|Commander / EDH||Legal|
Printings View all
|Commander 2019 (C19)||Uncommon|
|Commander 2017 (C17)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Khans of Tarkir (KTK)||Uncommon|
|Duel Decks: Speed vs. Cunning (DDN)||Uncommon|
Combos Browse all
Mystic Monastery enters the battlefield tapped.
: Gain , , or .
Mystic Monastery Discussion
1 week ago
I thought about the possibilities of Mystic Monastery in this deck, and concluded that the deck doesn't want to get to 4 lands practically ever. To be fair, a 17-land count is a bit low for the synergy to be more consistent. Maybe in a deck running 20+ lands this would be a game winning combo, but in this deck it just isn't viable enough. The land will end up being a tap land more often than not.
3 weeks ago
Hey, saw your forum topic asking for help. Nice $850+ budget, but the manabase doesn't look like you have this high of a budget. You have $130 Sliver Queen and are playing Vivid lands?
Lots of good advice here about Slivers, but no one has said anything about the manabase? You can improve the manabase even on a budget, but if you're willing to spend some then great, but either way you can make it better. The Vivid lands ( Vivid Grove ) are not good. Even if you were playing proliferate which you're not; there are much better land options. The ETB tapped Fetch lands ( Flood Plain ) are also not good unless you are able to fetch dual lands that can consistently ETB untapped which you don't have here.
The Battle lands ( Cinder Glade ) are good budget dual lands, but only if you're playing a lot of basic lands. There's only 10 basic lands here which means consistently a Battle land won't ETB untapped and when you fetch one it will also ETB tapped. When you need five colors these Fetch lands are too slow and are not helping enough if all they're fetching is a basic land or a Battle land. Consider the Shock lands ( Overgrown Tomb )? You can fetch a Shock land and have it ETB untapped for the cost of 2 life. They could replace the Vivid lands.
If not willing or can't afford to add the Shock lands then another option to consider is adding the Tri lands ( Jungle Shrine ) replacing the Vivid lands and ETB tapped Fetch lands. Tri lands also ETB tapped and are not ideal, but they can make one of three different colors the next turn. Unlike the Vivid lands they can be tapped each turn after to make a different color of mana. The Vivid lands will run out of counters and then they become really useless in a five color deck.
Manabase changes to consider.
Add the Shock lands, cut the Vivid lands:
- Overgrown Tomb
- Temple Garden
- Breeding Pool
- Watery Grave
- Hallowed Fountain
- Stomping Ground
- Blood Crypt
Add the Tri lands, cut the Vivid lands and ETB tapped Fetch lands.
- Jungle Shrine
- Seaside Citadel
- Savage Lands
- Crumbling Necropolis
- Arcane Sanctum
- Opulent Palace
- Frontier Bivouac
- Sandsteppe Citadel
- Mystic Monastery
Consider land tutors: Crop Rotation and/or Sylvan Scrying ? There's several Rainbow lands ( Command Tower ) here that they can tutor for which can be helpful for color fixing. Fellwar Stone is a good two drop mana rock. Good luck with your deck.
3 weeks ago
Umm, well I can't offer my exact land selection to you as it involves revised duals I can say this:
Fetches are your friend, seriously. In a 5 color deck having fetches rarely make me sad, so I would run the full contingent:
There are Mirage fetches as well, a whole friendly color cycle of them, they are 'slow' but they can still grab shock lands, and cost no life: Rocky Tar Pit , Bad River , Flood Plain , Grasslands , Mountain Valley These also have the benefit of being absurdly cheap. That being said, if you do not have access to these, I'll offer some other suggestions.
Go up to 42-44 lands. Sure the curve hits 3/4, but I don't think the ideal is to hit 4 lands and be pleased with life, so I would suggest adding lands, and increasing consistency by removing some of the etb tapped lands:
Here are some 'simple' 1:1 conversions for cards I think would suit the deck better.
Honestly I hate the Terminate and some of the other choices but I am exhausted so I thought I would offer some help as opposed to trying to offer more and simply not posting.
4 weeks ago
I would go Rampant Growth , Farseek , Cultivate , Kodama's Reach , Commander's Sphere and Darksteel Ingot over Explosive Vegetation , Nissa's Renewal and Gilded Lotus . Most dragons are 6 CMC, therefore you should focus on getting 5 mana on turn 3 or 4.
I would also lower the number of lands to 37-38 and rely more on mana accelerants (at least 10). Since white and blue are minority on this deck, you might replace Arcane Sanctum , Mystic Monastery and Seaside Citadel with Vivid Crag , Vivid Marsh and Vivid Grove .
I noticed my Ur-Dragon is 37% red, and I have many 2-3 CMC green ramp, so I set a rule: every tapland must produce green (so I can cast any 2 CMC ramp spell on turn 2) and every other nonbasic land must produce red (so I can cast the red cost reducer shamans and the RRR dragons on curve).
1 month ago
By the way, you can't have 6 of Mystic Monastery , only 4
1 month ago
2 months ago
Eh, the increased cost really is a reason to dismiss it for this deck, though. And it's still Turn 3 or 4 before I can swing or block with the elementals, which are only 1/1s. Not really that 'fast' compared to other modern human or elf decks, even budget ones. I don't benefit from ETB, death or attack triggers either, so spawning more creatures doesn't do much for me.
Guttersnipe's damage happens the moment I cast the spell, whether that spell gets countered or not. It also hits all opponents for 2 damage, which is a huge difference in a 4-player game.
I don't want to dismiss this too quickly, and I also want to see the damage potential, so let's set up two similar situations. I hit 'Playtest' for the deck, and am using a sample hand it has generated. Thermo-Alchemist , Guttersnipe , Gelectrode , Toils of Night and Day , Mystic Monastery , Plains x2.
Okay, not bad. Let's play a second hand side by side, replacing the Guttersnipe with Young Pyromancer . I'll denote them as [GS] and [YP].
[GS] Turn 1 :: Draw Blessed Breath , play Mystic Monastery, pass.
[YP] Turn 1 :: Draw Blessed Breath, play Mystic Monastery, pass.
[GS] Turn 2 :: Draw Toils of Night and Day (oh boy), play Plains, cast Thermo-Alchemist, pass.
[YP] Turn 2 :: Draw Toils of Night and Day, play Plains, cast Thermo-Alchemist, pass.
[GS] Turn 3 :: Draw Mountain, play Mountain, cast Gelectrode, pass. (Ping opponent with TA on their end step.)
[YP] Turn 3 :: Draw Mountain, play Mountain, cast Young Pyromancer, pass. (Ping opponent with TA on their end step.)
Pausing here to asses board states. The nice thing about YP here is the extra W mana I have leftover right now, so I can cast Blessed Breath to protect my creatures, and get an elemental out of the deal. With the GS board, I'm playing Gelectrode first to get it unsick, and so I can play GS next turn and be able to Blessed Breath like I am with YP this turn.
[GS] Turn 4 :: Draw Reach Through Mists , play Plains, cast Guttersnipe, pass. (Either Blessed Breath or Reach Through Mists as needed, generating a total of 6 damage to a single opponent or 14 damage to 3 opponents.)
[YP] Turn 4 :: Draw Reach Through Mists , play Plains, pass. (Use Toils of Night and Day to tap down attacker and get an extra untap out of TA, splice on protection for a blocker if needed. If not, just Reach Through Mists, splice as needed. Can also use Toils to untap Mystic Monastery to give an extra blue mana to cast Reach. If we cast one spell, we generate a 1/1 elemental and a total of 2 damage against a single opponent or a total of 6 damage to 3 opponents. Two spells gives us 2 elementals, 3 damage or 9 damage.)
Let's pretend we had to use Blessed Breath to protect our creatures in both cases. So YP will in effect cast Toils with BB spliced, untapping Mystic Monastery, and then casting Reach at end step to draw an Island.
[GS] Turn 5 :: Draw Island, play Island, cast Reach Through Mists drawing Peer Through Depths , generate 6 damage to a single opponent, 14 to three. Cast Toils of Night and Day on Mystic Monastery and Island, generate 4 damage to a single opponent, 10 to three. Cast Peer Through Depths, revealing Island, GS, Mountain, Peer Through Depths, and Reach Through Mists, selecting Reach Through Mists and generating 4 damage to a single opponent, 10 to three. (A single opponent with no lifegain will now be dead.) Cast Reach Through Mists, generating 4 damage to a single opponent, 7 to two, drawing Evolving Wilds . Pass.
[YP] Turn 5 :: Draw Peer Through Depths, play Island, etc...
From here, you can see that as a Burn deck, there's no way Young Pyromancer can outdamage Guttersnipe in the early game. Even if you're going cantrips, Guttersnipe can still rack up more damage. The tap triggers and the protection in the deck help deal with oncoming aggro, so the tokens aren't as necessary as blockers as they might initially seem.
Maybe I'll make a $15 deck that features some of the cards people have been suggesting, because those would all synergize well together, lol.
2 months ago
I am not at all happy about the reprint of Ixidron, since that card can completely ruin decks that have no way to turn their cards face-up, again.
However, the new version of Volrath is awesome (although 5 mana for a 7/5 is definitely overpowered, in my mind), and I am excited that each deck shall contain a new incarnation of a character from the Weatherlight saga (I personally am hoping to see new incarnations of Barrin, Crovax, and/or Ertai for the final two). I personally believe that he should have been only black and blue, because I do not believe that either his personality or abilities are green, but I suppose that having three colors in his mana cost is what allows his overall cost to be so low.
The reprint of Thespian's Stage is excellent, and I cannot believe that it was never printed in a Commander set before this.
Rayami is almost certainly from Zendikar, judging from her (I shall presume that Rayami is female, form the name) body paint, but from what plane is Grismold?
The artwork on gift of doom is insanely awesome, and I especially appreciate the dark atmosphere that it evokes.
However, the reprint of Thran Dynamo is always appreciated, since its price is still high, even after all of its previous reprints (which is evidence of how amazing a card it is), and the same is true for Reliquary Tower , as well.
The reprint of Sol Ring was expected, but I really wish that WotC would not reprint it in every Commander deck, since it was once a very rare card, but now is very commonplace.
With dockside extortionist, I see that WotC is continuing the trend of small and inexpensive creatures that shall prove to be supremely annoying, with two earlier examples being Treasure Nabber and Collector Ouphe .
It is nice to see that WotC is reprinting the battle lands, or at least three of them; why could they not have reprinted all of them, or at least have reprinted Canopy Vista , as well? Sungrass Prairie is a nice card, but it has already been reprinted, and Temple Garden , Wooded Bastion , and Canopy Vista are all vastly superior to it.
Mandate of peace will definitely annoy players of aggressive decks that focus on combat; I like the card, but its mana cost is definitely too low; I personally believe that it could have cost and been perfectly balanced.
Thalia’s geistcaller is very nice, but, with only 1 toughness, is far too vulnerable to remain around for a sufficient duration to have a major impact upon a game without major protection; at least she has the ability to protect herself.
Empowered autogenerator could have been nice if it either cost 1 mana less or did not enter the battlefield tapped, because it is far too slow as it currently is; I shall keep Astral Cornucopia and Everflowing Chalice in my Atraxa EDH deck and Thran Dynamo and Gilded Lotus in all my other EDH decks, because they are far faster and can more easily produce large amounts of mana.
With ignite the future, I believe that this is the first time that a card has said “until the end of your next turn,” which is an interesting new ability, but I do hope that WotC uses it sparingly, to prevent it from being abused.
Backdraft hellkite is very nice, with it being a repeatable version of Snapcaster Mage , and I like how it continues the trend of creatures that provide interesting and powerful effects upon attacking, with prominent previous examples being Hellkite Charger and Aurelia, the Warleader . At only 5 mana, that is a really good bargain, in my mind.
Wow! This game finally has a legendary wall! It took twenty-six years, but WotC finally printed such a card! Its effect is nice, but rather weird.
The reprint of Ghostly Prison is very nice, but I am very displeased that none of the reprints have re-used the original art, since I feel that the original art does a better job of conveying the idea of the card’s effect.
Mystic Monastery occurrence in decks from the last year
Commander / EDH:
All decks: 0.05%
RUW (Jeskai, America): 14.69%