Reliquary Tower

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Reliquary Tower

Land

You have no maximum hand size.

: Add .

DemonDragonJ on 100 Shades of Gray

3 weeks ago

I have replaced Commander's Sphere with Decanter of Endless Water, because, as great as the sphere is, I need the redundancy with Thought Vessel and Reliquary Tower, since this deck has a great number of ways to draw cards.

TypicalTimmy on Is Razaketh a Good Match …

3 weeks ago

You're better off running Vilis, Broker of Blood and drawing an absolutely insane number of cards each time you cast your Commander. Just use things such as Thought Vessel, Venser's Journal and Reliquary Tower so you don't discard down to hand size each turn.

If you run 8 or 10 removal spells, chances are highly favorable you'll merely draw into whatever you'd want to tutor in the first place, as an example.

Sure Raz can tutor a bunch of cards by paying life and sacrificing creatures. But you also need a boardstate that can function with that.

Vilis comes with built in removal with his -1/-1 ability, and draws you cards for it as well.

I mean just run both, but if I had to choose I'd say Vilis because he holds immense synergy with your Commander. When you pay 6 life to cast her for the 4th time, that's 6 cards in hand. Versus 1 tutored card.

The tutor may be better, but again just balance your deck appropriately and run redundancy.

KongMing on Krark's Raging Storm

3 weeks ago

Disappearing Act gives you reliable evasion - even if the spell fails because Krark is on the field, the cost of the cast allows you to bounce a permanent to the safety of your hand.

Also, Reliquary Tower, so you don't get forced to discard down if you keep bouncing spells to hand.

Deekah, Fractal Theorist can grant you some token swarm, especially if you copy them with Sakashima.

You should really find room for God-Eternal Kefnet if you can, because their wording specifies you cast the copy. It's also a may effect, so it doesn't give away your draw unless you decide to cast it.

Very high CMC, but another fun target for Sakashima in this deck might be Jin-Gitaxias, Progress Tyrant.

Less-high CMC, a fun combo with Krark is Melek, Izzet Paragon. Even if you fail the coin flip when you cast a spell from the top of your library, you still get to 'draw' the card! Also potential Sakashima shenanigans.

Rootha, Mercurial Artist can help make casts a bit more reliable - if you're willing to bounce them to hand, you can copy a cast spell before Krark potentially bounces it back to hand.

Unlife on How do you, personally, balance …

1 month ago

I am inherently lazy, so I usually start with an eqully balanced manabase and the rest of my deck here on tappedout. So for 3-color its 3 shocks, 3 checks, 3 pain, 3 temple, Command Tower, Temple of the False God, Reliquary Tower, and equal balance of basics and whatever triome is required.

Once its all plugged in, then I start making balance decisions, but I've found more often than not, I have the best luck with an equal balance of my colors plus various ramp. Alterations are most oftne made with the addition of filter lands, and some minor adjustments to my ramp to grab more specific lands/colors.

For example, if I've got a temur deck thats heavily weighted toward green, I may cut a temple and a pain for a GU and GR filter, and swap Rampant Growth for Nature's Lore. But I never do any math, its mostly just looking at that deck and trusting my gut.

Hopefully this is helpful, I use a similar process when making 4-color manabases as well.

TypicalTimmy on Deckbuilding Necessities?

1 month ago

Thought Vessel / Reliquary Tower because discarding to hand size sucks

DrukenReaps on Deckbuilding Necessities?

1 month ago

So I think for the most part people agree that EDH decks need mana ramp, card draw, removal, and a path to victory. At least in basic terms most successful decks will have all of those. I'm curious though in more specifics are there things you think you should always include?

I don't do this myself, though I know I need to, but including land destruction in every deck feels pretty much needed. Not really mass land destruction or just land destruction for the sake of land destruction but something to get rid of those Reliquary Towers, Rogue's Passages, or Maze's Ends. Those being just at the casual end of things. There are others at the more expensive and even competitive end of things like Gaea's Cradle.

All that to say I think the vast majority of players would benefit from running Ghost Quarter and maybe 1 or 2 of his friends in almost every deck.

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