Mystic Monastery

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Mystic Monastery

Land

Mystic Monastery enters the battlefield tapped.

: Add , or .

Alesamuel on Jodah Big Spell

1 month ago

I would recommend some of the Eldrazi titans, such as Kozilek, Butcher of Truth, Ulamog, the Ceaseless Hunger as some big top end bombs. Some ramp creatures wouldn't go amiss either, such as Birds of Paradise, and Dryad of the Ilysian Grove.

In terms of Instants, Sorceries, and Enchantments, getting some more of the Ultimatum cycle (Brilliant Ultimatum, Cruel Ultimatum, Emergent Ultimatum) might be a good idea, and Sunbird's Invocation would be a good idea too if you are casting such big CMC cards.

Another recommended addition would be Nicol Bolas, God-Pharaoh as it is just a straight up good card for the colour and big mana theme.

I'd recommend replacing the tapped tri-lands (Arcane Sanctum, Crumbling Necropolis, Frontier Bivouac, Jungle Shrine, Mystic Monastery, Nomad Outpost, Opulent Palace, Sandsteppe Citadel, Savage Lands, and Seaside Citadel) with the shock land cycle (Blood Crypt, Breeding Pool, Godless Shrine, Hallowed Fountain, Overgrown Tomb, Sacred Foundry, Steam Vents, Stomping Ground, Temple Garden, and Watery Grave) as they are easier to fetch for or find with ramp spells.

Final notes: Give the deck a little more of a creature focus, having as few as you have right now you'll find there is very little to hit with your reanimation, but other then that, good job on the first draft! looking forward to see how it plays out!

multimedia on Budget Slivers

2 months ago

Hey, nice version so far for well under $100.

40 lands is a lot, consider cutting some for some more low mana cost ramp for five colors to help gameplay?

Manaweft Sliver is the other staple mana dork Sliver. Sol Ring is staple budget mana rock in Commander. On a low budget and playing five colors Commander's Sphere is fine.

Because playing five colors then Evolving Wilds and Terramorphic Expanse are better than the New Capenna fetches. Wilds or Expanse can get any type basic land not just one of three types.

Unclaimed Territory is a helpful land when playing so many different colored Slivers and it enters the battlefield untapped.

Some of the Pain lands got reprinted in the newest set Dominaria United and those lands are down to $2 or less each right now. Pain lands enter the battlefield untapped to make colorless or colored mana to speed up gameplay. By replacing some basic lands with more dual lands that can enter the battlefield untapped that can make the color of the basic land it replaced or another color this can improve gameplay as well as color fixing.

The Tango lands are other budget lands that care about basic lands. These lands are good with Farseek, land ramp that can better color fix.


After these land changes, example upgraded budget 36 land five color manabase (20 G, 17 W, 17 R, 15 U, 14 B):

This advice was just about improving the manabase and ramp, if you're interested I offer more advice on other areas. Would you like more advice?

Good luck with your deck.

multimedia on vehicular homicide

2 months ago

Hey, well done list so far on a low budget. Elsha with Vehicles is an interesting choice.

Some advice to get started on revision/optimization is to streamline creatures and lands to make Elsha better. Consider reducing the creature count down to 10 of the best creatures here for Vehicles strategy and/or crewing? (ordered by CMC)

The less creatures the better for Elsha. Cut most creatures for lands and ramp? Elsha doesn't work with lands thus having less can also make Elsha better. Consider 32 lands with many budget low mana cost mana rocks to replace some lands?

To help with deck building add all the lands you want to play, even just basic lands, to see how many spots are left to fill or how many cards you need to cut to add more lands. Some budget lands to consider adding:

Good luck with your deck.

9-lives on 4-color Jeskai splash green (Altruism?)

4 months ago

Ahh thanks a bunch, Gidgetimer! I'm only using 4x green cards with the rest being a balanced jeskai. But the only problem is that I don't like to sacrifice life for an effect. Life is our currency in this game, and I am purposely avoiding black for that very reason. I guess I could swap out Mystic Monastery and a 2x Mountain and some of the other dual lands. Perhaps for some dual lands like Hinterland Harbor and Rootbound Crag?? Maybe 6 of those? Considering I'm running quite a few check lands and some triomes, I think that if I go over 60 cards in my deck, I'll just run extra lands regardless. Can't hurt to lower chances of drawing other cards if I'm running extra land. mAlthough, I have to say, I'm running budget. So shock lands and check lands etc. are ot of my grasp. I'll have to settle for running cards I already own of Chromatic Lantern. Can't hurt to run this, and it works well for my manabase of WUR+G colors whenever it is added.

FelixCarter on You'll be Najello after I'm done with you

6 months ago

Cryptolith Rite, Nature's Will, Druids' Repository, and [Bear Umbra] will give repeatable combats. Nature's Will is a bit expensive, so keep Song of Freyalise instead. You can remove Battle for Bretagard, Goblin War Drums, and Mask of Avacyn to use the other three enchantments if repeatable combats is your goal. Otherwise, here are some other great additions:

Cathars' Crusade will make HUGE creatures very quickly. Brave the Sands gives the vigilance needed to take advantage of Cryptolith Rite or have blockers. Impact Tremors will cause lots of pain over time. Raiders' Spoils card draw on steroids. Something you are SORELY lacking.

Kaya, Geist Hunter a great addition that will mostly be used for her -2 ability. Rhythm of the Wild is a good card to be replaced since most of your creatures will be tokens, anyways. If you don't go with Kaya, Cathars' Crusade would probably be a better replacement for Rhythm of the Wild.

Trollbred Guardian and Hamza, Guardian of Arashin requires +1/+1 counters but you don't have very many +1/+1 counters in the deck to take advantage of this. You can remove them and instead use Mindblade Render and Oakhame Adversary for card draw. You need card draw.

Replace Mardu Shadowspear with Brutal Hordechief

Usher of the Fallen and Imperious Perfect are fairly underwhelming. Imperious Perfect is a little better, but I'd at least replace Usher of the Fallen with Rhys the Redeemed. Honestly, I'd use Ogre Battledriver over Imperious Perfect.

Rubblebelt Raiders is nice, but Champion of Lambholt will make your creatures unlockable just as fast.

Tuya Bearclaw and Hamletback Goliath get big, but they can be chumped VERY easily. Lovisa Coldeyes will buff all your tokens that are harder to chump. You could maybe keep the Hamletback Giant, but Zurgo Helmsmasher or Samut, Voice of Dissent is a good choice in your deck if you decide not to.

Blaring Captain and Blaring Recruiter are also very underwhelming. Chief of the Edge can easily replace the captain, and the recruit can be replaced be literally anything (my vote would be for Impact Tremors if you haven't added it already).

You have A LOT of mana ramp in your deck, but your lacking card draw and removal. I'd maybe remove the Diamonds and add two or three mana rocks that tap for one of any color. That'll give your deck 10-11 forms of mana ramp. If you add three, that'll give room for two forms of card draw. Reconnaissance Mission, Bident of Thassa, Skullclamp, and Vanquisher's Banner are great options.

Instead of Fracture, I recommend Despark. Mortify is a better Murder but can also be upgraded by switching to Utter End.

Replace Warped Landscape with Secluded Courtyard.

Be aware that you're sitting at only 30 lands. If you find your have a mana-base problem, I'd take out Radha, Heir to Keld, Duskwatch Recruiter  Flip, or ANY of the previously discussed cards and add 3-5 lands. Out of the lands you should also add, I recommend Savage Lands, Arcane Sanctum, Crumbling Necropolis, Jungle Shrine, Nomad Outpost, Mystic Monastery, Path of Ancestry, and Unclaimed Territory.

mrweaselman on America Control

9 months ago

Chandra Ablaze does not seem very good in this deck, I can't see a time you really want to use her +1 and her -2 is pretty situational for control. Neither is really worth the cost either. Chandra, the Firebrand is alright, but I think that there are better planeswalker options. Chandra, Torch of Defiance is probably the best Chandra, although she's a bit more expensive. Ajani Vengeant is another pretty solid option.

Detention Sphere is better than Banishing Light in your colors. Mana Leak is probably better than Negate. You can always sideboard swap them if you have the space too.

Fire / Ice can replace Lightning Bolt if you find yourself light on card draw. You'll want to replace Drawn from Dreams with instant draw. A couple options are Precognitive Perception, Sphinx's Revelation, Chemister's Insight, or Thassa's Intervention.

Going over the land base, you may be able to go down 1-2 and replace them with draw, your high end is only 4-5 mana. Take out basics for 4 Mystic Monastery, 3 Battlefield Forge, and 2 either Celestial Colonnade or Wandering Fumarole. I'm not completely sure what your colored distribution is, so those numbers may not be optimal.

If you run any of the artifact bridges like Razortide Bridge you can also run Cleansing Wildfire, which may not be competitive, but is pretty spicy.

9-lives on

9 months ago

Alright! Awesome! forneyt, thank you so much for your help! You are amazing! Yes, nearly all of my cards take at least . Unfortunately, I can't change my manabase this week, and I plan on playing this week. However, I have this small issue: wouldn't it be better to run multiple Raugrin Triome and Mystic Monastery instead of lands that enter tapped while they have only two mana colors, like Needle Spires, Wandering Fumarole, Temple of Triumph, Temple of Epiphany and Celestial Colonnade? That means there are at least 6 tri-land I can add instead of those, and that brings me back to 8x tri-lands as in my original manabase as posted. The advantage of those cards is their activated abilities, but I don't plan on running many of those abilities. And, Everything that is listed on this deck is already owned by me. I also have 3x Soul-Scar Mage, but I can't run that at the same time as Soulfire Grand Master. I don't own Soulfire Grand Master, either.

forneyt on

9 months ago

White helps Red have access to some of the most efficient burn spells in the format, including Boros Charm and Lightning Helix, so if you are looking to have the fastest burn deck, cutting white may not be the best idea. Fetch lands are an important part of having a consistent and fast deck, since tapped lands like Mystic Monastery and Raugrin Triome require a turn for you to use. A couple of the Triomes may be okay to use, especially since they have Cycling, but to have 8 tapped lands as your mana base is way too slow. While the pathways are good for two color decks, they are severely lacking in three+ color decks. The Nephalia Academy probably hurts you more than it helps you because it does not tap for any color, so it is just a dead land drop and a basic land would probably be more useful. The ability doesn't truly protect you from discard decks since it doesn't maintain parity. If you need budget duals that may speed up your deck, consider Check Lands, Pain Lands, and/or Fast Lands to supplement.

Soulfire Grand Master would be a solid choice to offset the damage from Eidolon of the Great Revel, shock/pain lands, and fetches, as long as you can protect it long enough to gain life. Another card I think would be good for this deck is Monastery Mentor. Boros Reckoner, although I love that card, would not be good in this deck because of the mana base issue, as well as it wouldn't be very effective in dealing damage in this removal-heavy meta. Thing in the Ice  Flip, while is decent in a spell-slinger deck, is lacking in speed. Ionize is also too mana intensive to be worth a 4x slot, and Galvanic Iteration is a dead draw late game. Another burn spell, Skullcrack would be a good replacement.

So overall, I would suggest taking out 4x Boros Reckoner, 2x Thing In the Ice, 2x Galvanic Iteration, and 3x Ionize, and then add 4x Skullcrack, 2x Monastery Mentor, 2x Soulfire Grand Master, and 3x Eidolon of the Great Revel. These changes would allow you to push more damage, have greater threats on the board faster, and generate value by playing your already impactful spells.

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