This enters the battlefield tapped.
When this enters the battlefield, return a land you control to its owner's hand.
: Gain .
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Orzhov Basilica Discussion
2 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.
2 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:
- Exotic Orchard
- Caves of Koilos
- Battlefield Forge
- Path of Ancestry
- Nomad Outpost
- Tainted Field
- Smoldering Marsh
- Ash Barrens
- Evolving Wilds
- Orzhov Basilica
- Rakdos Carnarium
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):
2 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:
- Sol Ring --> Swords to Plowshares
- Arcane Signet --> Syphon Mind
- Arguel's Blood Fast Flip --> Succumb to Temptation
- Sephara, Sky's Blade --> Seraph of the Scales
- Righteous Valkyrie --> Deathpact Angel
- Angelic Accord --> Promise of Bunrei
- Firja, Judge of Valor --> Luminous Angel
- Soul Warden --> Imperious Oligarch
- Victimize --> Defy Death
- Make a Stand --> Doom Blade
- Emerge Unscathed --> Cast Down
- Command Tower --> 1x Plains
- Caves of Koilos --> Temple of Silence
- Path of Ancestry --> 1x Plains
- Tainted Field --> 1x Plains
- Orzhov Basilica --> 1x Plains
- Opal Palace --> 1x Plains
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.
3 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.
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 .
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.
Let's be honest, lands SUCK, they are too expensive! Here is a list of lands you should look at:
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).
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!
4 months ago
i would consider adding more taplands that can make multiple colors to help your mana base run smoother. right now you only run 6 lands that make multiple colors and 30 lands that make 1 color. i usually run closer to 26 multicolor lands and 10 mono-color lands. that might be a bit too many but it is an example. Exotic Orchard is a budget-friendly option.
the bounce duals are pretty good too, Rakdos Carnarium , Orzhov Basilica , Boros Garrison all make multiple colors and help you hit your land drops.
4 months ago
Grind Orzhov Basilica is a great idea since it increases the available mana and guarantees a land drop! I feel as if Command Tower might be better for a deck with 3+ colours, but it's still appreciated.
I'm definitely aware that Famished Paladin can seem initially underwhelming, but when I cast Resplendent Mentor with Marauding Blight-Priest and Famished Paladin already on the field, I can just win the game outright (through tapping Famished Paladin for life, which then untaps for infinite lifegain and ping if blightpriest is on the field). Generous Gift is also pretty interesting, although I can recur High Priest of Penance especially with the methods that you told me about. The cards that you mentioned there are very interesting, I'll keep them in mind for the future.
I'm really happy that I got all of this advice from you, thank you!
4 months ago
Looks like you have lots of effects that want to have creatures to sacrifice. this makes me want repeatable recursion, such as
. personally I would run the skeleton over famished paladin - a vanilla 3/3 with a downside is not very appealing to me.
I would consider Generous Gift over high priest of penance... removal is good, but instant speed, non-conditional removal is better.
also twilight panther looks pretty underwhelming to me. I would run pretty much anything over it - card draw Syphon Mind or Ambition's Cost , ramp Commander's Sphere , Solemn Simulacrum , Gift of Estates , boardwipe like Crux of Fate or Fumigate .
the more commander you play, the more you will realise that 1-drop creatures that can only swing or block will probably have little impact on the game in a 4-player game with starting life total of 40. but drawing cards, ramping, and having removal that is better than 1-to-1 is almost always useful. sorry if i am telling you things you already know but just trying to help out!
cheers and have fun!!!
8 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.