Orzhov Basilica

Orzhov Basilica

Land

Orzhov Basilica enters the battlefield tapped.

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

: Gain .

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Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Common
Mystery Booster: Convention Edition (MYSCON) Common
Ravnica Allegiance: Guild Kits (GK2) Common
Commander 2018 (C18) Uncommon
Iconic Masters (IMA) Uncommon
Commander 2017 (C17) Common
Commander Anthology (CM1) Common
Commander 2016 (C16) Uncommon
Commander 2015 (C15) Common
Modern Masters 2015 Edition (MM2) Uncommon
Commander 2013 (C13) Common
MTG: Commander (CMD) Common
Guildpact (GPT) Common

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Orzhov Basilica occurrence in decks from the last year

Commander / EDH:

All decks: 0.09%

WB (Orzhov): 1.49%

WUB (Esper): 0.67%

RBW (Mardu): 0.88%

Orzhov Basilica Discussion

Epicurus on Cleverly Named Graveyard Deck

10 hours ago

eliakimras, that's not a bad idea, especially because they ebt untapped.

The lands I'm looking to swap out of the deck are:

So you're suggestions would cover 2 out of 3. Honestly, I was thinking of just adding another swamp for the third, unless you or someone else has a better idea.

Mental_Floss on Pioneering Allies

3 weeks ago

I feel like your deck is a little heavy on lands. I would definitely cut the khans tap lands and put in pain lands. Your allies will gain you back the life or maybe even more if you have a Kalastria Healer out. I feel that the Deserts are a little much as well, because they're too slow and with your mana costs, it seems that you want to go really fast, and they come in tapped, so it cripples you. The Orzhov Basilica seems like an odd add, as it still slows you down quite a bit. I would recommend replacing then with Swamps and Plains. I would go down to 22 lands, cutting the Deserts and the Evolving Wilds, replace the temples with Caves of Koilos, replace the Scoured Barrens with Swamps and Islands, and add some more creatures or removal.

Now, to something I love: Kaya's Ghostform. That's a lovely add, because you can slam Gideon, make tokens, then next turn you can Ghostform him, make an emblem, then make more Allies. I really love that interaction because you have a draining clock that is gonna work so, so well with that! The Kaya in here isn't one I would have thought of, but she seems a little slow. I would replace Kaya with another March from the Tomb and a Zulaport Cutthroat. These are all recommendations, though, so do take this with a grain of salt.

Spell_Slam on Mardu Matron

1 month ago

I have a Grixis version of this deck that I've had lots of success with online a while back. Our decks are very similar. Check mine out here: Matron Control

A creature I think you should absolutely be running is Sparksmith. This card is so powerful; if the opponent can't answer it, it will destroy many popular archetypes like Delver and Elves. I would play it over Heelcutter as a tutor target.

I ran the Frogtosser Bannerets in the beginning, but quickly cut them because they felt so bad. The discount was not nearly as relevant as I would have hoped and stopped mattering in the late game. The 1/1 haste body also wasn't impressive.

I am perfectly happy with 1 copy of Tarfire as a tutor target and would play better removal instead. I completely cut Nameless Inversion because there just weren't enough X/3s in the format to justify paying 2 mana for an otherwise mediocre removal spell. This is also why I'm playing Flame Slash over Lightning Bolt.

I feel like 21 lands wouldn't be quite enough for you deck. Hitting land drops is so important to be able to play matron and whatever you tutor on the same turn, not to mention you're playing 5-drops. I am playing 23 and also running karoo lands, which helps a lot with consistency. You should definitely think about running some mix of Boros Garrison, Orzhov Basilica and/or Rakdos Carnarium.

multimedia on Ravos/Tymna commander

1 month ago

Hey, since your deck is low budget consider adding more cards to take advantage of your best card? Your best card is Tymna :)

You have the right idea with wanting to add Kunoros and Kambal. Kunoros because of menace evasion, lifelink and it's a hatebear. Kambal because he can be a repeatable source of life gain. With Tymna you want more creatures who have evasion so they can more easily do combat damage.

White has many good budget flying creatures. Hatebears who fly and can also disrupt your opponents are good in multiplayer Commander: Aven Mindcensor, Kinjalli's Sunwing, Hushbringer, Tomik, Distinguished Advokist, Archon of Absolution. Flying creatures who can create flying tokens: Emeria Angel, Archon of Sun's Grace can be repeatable sources of flying creatures. You also want more repeatable sources of life gain to safely keep triggering Tymna: Soul Warden, Soul's Attendant, Wingmate Roc, Answered Prayers.

Cards that create flying tokens are nice to go wide which helps to attack more than one opponent. Spirit Bonds and Sacred Mesa can be repeatable source of flying tokens. Lingering Souls, Spectral Procession, Battle Screech, Midnight Haunting create flying tokens. Entreat the Angels can create a lot of 4/4 Angels. With more creatures with flying then you can play Sephara, Sky's Blade who has a powerful effect for flying creatures, has lifelink and other flying creatures reduce her casting cost.

Other budget cards ($1-$2 or less each) to consider adding:

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

Good luck with your deck.

multimedia on Sub $40 Teysa Karlov EDH

2 months ago

Hey, nice budget version of Teysa.

Karmic Guide and Reveillark are excellent with the Aristocrat strategy. They can reanimate each other and with a sac outlet they make a dying loop with each other. This loop also lets you reanimate all the 2 or less power creatures in your graveyard with Lark. Adding an aristocrat before or reanimating one during the loop can be a win condition.

Lark triggers Teysa when it leaves the battlefield, if it left the battlefield as a result of it dying, letting you reanimate four creatures. Even without Guide Lark is worth adding because of the interaction with Teysa.

Buried Alive and Final Parting are budget tutors that can setup this interaction. Altar of Dementia is a two drop budget sac outlet that can infinite mill your opponents with Guide + Lark. Or use Dementia in combination with Guide + Lark to self-mill yourself until you mill an aristocrat to reanimate with Lark.

Caves of Koilos , Isolated Chapel , Tainted Field , Ash Barrens , Esper Panorama , Orzhov Basilica are budget Orzhov lands to consider adding.

Good luck with your deck.

enpc on "Burn everyone!" B/W/R - Pillow Fort Bleed

3 months ago

So, I would recommend adding more card advantage - the amount here feels underwhelming. Also, I would try to swap in 2 maan ramp for the current 3 mana stuff. The talsimans are really good here if you're preventing damage ( Talisman of Indulgence , Talisman of Hierarchy , Talisman of Conviction ) as well as the signets ( Rakdos Signet , Boros Signet , Orzhov Signet ). You aslo have stuff like Fellwar Stone and the new Arcane Signet . You also have cards like Burnished Hart and Wayfarer's Bauble which help you straight up get lands.

I would also cut the Orzhov Basilica , you have lots of tapped lands and this will just slow you down more.

Zaarlock on Cyka Komrade Blyat

4 months ago

Cheap cards u should get some amount of:

General value goodstuff:

Bloodsoaked Champion

Grim Haruspex

Midnight Reaper

Ophiomancer

Zulaport Cutthroat

Westvale Abbey  Flip (you're gonna love this one, it's especially good if you like having token generators)

Skullclamp (probably the most powerful equipment in the game. And drawing cards is fucking awesome)

Removal:

Swords to Plowshares

Plaguecrafter

Kaya's Wrath

Anguished Unmaking

Grave Pact

Reanimation (very good when you're actively putting cards from your deck into your graveyard):

Dread Return

Karmic Guide

Reveillark

Phyrexian Delver

Liliana, Heretical Healer  Flip

Victimize

Animate Dead

Sac outlets:

Viscera Seer

Carrion Feeder

Cartel Aristocrat

Yahenni, Undying Partisan

High Market

Tutors:

Ranger of Eos

Diabolic Intent

Enlightened Tutor

Beseech the Queen

Dark Petition

Mausoleum Secrets (very cool in your deck)

Lands:

Orzhov Basilica

Scoured Barrens

Concealed Courtyard

Command Tower

Caves of Koilos

City of Brass

Isolated Chapel

Tainted Field

You should probably choose whether you want the deck to be more or less focused on tokens. If you don't want tokens to be a main theme, you should probably just run Ophiomancer and a couple other generators and put in more reanimation effects like Phyrexian Delver .

You should still run Karmic Guide and Reveillark no matter what you do because they're too good not to. With a sac outlet, you can sacrifice them and bring them back an infinite number of times and kill your opponents with Komrade.

I would run quite a few sac outlets to make sure you can keep sacrificing your stuff for value. The best ones are Viscera Seer , Carrion Feeder and Cartel Aristocrat . Skullclamp works especially well with sac outlets

Blue_Flame on Pauper: Orzhov Knights

5 months ago

I think Irregular Cohort is better than Sunspire Gatekeepers in a deck like this, as you don't need to run Orzhov Guildgate any more to produce the 2/2 it creates. You could probably just run a mix of Scoured Barrens and Orzhov Basilica to replace them.

Also, you kind of need a sideboard, so I'll provide some suggestions for that:

Castigate and Duress : useful for Tron, combo decks, any deck in which you need to tear a card out of your opponent's hand

Crypt Incursion / Relic of Progenitus : Graveyard hate.

Disenchant / Fragmentize : Artifacts. Enchantments.

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