: Gain one mana of any type that a land you control could produce.
|Want (8)||wkli6 , Kotaff , Gelsa , metalmagic , brunosilveira , Abbner , Othrus , Lupus_Dei|
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|Commander / EDH||Legal|
Reflecting Pool occurrence in decks from the last year
Latest Decks as Commander
Reflecting Pool Discussion
1 week ago
Now that I see it laid out like this I see two problems and why you aren't able to play all your spells when we play. The biggest problem is the number of lands you have is too low. The second problem is the amount of card advantage you have. Both are causing you to not get your land drops when you need them.
These are four cards I would take out, why I would take them out, and what I suggest you replace them with:
Languish as a board wipe is too unreliable and will often miss the big threats that you might encounter. It's great against wide boards, but even then they may have anthem effects in play that make it useless. I suggest putting in Exotic Orchard.
Harrow was the hardest one for me to pick. It is great ramp and might still be worthwhile in the deck; however, you need to cut something and I can see situations where you wouldn't have any basic lands. In those cases, it is harder to justify sacrificing a land. I also suggest replacing this with a land, but the other ideas I have are a bit pricy. The best one would be to put in Mana Confluence but it is a bit pricy (you can get it for around $20). Reflecting Pool and Prismatic Vista are also pricy but not as good as Mana Confluence. Any of the three shocklands you don't have (Overgrown Tomb, Temple Garden, or Watery Grave) would be good too. At the end of the day just putting in a basic land would be fine and help the deck a lot.
Reliquary Tower is one of the best utility lands but it doesn't generate colored mana like you need. I also don't see enough card advantage to justify having it in the deck. Replacing it with any of the lands I mentioned in the previous paragraph would do.
2 weeks ago
3 weeks ago
At Nava's request i'm posting suggested changes, additions, cuts, and my thoughts on them. She requested that I not stick to only budget, but keep the max single card value under $30 (I kept it under $20 for the most part and largely even lower than that). As such, here are my thoughts and recommendations.
Courser of Kruphix- Ramp, pulls cards off the top of your deck so you are more likely to draw useful cards and just directly drop your lands onto the battlefield
Living Lightning- a useful elemental that allows you to recast your instants/sorceries
Multani, Yavimaya's Avatar- A very powerful card that also allows you to bounce your lands so you can replay them for more effects
Nyxbloom Ancient- Triple mana on an elemental.
Overgrowth Elemental- A useful elemental that pumps your creatures and gains you life.
Ramunap Excavator- Replay your sacrificed and destroyed lands. Fantastic in a lands deck. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Roil Elemental- A fantastic landfall ability that allows you to grab key pieces from your opponents and use them against each other
Seedborn Muse take full advantage of your lands and abilities without worrying about being tapped out
Titania, Protector of Argoth- land recursion, elemental generation.
World Shaper- land recursion
Birds of Paradise- One of the best dorks in the game
Sylvan Caryatid- Fantastic dork
Brighthearth Banneret- You are a lands deck. You have more than enough mana and this simply doesn't do enough for you.
Chandra's Embercat- This will be a recurring comment from me. You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Embodiment of Insight- Too expensive for the effect. Also, personally I don't like turning lands into creatures as it makes them incredibly vulnerable without giving enough benefit.
Embodiment of Spring- Too expensive and not nearly good enough.
Generator Servant- The haste isn't important enough for your creatures as you very rarely have anything massive enough or has a useful enough tap effect that is being cast from your hand to require it. Furthermore, you are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Grove Rumbler- This card is terrible. Four for a 3/3 trample that has an effect that will pump it slightly for one turn. This is awful. It feels like this card was only put in due to it being an elemental.
Lavakin Brawler- Rarely do you ever have enough elementals out for this to be worthwhile. Not that it's terrible, but there are so many better cards that can be put in its place.
Parcelbeast- Doesn't get enough value to justify the slot
Smokebraider- You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Tireless Tracker- This has nothing to do with your deck and you're better off finding other draw engines
Surrak Dragonclaw- No synergy with the deck and not nearly good enough to justify the high mana cost.
Field of the Dead
Bring your land count to 38 or so
Coral Atoll- This is terrible. I know you're going for the bounce effect, but this is far worse for several reasons. Firstly, it only gives you blue mana as opposed to multicolored. Secondly, it requires specifically an island to be returned as opposed to any land that you can then take advantage of. And thirdly, it requires the land to be untapped which means that not only does it come in tapped, but it requires an untapped island which means you can't even use that land and then return it for value. This is awful. I don't love the bounce lands either, but I understand what you're going for and their value. This has neither.
Lumbering Falls, Raging Ravine, Wandering Fumarole- These man lands are in here entirely because they can become elementals, but really aren't worth running. They are come in tapped, cannot be fetched, and cost 4 mana to turn into a creature, largely negating any benefit. They're really bad and I highly recommend cutting them for more basics.
Unclaimed Territory- Not really worth the value. It's colorless more often than not and another basic land will give you more value than that more often.
Mana Vault- Nava already owns a copy of this in her Nekusar deck, so it can be added here without issue.
Strionic Resonator- Copy all of your ETB triggers, as well as any other triggered abilities. Fantastic
Chaos Warp- Removal on your own pieces or an opponents. Bypasses indestructible and often is allowed through without being counterspelled due to the fact that it's usually replacing a piece that people agree is a fair target rather than outright destroying or removing without replacing. A fantastic card overall
Constant Mists- Great protection when you need it, plus it can be bought back if needed. Lands can be recovered through multiple means.
Disallow- A must have for counterspells. It covers all possible basis and is fantastic.
Heroic Intervention- Hexproof and indestructible at instant speed for 2. Amazing.
Krosan Grip- Split second artifact/enchantment destruction. Among the best removal for them there is.
Force of Vigor- Free artifact/enchantment removal with multiple targets.
Swan Song- 1 drop counterspell that hits everything but creatures. A great counterspell to have on hand.
Counterspell- There are better cards to replace this with that are still very cheap/budget and are overall better
Growth Spiral- A decent card but we can do better given the range of cards available in commander
Inspiring Call- See Growth Spiral
Return to Nature- There are so many better versions of this for an equal if not lesser cost. Or, for one more there are better cards which I will be recommending.
Struggle / Survive- Too limited, not enough value, not powerful enough.
Tale's End- This is just a bad version of disallow that very rarely gets any value.
Withstand Death- This is a bad version of other similar cards.
Wrap in Vigor- Very rarely do mass destruction effects happen, and when they do the usually say "cannot be regenerated". This seems really good but i've never really seen it get any value and will typically be a dead card most of the time.
Genesis Wave- Drop all the permanents (lands included) that you can afford.
Life from the Loam- pull lands from your graveyard and keep your engine going without running out. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Nature's Lore, Three Visits- Pull forests (basic and non-basic that are forests) from your deck. Very helpful at any time.
Scapeshift- Grab all the lands you want, plus trigger your landfall and other such triggers
Splendid Reclamation- Pull all the lands from your graveyard. Nuff said.
Tempt with Discovery- If one person takes it then it's a better Explosive Vegetation. If more then it's an amazing card, but even if no one else does you get to pick your land and in a lands deck you will get more value.
Windfall- Refills your hand, interferes with opponent's plans, dumps lands in graveyard for later use.
Ground Assault- very limited and not worth running. There are better cards with similar if not stronger effects available to you
Hull Breach- There are better cards with similar if not stronger effects available to you
Quasiduplicate- no real apparent benefit to this over other cards that can more directly further your end goal.
Sylvan Awakening- I don't recommend turning your lands into creatures, especially enmass. It's just asking for all your lands to be mass removed. Very dangerous and will rarely get the payoff you need. Limited and will be a dead card in hand except in very specific scenarios.
Burgeoning- land Acceleration
Trade Routes- Bounce lands for more triggers and value, and in a pinch you can pitch them for more cards. Mana swamped becomes a thing of the past.
Exploration- Land acceleration
Domri, Anarch of Bolas- It seems like the main reason this is being run is for the +1 ability, which is really not worth running a card like this for. Not enough value.
Nissa, Steward of Elements- Without a large number of counters on her she gets minimal value, and if you do pay enough mana to make her viable there are already better cards you can run for those costs.
Eternal Witness- Unless you find your creatures or important cards dead often, or have a real way to take advantage of the cards in your graveyard, this is unnecessary and doesn't do enough for the deck.
Fertilid- A decent card but i've never found it gets enough value for the cost. it's a minimum of 5 mana for 1 basic land. You need to do this at least 3 or 4 times to really get enough value to be worth running over a land fetch.
Leafkin Druid- This is okay as a dork and an elemental, but I've found with tribal decks that you are better off running other creature and card types that better fuel your deck as a whole and really allow the tribe to shine, rather than forcing the tribe everywhere.
Tectonic Giant- Not good enough.
Animar, Soul of Elements- Unnecessary.
Zendikar Resurgent- Largely unnecessary due to the high number of lands in the deck, but can be kept if you feel it worthwhile
Frontier Bivouac- decent but comes in tapped and cannot be fetched. In a lands deck you will rarely be hurting for colors and the fact that this comes in tapped slows you down.
Simic Growth Chamber, Izzet Boilerworks, Gruul Turf- While I see what you are going for with these, they overall do slow you down and you have enough lands (once you bump up to 38 or so) that you shouldn't have any issue with them. I'd swamp these for basics as you have far more ways to grab those.
1 month ago
Hey there! Kinnan is a super broken and cool commander, and I might just have a few suggestions for you! You might want to try cards like Hinterland Harbor since you have a lot of basics, along with Flooded Grove, Waterlogged Grove, and possibly a Botanical Sanctum! If you have the budget, Ancient Tomb, Prismatic Vista, Reflecting Pool, and Strip Mine would work very well too as I've found in some of my decks. To add to the fun, while Umbral Mantle does indeed go infinite with some dorks, so do Sword of the Paruns and Staff of Domination, tripling the combos in that area! If you want to add to the elf theme, I feel like Elvish Archdruid should definitely be in here, as should Copperhorn Scout. If you attack with copperhorn (keep in mind it's also an elf!) then you untap all your other dorks and get to play A TON of more stuff, even if copperhorn dies it will still surely be worth it! One huge card you are missing is also Leyline of Abundance, acting almost as another Kinnan and getting you way more mana, as well as being a place you can pull infinite mana into for a quick win. Last but not least, I have a bunch of other ramp spells you may want to consider adding! Nyxbloom Ancient, Mana Reflection, (cards like Awakening, Seedborn Muse, and Wilderness Reclamation let you activate your dorks to use on Kinnan on sometimes EVERY PLAYERS TURN AGAIN, giving you multiple turns worth of value by the time its back to you turn again!) and a few more you can find under my decks!. Seems like a cool deck, good luck on it, hope this helps, and have a swell day! Happy tapping!
2 months ago
Hey there! You mentioned needing some help with the mana base, which is certainly something I might be able to aid you in! Your deck has a whopping 4.69 average mana cost, where 33 lands is around good for a average of 3.5. Due to that, you may want to add a few extra lands but mainly you want to have a very strong ramping mana base. Below, you will find some strong ramp cards that could seriously help a ton, if you aren't aware of them already! I would list out all the lands you should consider including, but you ca also find them right here (https://managathering.com/duallands/Gruul.html)! There are quite a lot of great lands you missed so definitely check that out, along with some multi lands like Prismatic Vista, Fabled Passage, Strip Mine, Wasteland, Reflecting Pool, and a ton more. Anyways though, take a look at these ramp cards:
- Bloom Tender
- Emerald Medallion
- Ruby Medallion
- Nature's Lore
- Cloud Key (Creatures)
- Three Visits
- Seething Song
- Treasonous Ogre
- Dockside Extortionist
- Mana Flare
- DEFINITELY a Selvala, Heart of the Wilds
- Heart of Ramos/Horn of Ramos
- Sylvan Caryatid
- Chromatic Lantern
- Mind Stone
- Commander's Sphere
- Oracle of Mul Daya
- Hehe maybe a Jeweled Lotus if you can afford it
- Mark of Sakiko
- Talisman of Impulse
Gosh that was a lot, but from that huge list I'm sure you can pick a few to add! With your average CMC and amount of lands currently, I'd try to make it around 37 lands, with maybe 13-16 ramp spells, or even more if you think the deck needs it. You could replace the ramp spells above with some of the worse ones , (for example cut Farseek for Nature's Lore, and remember lore can search for Stomping Ground) and maybe cut some more of the fluff cards. Like Star of Extinction is great but how many times do you really end up using it and it benefits you? Plus it'll blow up some of your own creatures! And also remember, while equipment is great, Xenagos is an automatic buff, so maybe you don't need as much of that. My point is, your deck needs a lot of ramp, and while other cards may be nice, it may be much harder to win without the ramp. So that said, I hope this helps, be sure to check out some of my decks (cough Double Trouble EDH ⫸PRIMER⫷ cough), good luck on your deck, and have a wonderful day!
2 months ago
Hey there! You mention the mana base needing some help in your description, and if you're still looking to work on that, maybe consider some of the following cards! Many may be out of budget, and you could possibly have been aware of them all already, and if that is the case I hope this can be of use to you as a reference!
Since you have the two temples, you may want to include the last one, Temple of Malice. Even though you don't run too many / cards, you still need that colored mana to cast Licia, and so you want a relatively even mana base. Same goes for the last pain land, I'd recommend including Sulfurous Springs since you have the other two. Since you're also gaining a lot of life, and because they are great in general, you may want to take a look at Blood Crypt, Godless Shrine, and Sacred Foundry, (the shock lands) which function very well, especially with the following cards: the fetch lands. Bloodstained Mire, Arid Mesa, and Marsh Flats are some of the best lands in the game! These can search for the shock lands, not just basic lands, allowing you to get any colors you need from just one of them! While that whole set is pretty expensive, it may be something to think about for the future. Now on the cheaper side, there are the wonderful fast lands, Blackcleave Cliffs, Concealed Courtyard, and Inspiring Vantage, which can help you support your early fundamental turns quite well! If you wish to include a lot of basics/shock lands, you may want to think about having the check lands, Dragonskull Summit, Isolated Chapel, and Clifftop Retreat, which tend to be great and also lay on the cheaper side. Last but not least, there are the filter lands, Graven Cairns, Fetid Heath, and Rugged Prairie! Now that said, here are some non-dual lands that could really help fix the mana base quite a lot that I would recommend: City of Brass, Mana Confluence, Ancient Tomb, Prismatic Vista, Fabled Passage, Reflecting Pool, Exotic Orchard, Strip Mine, Wasteland, etc.
Now enough about lands! Here are some ramp spells you might like. Land Tax, Arcane Signet, Commander's Sphere, Talisman of Conviction, Talisman of Hierarchy, Talisman of Indulgence, Jet Medallion, Pearl Medallion, Ruby Medallion, Sol Ring, Gift of Estates, Weathered Wayfarer, Chromatic Lantern, etc!
I also have a mardu deck, (A Deal With the Devil EDH ⫸PRIMER⫷), so if you want to check out most of the cards I mentioned on a list, feel free to pop in there! Anyways though, I hope this helps, good luck on your deck, and have a wonderful day! Happy tapping!
2 months ago
Hey there! Elves are indeed a super fun creature type, I've whipped up a few decks for them in the past, thus I may have some suggestions that may be of use for you! First off, Twilight Mire would make a great addition to this deck, and I can say from experience that they help you quite a bit. There is also Blooming Marsh, which may not be your thing, but works very well for me in some of my decks. Strip Mine/Wasteland can definitely up the power-level of your deck, as almost nothing works better than destroying your opponent's lands, especially since the ability is hard to stop. Ancient Tomb is also an amazing card, and based on the card costs in your deck, I think you could use this quite a lot to your advantage in the deck, especially because you're gaining life. Last but not least, I would possibly recommend Mana Confluence, City of Brass, and Reflecting Pool, if you think your mana base needs it, though I think it looks pretty fine without it. You may also want to replace all your basics with Snow-Covered Swamps and Snow-Covered Forest, as they are cheap, and function the exact same as basics, meaning they are still considered basic lands, etc, except they can be very good if you are facing a snow deck. While this isn't likely, it is always something to consider. Speaking of the mana base, there are some notable cards missing here, and I would consider the following for ramp: Birds of Paradise, Sylvan Caryatid, Nature's Lore/Three Visits, Selvala, Heart of the Wilds, Exploration, Burgeoning, Explore, Emerald Medallion, Sol Ring, and of course Arcane Signet. I understand a couple of your elves can ramp, but its good to at least have 7-10 ramp spells in the deck, and some of the above might be very helpful in that regard. Now enough about the manabase, how about we look into your elves! Here are a list of a bunch of elves you way want to consider: Abomination of Llanowar, Ezuri, Renegade Leader, Marwyn, the Nurturer, Dwynen, Gilt-Leaf Daen, Fauna Shaman, Allosaurus Shepherd, Shaman of the Pack, Elvish Champion, Heritage Druid, Yeva, Nature's Herald, Joraga Treespeaker, Wirewood Symbiote, and many more! You also may want to consider some tribal cards, like Coat of Arms, Vanquisher's Banner, Door of Destinies, Herald's Horn, Urza's Incubator, etc. Last but not least, you may want to include Umbral Mantle, Sword of the Paruns, and Staff of Domination, because if you have Elvish Archdruid, Priest of Titania, or something that gives 3+ mana, you can get INFINITE mana with these cards, making them quite good! Anyways, these card suggestions may not be your sort of thing, or they may give you something to think about, but either way feel free to check out some of my decks, like Double Trouble EDH ⫸PRIMER⫷, and give them some support if this helped! Now I hope this helps, good luck on your deck, and have a wonderful day! Happy tapping!
3 months ago
Kierane210, THANK YOU! For literally reminding me, that they exist. I dropped Wasteland in my first iteration, as I was not able to get it back most of the time. Though, this has changed since then, in my opinion. I will cut Reflecting Pool for Wasteland.
MoxRavager, I actually thought about which one was more suited for this deck.
While I was putting it together I figured out, that I was more comfortable running Blighted Woodland than Krosan Verge due to already having a good amount of lands entering tapped.
Additionally, I usually do not run into the problem of not having enough mana of a certain kind.
I noticed, that the ability to immediately crack Blighted Woodland brings us ahead of the curve one turn earlier than Krosan Verge.
The up front value from Blighted Woodland is pretty significant in comparison to Krosan Verge, though the latter definitely helps more in the long run.
I will nonetheless reevaluate both cards to see, if I am wrong on this one.