Opulent Palace enters the battlefield tapped.
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|Want (2)||Bwearmp , Hollowdude711|
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|Commander / EDH||Legal|
Opulent Palace occurrence in decks from the last year
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Opulent Palace Discussion
1 month ago
Thought on manabase, Path of Ancestry and Zagoth Triome are both strictly better than Opulent Palace, as the former allows you to scry whenever you cast your commander (or one of the two other oozes in the deck) while the latter can be cycled late game when not needed or fetched when you don't need that mana immediately. They're very slight strictly-betters, but every little edge counts!
3 months ago
So, here are my thoughts about the deck:
Manawise, your landbase should rather consist of lands that come into play untapped. It's important to have your mana available asap. I would suggest replacing karoo lands like Orzhov Basilica and also Opulent Palace with battlelands like Sea of Clouds and painlands Adarkar Wastes. The storage lands are also not ideal (e.g. Dreadship Reef), because they do not provide colored mana at start. And of course the more fetchlands you can add the better, missing Scalding Tarn, Arid Mesa, Verdant Catacombs, Windswept Heath, Wooded Foothills, Flooded Strand, Bloodstained Mire.
I would suggest you to cut even the three remaining creatures and add additional card advantage and lock pieces. Im missing Sylvan Library, Rhystic Study and Mystic Remora... all important ways to get extra cards.
Since your main wincon is the Consultation combos, I suggest you definitely run Thassa's Oracle as a main, cheap combo piece.
Lightning Greaves, boots and Helm are not necessary, since protecting Atraxa should not be such a priority to warrant extra cards for it. Also Mana Tithe, Mana Leak and Opt are not that relevant in a multiplayer format. I would advise to replace them with general, cheap countermagic, for better utility. Dovin's Veto, Delay, Swan Song, Tale's End can serve both to protect your cards and your combo, but also disrupt your opponents from winning.
Also with the amount of manarocks, you could play Winter Orb to stall and buy bit more time for your 'walkers.
3 months ago
Cards I Have For You:
3 months ago
Hey, for your game tomorrow/today from the sideboard add Territory, Vista, Smoldering and the basic lands to the manabase. Later on you can upgrade the manabase, but for now add a complete manabase to the deck list.
If you own Cascading Cataracts I would add it as it's a nice way to make all five colors of mana. Tri lands are much better than Thriving lands if you're going to play other lands beside the Triomes that always ETB tapped. If you have some of the Tri lands my advice is add them replacing the Thriving lands for more color fixing. If you're going to play lands that always ETB tapped then those lands should provide more color fixing.
For the numbers of basic lands I would play more Forest and Mountains than Plains, Islands, Swamps. The order to consider is first Mountains, second Forests, third Swamps, fourth Islands and last is Plains. Forests should be second because they give you access to other colors with green ramp spells.
- 6x Mountain
- 5x Forest
- 2x Swamp
- 2x Island
- 2x Plains
Other cards from the sideboard to consider adding main deck:
Sol because it's one of the best sources of ramp in Commander. Golos is ramp with any land and a repeatable mana sink that mimics Ur-Dragon's ability to put a permanent onto the battlefield by instead casting it for free. Bladewing combos with Scion + Teneb. Cards main deck that could be cut for these:
Dragons don't need single card that are anthem effects that pump their power/toughness because Dragons already have high p/t with flying. Dragons who are anthems are fine as a bonus, but I wouldn't play a card that was just a p/t anthem. Rampant is subpar ramp, but if it's all you have then that's fine for now. Boots is a good card, but it's less needed here because you have Greaves.
Consider cutting Utter End for a counterspell, Dovin's Veto or Negate? Not having one counterspell is worst than a second higher mana cost exile spell. If you have Jodah, Archmage Eternal I would add him since he reduces Ur-Dragon's mana cost to five mana.
Good luck with your deck and at your game tomorrow/today.
4 months ago
Not too rude? So no Zur's Weirding then? :^)
I'm no Muldrotha pilot but this list seems pretty solid. I might suggest adding in more mana rocks like Arcane Signet or talismans. You could also make use of Farseek and Nature's Lore or Skyshroud Claim to fetch your shocks. I'd also recommend swapping out a few of your lands that come in tapped like Jwar Isle Refuge and Opulent Palace with stuff that can come in untapped. There are plenty of budget options like tainted lands, battle lands (this is the only one in your colors though :^( ), and of course some of the check lands are pretty affordable. There's also always ordinary basics. Nothing wrong with running more of them.
I like your deck! Hope this helps. :^)
4 months ago
Oh, and my decision to include Thespian's Stage stems from the thought of extra utility out of, say, Opulent Palace, or a useful land an opponent controls...I'll definitely try and get my hands on a Karn's Bastion soon.
4 months ago
Post reland slivo fetch and shock
Primordial Hydra > Farseek
Reyhan, Last of the Abzan > Nature's Lore
Arcane Sanctum > Arid Mesa
Darkwater Catacombs > Bloodstained Mire
Opulent Palace > Breeding Pool
Sandsteppe Citadel > Flooded Strand
Skycloud Expanse > Godless Shrine
Sungrass Prairie > Marsh Flats
Vivid Creek > Overgrown Tomb
Vivid Grove > Temple Garden
Vivid Marsh > Watery Grave
Vivid Meadow > Windswept Heath
4 months ago
You should be running Elemental Bond and Garruk's Uprising you're almost always paying 3 or more into x so they're great. Vastwood Hydra might be a better creature than some of your choices. Curse of the Swine would be neat as creature removal. Capricopian is an amazing hydra that will bounce around your opponents getting bigger till they run out of mana. If you're not on a budget is suggest Doubling Season and Kalonian Hydra for obvious reasons. Then there's x card draw like Blue Sun's Zenith, Thassa's Intervention, Mind Spring, Pull from Tomorrow, or Stroke of Genius. Honestly I'd suggest any of the intervention cards, they're excellent. Think about replacing one of your non basics with Zagoth Triome and Opulent Palace and maybe Sunken Hollow
So as for cuts. Trophy Mage, Umbral Mantle, Basalt Monolith, Altar of Dementia, I'd suggest ditching some artifact rocks for some green land ramp like Farseek or Rampant Growth, and take out a few of your artifact rocks in general because you're in green and your ramp already is solid. Reclamation Sage, Elixir of Immortality, Vorel of the Hull Clade, Nimbus Swimmer. Now I would like to say that I'm not trying to hate on your deck, I quite like the concept, but I do think you need to hone in on your strategy, play an x card, make a hydra, draw into the next x card, cast that card, make another hydra. It's a great deck and I enjoy the way you built it, just trying to do as you said and help you cut some cards, and at the same time I wanted to point out a couple things you might've missed