Pentad Prism

Pentad Prism

Artifact

Sunburst (This enters the battlefield with a charge counter on it for each colour of mana spent to cast it.)

Remove a charge counter from Pentad Prism: Gain one mana of any colour.

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Trade

Have (1) metalmagic
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Printings View all

Set Rarity
Double Masters (2XM) Uncommon
Planechase (HOP) Common
Fifth Dawn (5DN) Common

Combos Browse all

Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Pauper EDH Legal
Casual Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Pauper Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Pentad Prism Discussion

Savage1988 on Bolas's Pro-Life Superfriends

2 weeks ago

@TriusMalarky

Thanks for looking at the mana. I'm not sure about it since I haven't played yet (and next get together is probably in a month or so), but I think you make a valid case with the tapped lands. I want to try out the new MDFCs and I found out i have the U/R and U/B duals lying around. I've swapped them and Interplanar Beacon for Temple of Deceit, Vivid Crag and Creeping Tar Pit. What others would you recommend cutting for more basics?

Perhaps you're right on the 3cmc artifacts too, even though I'd say commander's sphere is decent because it cycles for free when you don't need it anymore. I might add Rakdos Signet and cut Chromatic Lantern.

Crux of Fate is already in the list, Vandalblast or By Force might be nice instead of the 5th boardwipe though

@RNR_Gaming

True that's a combo. I don't think I'll run it beause I don't have the cards currently interesting loop for sure though!

I cut Fuel for the Cause for Daretti, Scrap Savant

@Daveslab2022

That play pattern appeals, so maybe I'll find room for it later. A bit of randomness like that can make games more fun

@Nightblad3

Beacon is in now :)

In Bolas's Clutches is more of a flavorcard, so are The Eldest Reborn and Cruel Ultimatum. Some or all will probably go after the first couple games, but I like the idea for now.

My idea about Pentad Prism is that it's a nice 2 mana ramp spell that can be proliferated onto for ramp. Throne of Geth is another way to proliferate because i do make some artifacts here and there

The idea with most artifacts is that they either ramp, proliferate or benefit from proliferation (see the section Card by Card). Which other cards do you feel are part of the subtheme but don't contribute?

If you're talking about Saheeli, Tezzeret and (now x2) Daretti: I think the Business Artifacts in the list (the chain veil, contagion clasp/engine and lithoform engine) are worth fetching / copying even just on their own, but maybe your idea is they don't do enough?

Let me know because I'm curious what you think on the topic, if you have suggestions to spice up the artifact theme I'd gladly hear them!

hungry000 on Flip Land Charbelcher! [ZNR]

1 month ago

Your list looks sweet! I'll try out Pentad Prism. My only concern about it is whether the deck has enough sources of different colors to support it, but since Manamorphose is a four-of it'll probably work well.

Kutsu on Flip Land Charbelcher! [ZNR]

1 month ago

also Pentad Prism might be better than Vessel of Volatility in this deck

Oloro_Magic on [Primer] - Ad Nauseam Combo [[Procellam Legit]]

1 month ago

mikeb388:

It really depends on the situation though I will say that I believe the card comes in against me regardless. Basically, if I am relying on mana created via Pentad Prism or Phyrexian Unlife then yes, an early Wear / Tear can be really effective and slow me down to the point where you can put on enough pressure to beat me. Keep in mind though you have to have the clock to back up your removal or else I can always rebuild.

With this said there are scenarios where Wear / Tear will not feel very good against the deck. Notably against Lotus Bloom if I have Angel's Grace and Ad Nauseam. When the Lotus Bloom comes off of suspend it is correct to attempt to blow it up (generally at upkeep), but if I have the combo the Wear / Tear really is just a way to force me to go for it then and there. Now if you have a counter to back up the Wear / Tear then this line has the potential to be very good and I have to play more conservative, but more often than not its ineffectual and acts more like a check on whether I have it. If I don't, again you need to back up the clock before I get to the mana I need.

All in all though to provide a quick answer, yes Wear / Tear is solid against Ad Nauseam but does come with its drawbacks and can look silly sometimes depending on the situation.

Vale,

Oloro

Oloro_Magic on Descendant of Eldrazi DS

1 month ago

Eh, I'll bite because I like Descendants' Path from a design perspective. As has been pointed out this probably isn't very competitive, but you can make it somewhat better. You likely want spot removal as you aren't very fast, neither Ugin, the Ineffable nor Crashing Drawbridge really do anything so they can go in favor of your removal of choice (I like Fatal Push in this list).

The signets also don't do much and really don't make a high enough impact. If you want artifact ramp in modern, Pentad Prism is likely better but still not good here. I'd say you are better off either running more mana dorks, or, seeing how I don't think this is trying to be terribly competitive, Growth Spasm is not horrible and has the added benefit of creating a relevant creature. I'd also likely cut the Privileged Position in favor of more relevant creatures. Redesigning the manabase to accommodate Matter Reshaper isn't a bad idea, Thought-Knot Seer is also great in any Eldrazi deck.

Speaking of the mana, you really don't need that many fetches or shocks, I'd be on something like this:

4x Eldrazi Temple (assuming you play some of the colorless cards)

3x Brushland

2x Llanowar Wastes

1x Overgrown Tomb

2x Temple Garden

1x Godless Shrine

4x Windswept Heath

2x Forest

1x Plains

1x Swamp

2x Verdant Catacombs

1x Cavern of Souls (optimally but not needed, can just be a basic)

Looks cool though, like I said I really like seeing people try things with Descendants' Path, +1'd!

Oloro_Magic on [Primer] - Ad Nauseam Combo [[Procellam Legit]]

2 months ago

mikeb388:

Thanks for the comment, about 6 months ago the answer to that question was generally yes, now, while it will put me at a severe disadvantage, it does not remove my ability to win thanks to Thassa's Oracle, specifically the game wining combination of Thassa's Oracle, Spoils of the Vault, and either Phyrexian Unlife or Angel's Grace. There is also the outside possibility I can win using Simian Spirit Guide to beat you down. In fact, while effects like Necromentia are very good against Ad Nauseam, there are some nuances to playing it correctly.

Necromentia and similar effects such as Lost Legacy or Unmoored Ego have the drawback of being 3 mana, this effectively means that you have to be smart about your name, keeping in mind whether you are on the play or the draw. For example, if I have opened the game by playing a Pentad Prism on turn 2, I may not be so inclined to name Ad Nauseam on turn 3 if I am on the play, the reason for this being that the more immediate win is the Thassa's Oracle method outlined above. The name in the face of that combo will depend some on circumstance, but generally Angel's Grace or Thassa's Oracle would be the correct choice. On the draw I'm almost always naming Ad Nauseam with something like Necromentia as in order to cast Necromentia one has had to have passed the earliest window for the Thassa's Oracle kill.

I would argue however that Thoughtseize + Surgical Extraction is a generally more powerful and efficient means of combating me as it can be done on turn 1, but Necromentia and its ilk are very effective. One other thing to note is that sometimes lines will present themselves that may seem awkward, let's do a thought experiment and say you are on the play, I pass turn 3 with a Lotus Bloom coming down next turn meaning, in essence, you have to assume that I can win next turn. You go to turn 4 and draw a Necromentia; you play a land and have 4 mana available. In hand you also have a Thoughtseize. The tempting play here would be to fire off the Necromentia and name Ad Nauseam, likely preventing me from winning next turn and buying you, in all likelihood, a lot of time to just land a threat and beat me. However, the correct sequence here would be to Thoughtseize first and look at my hand. For sake of argument we will say that my hand is Angel's Grace, Ad Nauseam, a land, and Lightning Storm. Again the tempting play may be now to take the Ad Nauseam or the Angel's Grace, but the correct answer is to take Lightning Storm, especially considering your hypothetical hand. With Lightning Storm gone, the only card left in my deck that actually wins the game is Thassa's Oracle, meaning you can then Necromentia that away and win on the spot. This could seem like an obvious line to you but I have had people miss it in the past and feel its best to have this articulated on this page.

In short then, yes and no, you don't technically win the game by naming Ad Nauseam with Necromentia, but fundamentally the game is probably over unless I find the auxiliary combo fast enough. Thanks again for the comment I hope my response was adequate.

Valengeta on Shrine On

2 months ago

there's a lot of cards out there that destroy all enchantments in one swoop. Since this looks to me like a slow board build, you might as well be playing lots of counterspells and creature removal to hold off opposing plays while you steadily drop shrines. Also I would remove the White and Green shrines from your Mainboard and focus on Red, Blue and Black ones. Red damages your enemy so you can win, Black does that and disrupts his hand by making him discard, Blue keeps your hand fresh and searches for answers. Also, Mirror Gallery can compensate your legendary handicap.

So, to sumarize, you need counterspells like Mana Leak, Dispel, Spell Snare, Spell Pierce, Remand, Rune Snag or Negate.

You need mass removal like Pyroclasm, Slagstorm, Chain Reaction, Anger of the Gods, Ratchet Bomb, Engineered Explosives, Cyclonic Rift, Languish, Damnation or Ritual of Soot.

You need a stronger and more consistent mana base. Removing 2 colors will help you a lot. Dual lands, check lands, fetch lands and shock lands will do you wonders. Chromatic Sphere or Chromatic Star will help fill the gaps while refunding themselves instead of Pentad Prism.

Paradox Haze might work to trigger the Shrines an additional time and also in combo with Sanctum of All.

I understand this isn't a deck that's meant to be a tournament winner, but mostly to play on multiplayer with friends, but still, there's improvements to be made here that would make your build more frightning to others and fun for you. Hope I helped :)

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