Sandsteppe Citadel

Sandsteppe Citadel

Land

Sandsteppe Citadel enters the battlefield tapped.

: Gain, , , or .

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Legality

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

Sandsteppe Citadel occurrence in decks from the last year

Latest Decks as Commander

Sandsteppe Citadel Discussion

multimedia on Kinda Budget Sliver Overlord Toolkit Deck

2 months ago

Hey, well done building a budget version of Overload, but unless your willing to spend more to upgrade the manabase a lot then getting above power level 5 will not be possible. There's no Command Tower or Exotic Orchard which are budget staples of Commander especially with five color decks. You honestly shouldn't be worrying about power level at all with a tribal deck that's less than $200.

On a budget there's limited options for playable lands for a five color manabase. Your best options for lands in five colors are Rainbow lands (Command Tower), etc. Unfortunately most Rainbow lands are expensive price cards, but there's some exceptions:

The goal of any manabase in Commander is to have the least amount of lands that will always ETB tapped because then game play is not hindered by the lands you play since you can tap the land for mana the same turn you play it. On a budget for five colors it will difficult, almost impossible, to not play some lands that always ETB tapped, but the lands that do this better give you good color fixing to make up for it and you don't need to play a ton of them.

Tri lands (Jungle Shrine) will always ETB tapped, but when they untap they can make one color of three different color choices which makes them on a budget worth playing:

Tri lands along with Path of Ancestry should be the only lands in the manabase that always ETB tapped.

I've built a lot of budget five color manabases for $200 decks and they use basic lands with dual lands that have good interaction with basic lands. Battle lands (Cinder Glade) and Check lands (Rootbound Crag) are dual lands that have interaction with basic lands to make them ETB untapped:

Battle lands also have interaction with Check lands because they're two different land types which is what Check lands look for. Many Check lands are expensive price, but there's a few that are less than $4. All Check lands are more expensive than Battle lands therefore add more Battle and less Check. Battle lands are nice with Farseek since it can search for one of them and being able to ramp with a dual land gives you much better color fixing then just a basic land.

Example of a budget five color manabase shell to build from:

  • 8-10 Rainbow lands
  • 20 basic lands
  • 5-8 Battle lands/Check lands
  • 5-8 Tri lands

You have the right idea with playing green land ramp spells which are good with 20x basic lands for ramp and color fixing, but you can expand on this with cards that let you search for any land meaning it can get a land that's not a basic land. Crop Rotation is a powerful budget card in Commander since you can sac a basic land to search for any land and put it onto the battlefield. Sac a basic land to get a Rainbow land. Crop is an instant meaning you could cast it during an opponents end step to get a Tri land then untap on your turn and be able to tap the Tri land for mana. Sylvan Scrying is another land tutor to get any land.

Arcane Signet and Commander's Sphere are staple budget Rainbow mana rocks that can help ramp as well as color fixing.

I offer more advice about Slivers on a budget. Good luck with your deck.

eliakimras on First 5 color

3 months ago

Your deck is almost all green-white, but I believe you should have more mana sources for your other colors:

5-color lands like Vivid Grove and Vivid Meadow won't hurt, neither will Jungle Shrine, Seaside Citadel, Sandsteppe Citadel and Murmuring Bosk. If you run at least 1 basic of each color, Evolving Wilds and Terramorphic Expanse can fetch any color for you.

If you prefer untapped lands, Exotic Orchard, the pain lands (e.g. Battlefield Forge) and the Odyssey filter lands (e.g. Sungrass Prairie) can be quite useful. Fellwar Stone also works as the Orchard.

You should be aware of these synergies: Krosan Verge, Farseek, Nature's Lore and Skyshroud Claim can fetch Murmuring Bosk, the triomes (e.g. Indatha Triome), the battle lands (e.g. Canopy Vista) and the bicycling lands (e.g. Scattered Groves).

If it helps, you can check my Kenrith deck. Its mana base is mostly green-blue-white, with black and red as splashes.

Daveslab2022 on Budget Abzan Midrange

4 months ago

Sandsteppe Citadel is an absolute garbage land but it’s definitely budget. I wouldn’t play the full 4, 2 max.

Indatha Triome is a less budget version, but still cheaper than fetch lands haha.

I would play 2-2 or a full 4 Triome if you can afford it.

fmastrome2008 on yarrow

4 months ago

Your mana base won't work here. Opulent Palace is the only one that's legal out of all your tapped tri-lands. You need to switch out Arcane Sanctum, Crumbling Necropolis, Nomad Outpost, Sandsteppe Citadel, and Seaside Citadel.

Also, with a curve at 4.00 and 28 lands, you're going to be mana screwed more often than not. This needs to increase to the 36-37 range for consistency.

slashdotdash on 5 color no theme deck

7 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

multimedia on Ghave

10 months ago

Hey, lots of good cards here, but the part of your deck that needs the most improvement is the manabase. Even on a budget there's lands to consider adding.

Life and Limb + Sporemound is a infinite Sap tokens combo. Winding Constrictor puts more spore counters on creatures. When creating a lot of tokens then Mentor of the Meek, Good-Fortune Unicorn and Champion of Lambholt are nice three drops with repeatable abilities.

Good luck with your deck.

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