Opal Palace

Opal Palace

Land

: Gain .

, : Gain one mana of any colour in your commander's color identity. If you spend this mana to cast your commander, it enters the battlefield with a number of +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.

Browse Alters
Set Price Alerts Price Chart

Trade

Have (1) metalmagic
Want (1) lordbovine

Combos Browse all

Legality

Format Legality
Canadian Highlander Legal
Oathbreaker Legal
2019-10-04 Legal
Vintage Legal
Duel Commander Legal
Tiny Leaders Legal
Casual Legal
Custom Legal
Limited Legal
Commander / EDH Legal
Legacy Legal
1v1 Commander Legal
Highlander Legal
Pauper EDH Legal
Leviathan Legal
Pauper Legal

Opal Palace occurrence in decks from the last year

Latest Decks as Commander

Opal Palace Discussion

multimedia on Pirate Commander

2 weeks ago

Hey, having more low CMC Pirates who have the better evasion (flying or unblockable) can help to do combat damage to opponents to trigger Malcolm and Breeches.

Lightning-Rig Crew has great interaction with Malcolm to create treasures and Breeches to exile your opponents cards. Since Rig does damage to each opponent you create a number of treasures equal to the number of opponents you have or exile a card from each opponents library.

Sol Ring is a staple mana rock in Commander that can go in every deck you make. Having more repeatable draw is helpful in Commander and when one of your Commanders has flying then cards that let you draw when you do combat damage to an opponent are consistent options:

Some budget lands to consider adding:

Total at TCG Player: $9.86, see list

If this upgrade interests you then I offer more advice of what cards to consider cutting.

Good luck with your deck.

Krogania on Ich-Tekik, Golem Boi

2 months ago

I agree with the suggestion for Rebbec, Architect of Ascension or at least include her. In no particular order: They are reprinting Three Visits, which is strictly better than rampant growth. Nature's Lore is good too. Cavalier of Dawn can be used on your own artifacts. Guardian Idol is a good ramp card early and doubles as a Golem. Land Tax is rarely going to be worth it in a green land ramping deck. Maul Splicer is expensive, but trample is good evasion for decent sized golems. Sensor Splicer gives vigilance. Vital Splicer gives the ability to regenerate for 1. It's not great, but is another creature you can bounce for more golems. Ichor Wellspring is a great target for both self destruction and recursion, in case of opponents having no artifacts to destroy. Arcbound Reclaimer for ensuring you get a good draw. Ancient Stone Idol for a really big boi. Ancestral Statue can replay splicers or get rid of bad auras. Also you have a lot of stuff like myrsmith, palladium myr, and I think those might be better served by a couple more treasure/clue/food generation cards. Treasure Map  Flip, Prying Blade, or Tireless Tracker, Ulvenwald Mysteries, or Gilded Goose (replacing Avacyns pilgrim). Any decent equipment, but especially a Bloodforged Battle-Axe. Maul of the Skyclaves, Heirloom Blade. Swords are good. And as always: Lightning Greaves Swiftfoot Boots Skullclamp Running a bunch of basics is always cheaper, but if you have a couple of bucks consider the following mostly budget additions. Homeward Path Scattered Groves is cheap and fetchable. Gavony Township for more counters. Gingerbread Cabin for an artifact with your land. Krosan Verge/Myriad Landscapefor mana fixing ramp. Command Tower because it's better than a basic. Path of Ancestry because the splicers are all human. Evolving Wilds/Terramorphic Expanse/Fabled Passage Blighted Woodland Sungrass Prairie Opal Palace

multimedia on Kinda Budget Sliver Overlord Toolkit Deck

2 months ago

Hey, well done building a budget version of Overload, but unless your willing to spend more to upgrade the manabase a lot then getting above power level 5 will not be possible. There's no Command Tower or Exotic Orchard which are budget staples of Commander especially with five color decks. You honestly shouldn't be worrying about power level at all with a tribal deck that's less than $200.

On a budget there's limited options for playable lands for a five color manabase. Your best options for lands in five colors are Rainbow lands (Command Tower), etc. Unfortunately most Rainbow lands are expensive price cards, but there's some exceptions:

The goal of any manabase in Commander is to have the least amount of lands that will always ETB tapped because then game play is not hindered by the lands you play since you can tap the land for mana the same turn you play it. On a budget for five colors it will difficult, almost impossible, to not play some lands that always ETB tapped, but the lands that do this better give you good color fixing to make up for it and you don't need to play a ton of them.

Tri lands (Jungle Shrine) will always ETB tapped, but when they untap they can make one color of three different color choices which makes them on a budget worth playing:

Tri lands along with Path of Ancestry should be the only lands in the manabase that always ETB tapped.

I've built a lot of budget five color manabases for $200 decks and they use basic lands with dual lands that have good interaction with basic lands. Battle lands (Cinder Glade) and Check lands (Rootbound Crag) are dual lands that have interaction with basic lands to make them ETB untapped:

Battle lands also have interaction with Check lands because they're two different land types which is what Check lands look for. Many Check lands are expensive price, but there's a few that are less than $4. All Check lands are more expensive than Battle lands therefore add more Battle and less Check. Battle lands are nice with Farseek since it can search for one of them and being able to ramp with a dual land gives you much better color fixing then just a basic land.

Example of a budget five color manabase shell to build from:

  • 8-10 Rainbow lands
  • 20 basic lands
  • 5-8 Battle lands/Check lands
  • 5-8 Tri lands

You have the right idea with playing green land ramp spells which are good with 20x basic lands for ramp and color fixing, but you can expand on this with cards that let you search for any land meaning it can get a land that's not a basic land. Crop Rotation is a powerful budget card in Commander since you can sac a basic land to search for any land and put it onto the battlefield. Sac a basic land to get a Rainbow land. Crop is an instant meaning you could cast it during an opponents end step to get a Tri land then untap on your turn and be able to tap the Tri land for mana. Sylvan Scrying is another land tutor to get any land.

Arcane Signet and Commander's Sphere are staple budget Rainbow mana rocks that can help ramp as well as color fixing.

I offer more advice about Slivers on a budget. Good luck with your deck.

multimedia on Kess Combo

3 months ago

Hey, interesting start on a budget version of Kess.

Some cards to consider adding:

Cards to consider cutting for these:


Baleful Strix is a two drop who draws a card when it ETB, that way you can blink it with Deadeye to draw many cards. When you assemble Deadeye + Drake for infinite mana then being able to infinite blink a creature who draws can draw your win condition or draw and cast all cards in your deck. It's possible you could have a win condition already on the battlefield or in hand or graveyard with Kess, but if not then infinite blinking Strix lets you draw it.

Gonti, Lord of Luxury can be a win condition with Deadeye + Drake. It's not opponent mill, it's better, it's opponent exile their libraries and with infinite mana you get to cast all your opponent's cards. Arcane Signet , Izzet Signet, Dimir Signet, Rakdos Signet are some two drop mana rocks so you're not only relying on lands to have enough mana to cast cards.

I don't think you need to play so many creatures who recur an instant or sorcery because isn't that what Kess is for? That's the advantage of Kess, you get to cast an instant or sorcery from your graveyard on your turns, but once you resolve that spell is exiled. An exiled spell is no longer in your graveyard to recur to your hand. Archaeomancer is the only creature you want for this effect because you also have blink spells as well as Deadeye and creature recursion/reanimation spells for Archaeomancer.

Good luck with your deck.

DemMeowsephs on Queen Marchesa - The One True Love

3 months ago

Hey there mate! From what I see, you have all three shock lands (Pay 2 on ETB), all the filter lands (Pay X/Y get combination) and the check lands (ETB tapped unless X/Y). These are all great lands, but I think almost everything else can get a nice sweet upgrade. Note some of my suggestions may not be in your budget

MtG-Crash on [PDH] Tatyova Combo

4 months ago

acman54321 its not worth a slot, no. I have played it of course from the very beginning but its not worth the slot. The entire deck already is shuffle-effects.deck so you dont need extra shuffle effects just for the shuffle. Ash Barrens is just not a good card in this deck, interestingly. The fixing is already so strong because of all the land search spells that you dont wanna have a colorless land. Evolving Wilds and Terramorphic Expanse are another case because they give you double landfall triggers :)

general advise: as this is a Mystical Sanctuary (and a High Tide) deck, you really wanna play a lot of islands and dont wanna play any unnecassary land without the island subtype. So after a lot of testing I ended up cutting all the "generic good lands" and stuff and this is correct to do so :) I ended up cutting the gaindland, the gate of course, Ash Barrens, even Opal Palace. The only lands that stayed were Command Tower, Halimar Depths, Growth Chamber and Evolving Wilds + Terramorphic Expanse. And thats enough Im quite sure :) But I really dont wanna play anymore non islands.

multimedia on Zagras and the Dethtouch Party

4 months ago

Hey, nice start on budget. Kyle_Winter gave you some good advice to help the party. My advice is to help the manabase, ramp and draw.

First, you don't need 42 lands, that's overkill for your deck. 36 lands should be fine. Consider cutting some lands for more ramp sources? Budget lands and ramp to consider adding:

Consider cutting some basic lands for these lands?


Ramp can be a problem with Rakdos because these colors lack lots of options, but one way to help to not miss land drops is to play low mana cost draw. Cards like these can replace ramp because for a low mana cost they can help to draw into lands or party members who then act like ramp to cast Zagras.

Repeatable draw sources are best in Commander because they can potentially give you value throughout the entire game. With Zagras cards that give you value who are party creatures or when you attack/do combat damage are options:

Oddsmaker and Mask are nice with Zagras because he has flying.


Some advice about game play. I would keep the mana curve very low because you want to assemble a party for Zagras as that's what makes Zagras a mana efficient and potentially good Commander. The lower the mana curve the easier it will be to have two or more party members on the battlefield to help to cast Zagras. In fact, for your deck I would end the curve at Dagger Caster and Drana, the Last Bloodchief as these are abilities and effects at the top that go well with Zagras. I would limit the four drops to very few.

Roving Keep is an example of a creature you don't need because it's high CMC and doesn't help the party or have interaction with Zagras. Zof Consumption is an example of a spell that you don't need even though if you want can play it as a tapped land. Consumption for six mana is not worth what it does.

I offer more advice about what cards to cut. Would you like more advice?

Good luck with your deck.

multimedia on Matriarch of the Orzhov Syndicate Teysa Karlov

4 months ago

Hey, nice budget version of Teysa.

Some budget card upgrades to consider:

Some budget lands to consider adding: High Market, Ash Barrens, Esper Panorama, Opal Palace, Orzhov Basilica.

Good luck with your deck.

Load more