Pendant of Prosperity
Pendant of Prosperity enters the battlefield under an opponent's control of your choice.
, : Draw a card, then you may put a land card from your hand onto the battlefield. Pendant of Prosperity's owner draws a card, then that player may put a land card from their hand onto the battlefield.
Printings View all
|Commander 2019 (C19)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Pendant of Prosperity Discussion
3 weeks ago
theartision Cool! Alright, well if it's budget AND chaos or budget AND coin-flip we're talking about then.... As much as dislike the chaos archetype I do know some budget cards then to maybe consider, again these are just suggestions so if it's too against the grain of what you're going for feel free to ignore them:
Humble Defector - at least gives you draw, and is friendly in EDH so some politics involved.
Pendant of Prosperity - allows you ramp and again is political
Goblin Festival - keeping in theme to the chaos, flipping, and budget.
1 month ago
Selvala, Explorer Returned Ghostly Prison Propaganda Arcane Denial Mikokoro, Center of the Sea Geier Reach Sanitarium Norn's Annex Sphere of Safety Collective Voyage Supreme Verdict Wrath of God Venser's Journal Edric, Spymaster of Trest Windborn Muse Collective Restraint War Tax Temple Bell Khorvath's Fury Horn of Greed Pendant of Prosperity Rites of Flourishing
2 months ago
Hey MagicalHacker. Thanks for taking the time and sharing some tips! I actually had a look at your deck in action as one of the sources for inspiration. Great stuff!
Before going over your suggestions, do you have any tips on what to cut :)? Would be nice to also hear your view on what cards you think I shouldn't run.
This is how I currently evaluate the cards you mentioned:
- Animate Dead , Necromancy & Reanimate : I like these cards, but I found the other graveyard recursion cards to be more appealing. I prioritized runing cards that can get me multiple creatures from the grave over one-shot effects. I might get Reanimate back in the list someday just because of the nostalgia factor.
- Aura Thief , Steal Artifact & Steal Enchantment : I don't like that these cards are narrow in application. I prefer to have card with a lot of options over more efficient ones in a control deck like this. Aura thief is really strong, but I am not running ways to get it to the grave reliably (like a sac outlet). That is why I ended u cutting it.
- Control Magic & Dream Leash : Great options if I get some more room for more steal effects. Dream leash is really strong. However, I prefer the other 5-drops I'm running atm, and I want to keep my curve nice and smooth.
- Geth, Lord of the Vault : love this card. However, I ended up cutting it for curve considerations.
- Grave Betrayal & Mind's Dilation : Both cards I like and have been in decks before. However, they are both do-nothing-enchantments for 7 mana. I like the 7-drops I ended up including better (and again, I want to keep a smooth curve).
- Memory Plunder : I don't like this card. It's mana cost is quite prohibitive with all the colored mana and only gets back 1 card. I like Spelltwine better. I might undervalue the fact that it's an instant, but with my playstyle I'm not expecting to hold up 4 mana with this deck.
- Mimic Vat : Fun card, but more at home in an arsticrats-style deck imo. It doesn't have additional synergy with what the deck is doing as I run very few ways to kill creatures.
- Agent of Treachery & Gilded Drake : I already run this duo in my Roon deck, where they are way more busted than in Silumgar. And I prefer to keep my decks distinct if possible.
- Mass Manipulation : Cool card and one I'd like to try out sometime :). Will see if I can acquire one.
- Commandeer : A card I would love to run, but quite pricey, and I haven't gotten around to acquire it yet.
- Pendant of Prosperity : A lovely trinket to steel back. I will give this card some thought :).
Again, thanks for checking out the deck!
GL & HF,
2 months ago
Comparing my Silumgar deck to yours, they are about half or more different (including lands), but I wanted to point out eighteen cards I think you should consider adding, nine of which are already on your maybeboard:
Animate Dead , Aura Thief , Control Magic , Geth, Lord of the Vault , Grave Betrayal , Memory Plunder , Mimic Vat , Mind's Dilation , and Steal Artifact should move into the mainboard from the maybeboard.
Agent of Treachery , Commandeer , Dream Leash , Gilded Drake , Mass Manipulation , Necromancy , Pendant of Prosperity , Reanimate , and Steal Enchantment should skip the maybeboard and go straight to the mainboard.
These are simply my suggestions! If you are unsure of if these cards are as good as I say they are, check out my deck at The Bloodhall Season 1 - Dragonlord Silumgar and you can see how the deck plays in videos in its description.
2 months ago
As Funky said; there's no reason for these to be something different from enchantments - except to make it impossible to interact with (like an emblem - but then you might as well use that). I feel like it's misguided to exclude red solely because red has damage and a lot of violent tendencies within their color pie ( as does white ), but red is also the color of passion and emotion, something that can be a motivator to give to a community. Black's identity is more of self-ambition and I get why they are not part of such a mechanic. Also Kynaios and Tiro of Meletis 's colors.
As Sun says, no one will activate these Communities in normal EDH situations, both due to cost and due to lack of pay-off. It takes way too much mana and benefit for opponents before you can start reaping benefits yourself. Look at a card like Pendant of Prosperity . It's owner pays the up-front cost of casting the artifact and the selected opponent pays for the benefit for both players. It's in a whopping 500 decks out of 230.000 decks on EDHREC (and I guess a lot of these are the Commander precon decklists it came in) and generally people don't activate the artifact when given. It costs the owner 3 mana and a card, and the recipient doesn't have or want to spend resources on it unless they're struggling for whatever it can give.
As for possible improvements to the viability of the activations you could try something like this;
": Put a Community counter on ~ and choose target opponent. That opponent may pay . If they do, you both draw a card. If they don't, you Scry 1. Any player may activate this ability.
: You draw a card. Can only be activated if ~ has 10 or more Community counters on it. Any player may activate this ability."
This invites a "I help you, you help me" kind of deal - something akin to Diviner Spirit . The payment is split so it's more reminiscent of Joined Forces , where you each have to pitch in to get higher rewards. The payment is heavier on the activator as that player is likely the one gaining the most out of the transaction and thus have to put in more effort. It also reminds me a bit of the Offering cards . As a softener, if the opponent doesn't accept the deal, you still get a small bonus in the same alley as the original effect.
When the community is well founded and you only want to help yourself, the payment is also solely yours - which makes both abilities have a place in the game after the community is founded. If the board needs an answer to a threat, you may split costs to dig for an answer.
I changed the self-activation to "you draw" to avoid it becoming a win-condition with infinite colorless mana. It could also just be "Target player may draw a card." if you really want the group hug possibility.
Payment, rewards and Community threshold can all be subjective to the individual community card. Another card could perhaps be:
": Choose target opponent. That opponent may tap an untapped creature they control. If they do, put a Community counter on ~ and that player gains 3 life. Any player may activate this ability
Tap a creature you control: Target player gains 2 life. Can only be activated if ~ has 8 or more Community counters on it. Any player may activate this ability."
In this scenario the activator pays nothing but they allow the targeted opponent to trade an untapped creature for life while the activator gains nothing for themselves - except the Community counter, which first comes if the deal is accepted, in contrast to the first example that had a payment for the activator.
Once the community is founded, any creature may tap to give any player a slightly smaller amount of life. So the agreement through the community is still more advantageous. Political agreements still have a benefit over selfish desires.
Community threshold could be different from 10, unless the desire is to specifically make it a uniform characteristic.
I think such a design has a better chance at being viable as a group hug mechanic, as both players have to pay or come to an agreement that can benefit both, instead of only one player toiling to establish the community.
3 months ago
Cool idea! You might like these: Sheltering Ancient , Wall of Shards , Happily Ever After , Clear the Land , Seed the Land , Genesis Chamber , Akroan Horse , Forgotten Ancient , Awakening , New Frontiers , Collective Voyage , Fecundity , Null Chamber , Magus of the Vineyard , Pendant of Prosperity
5 months ago
Made a few changes.