Mystic Monastery

Mystic Monastery

Land

Mystic Monastery enters the battlefield tapped.

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Mystic Monastery Discussion

multimedia on Omnath elementals mashup

3 weeks ago

Hey, good creation and nice Secret Lair Blightsteel :)

You should consider buying the new Zendikar Rising Commander Land's Wrath precon. In the $20 precon are several cards that can improve your deck:


This is a casual budget Elemental interaction, Risen triggers whenever any Elemental you control ETB which includes tokens. If you reveal a land with Risen then you put it onto the battlefield and create another Elemental which triggers Risen again. This can be a lot of card advantage with Elementals.

Another budget Elemental interaction that uses +1/+1 counters. Ancient is a good card for counters in multiplayer Commander because it triggers whenever any player casts a spell. The mana that Omnath makes can be used to activate Marath and you can keep doing this as long as you can keep putting counters on Marath. Omnath, Locus of the Roil, Obuun, Mul Daya Ancestor, Felidar Retreat, Evolution Sage can all be repeatable sources of counters onto Marath with landfall.


Some budget lands to consider adding to improve the manabase:

The Pain lands: Coast, Forge, Reef you pay 1 life to make colored mana, but that's fine in 40 life Commander and since Omnath is a life gaining engine with landfall. Can get these lands for less than $1 each. The Battle lands: Glade, Vista, Stream would help the manabase since they have good interaction with lots of basic lands and you can get them for less than $2 each.

Good luck with your deck.

Feiryn on

3 weeks ago

The first thing that comes to mind reading through this list are your lands. I'm unsure what your budget is like, but if you wanted to spend a bit I recommend cutting basics for shocks like Steam Vents. You also have tri-lands such as Mystic Monastery when they can be replaced by triomes like Raugrin Triome, though this mainly benefits you if/when you pick up a set of fetches.

I'm unsure about Mana Echoes, Omniscience, and Sunbird's Invocation. Mana Echoes is good for tribal in general but since you're playing Tazri your creature types all over the place, and I'd recommend just running a dork or rock in its place. I assume you plan on cheating Omniscience and Sunbird's Invocation out via Zur, but without targeted tutors you'll most likely not draw into him consistently so those cards will be dead in your hand.

With how much graveyard recursion you have why not add Entomb, Buried Alive, or even Jarad's Orders? They could help with consistency quite a bit. At the very least you should replace Mythos of Brokkos with one as UBGG is far too rigid for its effect.

Since you don't have non-basic fetchlands and your only landfall is Moraug, Fury of Akoum, I recommend cutting Ramunap Excavator and replacing them with a dork instead.

I don't think Ramos, Dragon Engine fits very well into the deck either. While WUBRG helps with his effect, you have a very high CMC and don't have counter manipulation so I feel he'd be better off being replaced with something else.

Hopefully those give you a few ideas. I haven't played Tazri before so I don't know a lot about what her decklists often look like, but after a brief lookthrough with her general idea in mind those are my thoughts!

Malsorn on The Tour de France

1 month ago

Happy to help, looks like a fun deck, I hope it runs well! Also, might want to consider Path of Ancestry over Mystic Monastery, it does pretty much the same thing, but scries whenever you cast your commander or 9 of your other creatures. It's not usually considered in non-tribal decks, but it's still a tapland that goes for all your colors with an upside, making it strictly better than the trilands. Very slight upside, but that scry can really help sometimes!

DemonDragonJ on How Good is Meteor Crater …

3 months ago

I have a copy of Reflecting Pool in all of my EDH decks, because it simply is too good to not have in them, but I am wondering about Meteor Crater, which is very similar, but not quite the same.

All of my three-colored decks contain the appropriate triple land (Arcane Sanctum, Mystic Monastery, and so forth), but those lands enter the battlefield tapped whereas the crater does not. However, on the other hand, the crater is highly dependent upon the state of the battlefield, whereas the triple lands produce their mana unconditionally, so I am uncertain about what to do.

What does everyone else say about this? How good of a card is Meteor Crater in EDH?

Malsorn on Ruhan commander deck

3 months ago

Path of Ancestry is a (slightly) better version of Mystic Monastery every now and then, free scry off your commander sometimes!

slashdotdash on 5 color no theme deck

4 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

BMHKain on Color Identity Personality Traits: The …

5 months ago

Is Bumping allowed Again? I seriously have to reanimate this from the Rotting Dead of the Apocalypse.

So much time has passed, but no real effort has been done for this in so long. Ironically, if I'm not of Grixis Shard Standard, What could my 3rd Mana Color be aside from that? Jeskai Way/ Raugrin (/) could imply this; Azorius/Ojutai / shows I don't want any problems, & I'd rather show compassion, & even am bad at change. Where Boros / wants to Maintain the Peace, is a judge of idea that I can spot some minor things. But am I Violent? I'm quasi-Vigilante, but I'm more of a Passive individual than a Post-Adam West BATMAN.

But what about Temur Frontier/Ketria (//)?

Welp, it's a NO by default. Gruul/Atarka / shows many Traits I don't. They really sound a lot like literal Savages, & Simic /: even altering what we're not even ready to Prepare might be curtains for those that are like Momir Vig, Simic Visionary, even if the Combine is more prepared & less villain-like.

I wonder what your opinion of me having a Tertiary Mana Color would be; any idea otherwise? Or should I shut up about all my personal Tertiary stuff forever?

I hope you guys can at least help this time please; I can't believe I'm the only one to bring this thread back for use... XP

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