probably have luck running Supreme Verdict . Not being counterable is a big deal in EDH, meaning it's probably better than Fumigate . Speaking of anti-counter-cards, if your meta is even just 40% blue decks, consider running Veil of Summer . That card's like... really good. Also good if your meta is blue-heavy: Carpet of Flowers . Because almost all your tokens will have three or less power, consider Retribution of the Meek as another potential board-wipe.
Card-draw is another thing you'll want to add in the remaining 49 cards. Slate of Ancestry is straight-up dumb in creature decks, and I suggest running it. Monastery Siege and Mirrodin Besieged are also good options for permanent-based card-draw. Tireless Tracker is also good, if you end up running 34+ lands.
Bant has access to a lot of the great hate pieces of our time. Depending on how many artifacts you run vs. how many your opponents run, Collector Ouphe and Stony Silence can steal games really nicely. Gaddock Teeg is excellent for holding off board-wipes (with the notable exceptions of Toxic Deluge and, less frequently, Dead of Winter , and there're countless other hatebears you have available to you. Some of my favorites in EDH include: Aven Mindcensor , Thalia, Heretic Cathar , Kataki, War's Wage , Ethersworn Canonist and Meddling Mage (naming someone's commander).
Similar to hatebears, there're non-creature ways to disincentivize your opponents from doing things. These are called Stax pieces, after the infamous Smokestack . Rhystic Study is good, but I think Mystic Remora is actually better. Coming down turn-one or -two means it can tax all your opponents' artifact ramp, and frequently acts as an Ancestral Recall in less experienced metas. Things like Aura Shards and Aura of Silence are good ways to keep opponents in check, and Storm decks (like the one I play a lot) tend to fold to things like Rule of Law . Root Maze is also an "expensive deck"-hoser, since things like Scalding Tarn , Grim Monolith and Mana Vault really, really stink while Root Maze is on the table.
You're in blue, so you should consider at least three to five counterspells. Dovin's Veto is a personal favorite; also consider Counterspell , Spell Snare , Mana Drain / Force of Will (if you've got $$$), Mental Misstep (blows Sol Ring out of the water) or even something like Mana Leak or Spell Pierce .
Right. That's all I got for now... hope this helps!
on Blue Spirits
2 months ago
I'd replace Unsummon with Vapor Snag to speed up your kills... Military Intelligence / Monastery Siege are nice draw engines to consider as well as maybe Into the Roil .... i also am a huge advocate for Mana Leak in Modern because more often than not it just works.
2 months ago
Thanks for your suggestions! Ive run both cards in my deck in the past and have taken them out for a couple reasons. Sol ring drew hate and often my cards would need double blue, and you cant get that in sol ring. I also already have so many mana accelerators. Recurring insight suffers from a high mana cost and sorcery speed. I prefer Opportunity for the instant speed and the guaranteed card draw. Crucible is in there for some niche reasons. It goes great with Barals ability, Monastery Siege , and Oona's Grace , by minimizing the penalty from these cards. It also helps to give consistent land drops later in the game.
Thanks again for your suggestions! I think I'm going to edit the description to go into some of the nuances of the deck.
2 months ago
My thought was and likeni said it was just a thought. Play kykar unlike the spell slinger style where you jam him on turn 3 (mana rock) or turn 4 and then start casting low cmc spells Be more or a control style. As in hang back let the board try to develope, whether your forced to counter something, path something, wrath if you need to before you play your general and slowly advance your board state and most things in the deck you get. Little protector out of.... Again all just a thought in my head.
Even if early on I dont get the little 2 for one with the general as in casting a bon creature spell to get a 1/1 spirit. Turn one: land maybe sol ring if you got it Turn 2: mana rock if you got it, or using sol ring if you had jt on turn 1 to jam a 3 drop enchantment like Rhystic Study (if thats how you spell it) Ghostly Prison or a Monastery Siege Turn 3 general if you have the mana rock or sol ring out or wrath if need be if playing super aggro. And after that if you get him out even if you drop jace after your commander is out or a gidoen at least you in theory have a 1/1 every time to block with.
Again all in theory it sounds "okay" haven't practiced it yet.
2 months ago
Planeswalkers that you'd want to run would be the following;
Jace, Arcane Strategist : He empowers your boardstate and gives you card advantage. Also gives you a free combat wincon if you have enough power and life totals are low enough
Jaya Ballard : She gives you the mana you need to cast the spells you are going to be casting
Chandra, Torch of Defiance : Same thing
Kasmina, Enigmatic Mentor : Planeswalker protection
Nahiri, the Harbinger : Card advantage with potential wincon if you choose correctly
Narset, Parter of Veils : Oppression
Ral, Izzet Viceroy : Card advantage and wincon emblem
Teferi, Hero of Dominaria : Any self-respecting deck would run him in those colors
Teferi, Time Raveler : EDH lock
Tezzeret, Artifice Master : Immense card advantage
Venser, the Sojourner : An all-around powerful card that should honestly see more play
That's 13x Planeswalkers which should be plenty. If you'd like to add Karn Liberated you can do so but I wouldn't stretch it any further than this. You still need room for your Instants, Sorceries, Lands and Creatures. You mentioned you also want Enchantments? Well, I'd cut down on those except for the basic prisons. Notably:
I'd also focus on making it a soft Flying Tribal, to empower your tokens
All in all, this is 34 cards. If you figure you'll be running the recommended 37 lands + 8 stones, you have a total card base of 79 cards. This leaves you 20 Instant / Sorcery spells.
Given that, you may want to trim down so you have more chances to use your Commander. I'm noticing a general lack of red power in here, so you may want to actually make this an Azorius deck that happens to splash red just to get your Commander out.
Focus on replayable Instants and Sorceries, such as the ones mentioned above. Also, Charmbreaker Devils will be of great asset in this deck.
Hope that helps! :D
enpc on Example Azor
3 months ago
Arcane Denial is a tricky one. I included it here becasue it's not much (money wise) and it can counter anything. If you had no budget restrictions (and generally in these situations you'd be playing in a much more combo heavy meta) I would suggest running Counterspell , Mana Drain , Force of Will , Swan Song , Dispel , Dovin's Veto , Negate , Pact of Negation , Mental Misstep , Flusterstorm , Spell Pierce , stuff like that.
The key thing here is the mana cost of the counterspells - they all cost 2 or less. Arcane Denial is not great in that it gives your opponents cards, however A) it only costs two mana and B) in more casual games, giving your opponents a few cards is nowhere near as dangerous.
Monastery Siege isn't bad, and if you want to get your enchantment count up then it's fine. But remeber it's fixing, not advantage. I think that Search for Azcanta Flip would be the first encahntment I would look to add, however it's not the cheapest card right now.
3 months ago
3 months ago
Another good interaction is the cards that say when they enter choose one but give you 2 or more options. So for instance Retreat to Coralhelm , Retreat to Hagra , Retreat to Kazandu , Palace Siege , Frontier Siege , and Monastery Siege
You get to choose both. Another idea is Stuffy Doll choose 2 players for stuffy doll. And another thing to think about is yarok doesn't care if it's your things entering that triggers your stuff so cards like Polluted Bonds , Soul Warden , and Faerie Artisans are good here too
Monastery Siege occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%