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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Prismatic Vista
Land
, Pay 1 life, Sacrifice Prismatic Vista: Search your library for a basic land card, put it onto the battlefield, then shuffle your library.







MTGBurgeoning on
Magar the Horrible
1 day ago
Thanks for commenting! Soooo, no barriers??? Okay, if that's the case, we begin with Urborg, Tomb of Yawgmoth and Cabal Coffers. The burst black mana production can pay for multiple 1 and B activation costs of Magar. As long as we're upgrading the land base, other considerations include the less costly Fabled Passage, Raucous Theater and Blazemire Verge, the pricier Bloodstained Mire and Prismatic Vista, and the reach-for-the-sky Ancient Tomb and Badlands. As for spells, there aren't too many pricy Magar-friendly spells that I can recommend here, which is one of the great investment advantages of piloting a Magar build. A lot of the most impactful Magar-assisted spells are bulk rares and mythic rares. However, I'm sure it wouldn't hurt the overall synergy of the deck by including Jeska's Will and Demonic Tutor. Those two cards would make Magar very, very happy. One less costly spell that I want to add is Call Forth the Tempest, but a copy has not crossed my path yet. Another consideration, although I do not recommend it, is Wheel of Fortune. I do not recommend it because I prefer to NOT put so many additional cards in the hands of my opponents, regardless of how much it may wreck in-game and in-the-moment strategies by opponents. Aside from these Magar-friendly cards, the only other cards I would offer as considerations are support cards like Bone Miser, Deflecting Swat, and Deadly Rollick. Once you complete your build, I would LOVE to see what you have! Happy brewing!!
CommanderNeyo on
LongLegs
1 month ago
If you are worried about Blood Moon, you could consider adding Prismatic Vista instead, so you can search for the basics before the moon hits.
Profet93 on
Sustainable Green Energy
2 months ago
Crucible of Worlds/Conduit of Worlds/Ramunap Excavator - Recursion for fetch lands. Those are your easiest ways to stack energy. Maybe even a Splendid Reclamation, but that's a bit much.
Lotus Cobra - Gas!
Azusa, Lost but Seeking/Exploration/Burgeoning - Extra land drops needed to utilize energy
Boseiju, Who Endures - Removal
Yavimaya Hollow - Regen/politics
Cryptic Caves - Draw, reuseable with crucible effects
Prismatic Vista > Terramorphic, budget permitting
Castle Garenbrig - Ramp
capwner on
Molten Opals
4 months ago
Xica Let me try to explain one more time, because I don't think you really made an effort to understand/read my last post.
Demo field taps for colorless and costs 2 mana to activate. That means you can't use it until turn 3. And when you do use it on turn 3, your opponent PROBABLY has a basic in deck, so at that point in the game it does nothing, that's what soft LD means.
So you've A. spent 2 mana to do virtually nothing to slow your opponent. and B. You run lands that don't fix your colors fast enough to cast your actually impactful spells on the turns where they matter. That's why it's bad here.
Ghost Quarter targeting your own indestructible lands makes it Prismatic Vista (with upside) + Strip Mine (sort of), so I have to strongly disagree with your take that it's inferior.
I recognize Fields are good cards in certain decks. They are grindy cards, great in a control deck for instance that likes to draw/go and needs something to spend their mana on. In this deck, by the time you get to the grindy part of the game where Field becomes good, you are so ahead on mana just from making land drops you really don't care about saccing the Ghost Quarter one bit. You care a hell of a lot if you can't make red mana on turn 2 though.
Field just is not worth it in this deck because of the low impact in early game and inefficient colorfixing, I am %1000 sure of this. If you want to build 8-field LD then please, be my guest. You can let me know how that performs for you.
Lionheart0115 on
wolverine
6 months ago
Here's some tips to improve your deck. Id tone down your lands from 47 to 38-40 lands. Maybe add some bounce lands like Gruul Turf, Guildless Commons, Arid Archway fetch lands like Evolving Wilds, Terramorphic Expanse, Myriad Landscape, Mountain Valley, Wooded Foothills Prismatic Vista Ect. Theres's way more, but I aint gonna list them all off. That way you'll have more ways to trigger your landfall and in the case of fetch lands, thin your deck out.
Some random cards id look into possibly adding would be Fight Rigging, Bear Umbra Mutant's Prey, Ancient Animus, Pounce, Prey Upon, Pit Fight Boxing Ring Rancor, Alpha Authority, Sticky Fingers, Fireshrieker, Whispersilk Cloak ect
Most of my recommendations either give you access to -fighting (Which would trigger Wolverines +1/+1 counter trigger even when if its not your turn. That way you wouldnt have to rely on someone attacking you and blocking) -Double strike (Since Wolverine doubles damage without saying "Double Strike", He would go from a 2/2 that doubles damage so 4/2 effectively. To a 2/2 that attacks twice and doubles damage, so effectively an 8/2) -Protection (You want him to be really hard to kill even though he has regeneration, plenty of removal still has "This creature cant be regenerated" slapped at the end of it. So Aura's that make Wolverine either even harder to target or respond to before he mops the floor with your opponents the better.
BirdieGirlie on
Spiteful Avatar
7 months ago
Intrigued by the new turn into blue/black/green! I think this is shaping up really well!!!
A few thoughts:
I think you might speed up the deck a lot by getting rid of the two Avatar of Might and just running 4 copies of Hunted Phantasm. That's the best card in the deck! Avatar is the only card on the list that can't just be played when drawn. There's a condition that needs to be met. The rest have no condition and should come out on the field ASAP.
Swan Song and Strix Serenade are both fantastic for the deck and strictly better than Into the Flood Maw which you have in right now. Amulet of Safekeeping is also kind of a dead/do nothing card, because it sits on the field and provides passive support. I think you should swap those pairs of cards.
Blood Seeker is a worse Blood Artist in exchange for 1 power and I don't think that's worth it to you. I think you should replace that with one of the blue 1 mana instant draw spells -- Brainstorm, Opt, something like that. It will get more cards into your hand and make your play faster! The more card draw you have, the more likely you are to hit Blood Artist at all to get her onto the field!
Also those two legendary lands are awesome, but not worthwhile in this deck. You're running 3 Prismatic Vista with exactly 3 basic lands in the deck. You draw those lands and all three vistas become a dead draw. You need basic lands. You need fetchable lands at least. There are basic dual lands out there! Put in some Swamp/Islands, Swamp/Forests, and Forest/Islands instead. I still think you should take out the Cavern of Souls in favor of colored mana-generating lands as well. So many of your cards require 2 colored mana, after all!
Excited to see where you take the deck from here!!!
fluffyeel on
Death and Taxes
11 months ago
Apart from a spate of tutors of varying price points (Vampiric Tutor, Mystical Tutor, Demonic Tutor, Entomb, etc.), here are some thoughts of varying degrees of evilness/making sure your opponents "love" you forever:
- Kokusho, the Evening Star is, for me, a must-include in any black-containing EDH deck, especially with how its life-drain effect scales with the number of players. You could also add an Archfiend of Despair and/or Wound Reflection to multiply suffering, Archangel of Thune to make your board bigger with every passing turn (or life-gain occurrence), and/or Boon Reflection for more life-gain fun!
- Some additional reanimation in addition to what you already have could be handy. For this, I would suggest Karmic Guide; Junji, the Midnight Sky; Reanimate; and/or Necromancy.
- If you have access to it, Yawgmoth, Thran Physician would be super-handy: on-demand sacrifice, not to mention card draw and weakening your opponents' boards.
- Some more land fetch/land thinning tools, like Expedition Map; Urza's Cave; Prismatic Vista; and Marsh Flats, might help. Similarly, Field of Ruin and Demolition Field serve double-duty of land fetch and land destruction for problematic lands. Alternately, some more multi-lands like Reflecting Pool, Mana Confluence, and other pain lands could help you in early game stages.
fluffyeel on
Braids, the Mastermind
11 months ago
Some thoughts that immediately come to mind:
- A way of getting even more creatures as Braids fodder is Bitterblossom. I highly recommend it. You may also consider rejiggering the land base to make Field of the Dead worthwhile: you have enough lands to make it work, but more options to make it more feasible may not be a bad idea. You could also use things like Reassembling Skeleton to feed Braids even more.
- I know a lot of people don't like tutors, but tutors here can be quite handy. Vampiric Tutor, Demonic Tutor, Beseech the Queen, and Diabolic Intent are all possibly worthwhile. You could also consider some deck-thinning lands like Prismatic Vista and Fabled Passage.
- Mana-rock-wise, Mox Amber might be worthwhile.
- I vote Contamination for any mono-black deck. It's a great way to lose friends (which might be the point).
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