Orzhov Basilica

Orzhov Basilica

Land

This enters the battlefield tapped.

When this enters the battlefield, return a land you control to its owner's hand.

: Gain .

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Orzhov Basilica Discussion

StopShot on Need help with Black/White landfall …

2 days ago

The thing about Orzhov Basilica is you can make the land you return to your hand itself for a free landfall every turn. At this point its not really a land, but a synergy piece and I would not be counting them towards my land count. You might also find enjoyment with Flickerwisp as you can target one of your own lands for an additional landfall and if the land was a basic land that was tapped for mana earlier it will effectively come in untapped making the CMC of Flickerwisp cost 2 whenever you target a land with it. A 3/1 flier for two mana that procs landfall might be something your deck would like a lot.

Caerwyn on Need help with Black/White landfall …

2 days ago

Modern is a fast format--not so fast as Legacy or Vintage, but fast nonetheless. Your curve is way too high for Modern--your average CMC is a 3.39, and a large percentage of your cards are at the 4-7 mana mark. In a fast format, you are going to be lucky to play such high-costed cards without Green or other Ramp, and, once you play them, they're likely going to be taken out of the picture with the relatively efficient removal the format has to offer.

Your removal is also in the three-mana range. You really are going to want to do better on that front--Path to Exile and Fatal Push are solid Orzhov removal options. Inquisition of Kozilek is a solid "removal" spell (insofar as it stops a threat before it hits the battlefield), and is cheaper than its cousin Thoughtseize.

Otherwise, if you want to be competitive in Modern, focus on lowering your curve substantially. If a card costs 4 or more mana, it should have an immediate impact on the game the turn it can be played. Currently not a single one of your 4-7 mana cards meet that criteria--most of them just provide a body the turn they are dropped (Eternity Vessel being the only exception--it provides no body and is thus completely useless the turn it comes down), and you have to wait until your next turn to gain their landfall benefit (if you even have a land in-hand by that point in the game--you do not have much card draw in your deck). You could probably cut 100% of your 4-7 mana cards, replace them with things that come down and swing faster, and you would see a significant improvement in how your deck plays.

I also disagree with Wendithewendigo's advice--Orzhov Basilica is a terrible card that has no place in any deck. Yes, it allows you to get a land back so it can be played next turn... but it comes at the cost of putting you full turn behind the curve. After all, not only are you down the land you bounced; you are down the land drop for the turn because it enters tapped (or you are down the land drop because it bounced itself, which puts you behind in all future turns).

Wendithewendigo on Need help with Black/White landfall …

3 days ago

Orzhov Basilica Is good for triggering landfall

Masterful on Death and wine

5 months ago

This list looks really fun! I like Legion's Landing  Flip in Teysa. I've overlooked it in the past because of the land's lackluster activated ability, but I'm just now realizing how strong a 1 mana land-ramp card is in white. Since you can easily flip it in a deck with tokens, it seems strong.

I've been looking over your decklist, and I have a few suggestions about what to improve. First off, you're a little low on death triggers. Since this is Teysa's main strength, you may want to include more. If I counted right, you have 13 death triggers plus 2 more that aren't doubled by Teysa ( Luminous Broodmoth and Nether Traitor ). This makes Teysa herself more inconsistent. Just playing some more tokens-on-death cards like Ministrant of Obligation instead of Lingering Souls can go a long way to help facilitate her first ability as well as your cards that don't trigger off of tokens, like Pawn of Ulamog .

Second, I'd be careful about counting scry-effects like Temple of Silence , Woe Strider , or Path of Ancestry as card advantage. Scrying doesn't net you any cards. It's more like card filtering or card selection rather than card advantage. If you want lands that can provide card advantage, I'd go for Orzhov Basilica or Windbrisk Heights . Similarly, Verge Rangers don't ramp you, they just provide card advantage.

Overall, really cool list. I like Field of the Dead , Inkshield , and Shadowspear . They add some spice in unexpected places. I'm interested in where this list ends up. Cheers!

multimedia on WTF KAALIA

5 months ago

Hey, you're welcome.

My next advice is consider improving the manabase? More dual lands in place of some basic lands, Bloodfell Caves and Immersturm Skullcairn to help color fixing. 27 basic lands is a lot for a three color deck since you risk drawing all of one or two types of basic lands. On a budget there's several lands to consider adding:

Lands that will always ETB untapped are better, but there aren't a lot of budget options. The next tiers of prices for some lands for future upgrades ($4 lowest to $10 highest):

multimedia on League Angels

5 months ago

Hey, well done on a $50 budget. You have good card sense if you're new on such a low budget.

I will try to match my suggestions with cards to consider cutting that are close to or equal in price. Some changes to consider:

Swords to Plowshares is the most expensive card here and you have many other removal spells to make up for not having it. Sol Ring is a staple mana rock in Commander and it's more ramp that can help to cast high CMC Angels. With Angels repeatable low mana cost ramp is more important then a single creature removal spell.

Good luck with your deck.

Spirits on Undying Persistence

6 months ago

Ok, here's a little bit of analysis to consider. Break it up into some comments to read. These are opinions based on experience, playing and watching lots of commander content over the years, doesn't account for your specific playstyle or how you have fun playing commander which are certainly as important of decisions, as is card selection.

Topic: Ramp

You are very low in the mana curve, 11 1-drop, 21 2-drop, 15 3-drop, 16 4-drop, and Orzhov () has lots of pips, but mana ramp is critical to getting your plan onboard as quickly as others, having mana available to advance board state/gain advantage and have interaction, and landing your larger threats sooner.

Sol Ring (CMC1 for 2 = +1 mana) is a must include.

Orzhov Signet I personally don't like (CMC3 for 1 = -2 mana) but also you're in which doesn't ramp as it's core strength.

Arcane Signet (CMC2 for 1 = -1 mana) is a must include, there are only a few archetypes I wouldn't play this in and usually only .

Talisman of Hierarchy (CMC2 for 1 = -1 mana) is a must include in .

Dark Ritual (CMC1 for 3 = +2 mana) this allows for explosive turns like a T1 Vampire Nighthawk .

I would start with that at least, some fringe ones I like are: Burnished Hart (creature/recursion), Commander's Sphere (draw), Mycosynth Wellspring (to hand, fringe), Pristine Talisman (lifegain, fringe), Solemn Simulacrum (ramp+draw!), The Birth of Meletis (doesn't help with , but ramp, 0/4 blocker, lifegain? it has it all!), Wayfarer's Bauble (ramp).

On a premise of battlecruiser/low/mid power 3-6 I DO NOT recommend these, but there are stronger options out there beyond 6: Phyrexian Altar (combo builds), Mana Vault , Mana Crypt , Chrome Mox , Smothering Tithe , Land Tax (Might not be bad in this build)

Honestly on a Avg. CMC 2.99 mana curve, I would likely have 10-12 ramp.

Some potential cuts for these:

Gorgon's Head you've got plenty of deathtouch already, it's not pairing with a Viridian Longbow strategy or anything, it's redundant, but also the worst. Easy cut. (We can get to Open the Armory / Steelshaper's Gift later)

Pierce Strider CMC4 for a 3/3 is just plain bad, the idea is play, do 3 damage, block/sac it, noone going to pay 3 to prevent it? but they will because it's going to do 3 anyway on return, and if your using recursion on this, your making the wrong play as it has no value engine on it. Easy cut.

Creeping Chill for CMC4 sorcery is not great, you're not playing a mill strategy so you're not really casting it for free often. It's not a strong play, we can find better ones, like ramping into Athreos, God of Passage sooner.

Font of Return for CMC6? Yikes. (CMC2+CMC4 for 3 creatures to hand is not great, we can get them on the battlefield for that high a CMC).

Angelic Gift hmm we have flyers, with deathtouch, it replaces itself (draw a card) but unless we flickering it ( Ephemerate or Brago, King Enternal something like that, it sets up easy 2-for-1 if an opponent has instand speed removal.

Topic: Lands! (Umm!)

Average Distribution Build: 38 lands

Average Budget Build: 36 lands

Average Expensive Build: 37 lands

Average Aristocrats Build: 35 lands

Average Reanimator Build: 31 lands (closer)

Your Build: 30 lands (Umm!)

No way you can run 30 lands, and 0 ramp in this deck. I wouldn't shuffle this deck with less than 33 lands, probably 34-36 if I'm playing enters tapped/utility lands. I might (maybe not) go to 33 lands with 9+ ramp spells, but even then, 34 would feel better.

Do you have a combo with Piranha Marsh like Worldgorger Dragon does, if not, just delaying yourself for little value (1 damage). Kabira Crossroads in this same bucket, it's just not work the tapped mana.

Reliquary Tower where are the cards coming from? The colorless is a detriment. Unless your playing a draw strategy Necropotence / Greed it will hurt you more than the rare occasion it might help.

Let's be honest, lands SUCK, they are too expensive! Here is a list of lands you should look at:

Lands I suggest: Godless Shrine ($9), Orzhov Basilica (<$1, slow ramp), Caves of Koilos (<$1 must have!), Command Tower (Umm!), Brightclimb Pathway  Flip ($4), Tainted Field (<$1)

Lands I don't suggest: Evolving Wilds / Terramorphic Expanse (<$1 fixed color), Scoured Barrens (<$1 fixed color), Isolated Chapel ($6, Not bad but not T1 land), Myriad Landscape (<$1, slow), Temple of Silence (<$1, scry/slow).

Forsaken Sanctuary only ever enters tapped so even Isolated Chapel is better, but there is also Orzhov Guildgate that does this too.

Have to head out, I'll review more topics and recs later, but here are some other cards can come out for mana. Gorgon Flail it's on theme and not bad, but let's get that Basilisk Collar or Quietus Spike instead. Soul Stair Expedition I would rather Animate Dead or Reanimate to the battlefield right away, not have to wait for lands (it still sacrifices itself). Not Forgotten we have better removal. Have to head out now! More later to read. :) If it's too much info, let me know!

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