Savai Triome

Savai Triome

Land — Mountain Plains Swamp

(: Gain , or .)

Savai Triome enters the battlefield tapped.

Cycling (, Discard this card: Draw a card.)

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Legality

Format Legality
Commander / EDH Legal
Unformat Legal
Highlander Legal
Arena Legal
Block Constructed Legal
Modern Legal
Custom Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Casual Legal
Legacy Legal
Brawl Legal
Pre-release Legal
Canadian Highlander Legal
Historic Legal
Duel Commander Legal
Oathbreaker Legal
Limited Legal
Gladiator Legal
Vintage Legal
Tiny Leaders Legal
1v1 Commander Legal

Savai Triome occurrence in decks from the last year

Latest Decks as Commander

Savai Triome Discussion

somewhatclever on Artwork Variations, Promo System, and …

1 month ago

Can someone please fix the the Savai Triome (IKO:PromoPack). For some reason, this is the only Triome that does not have the promo stamp on tappedout.

Apollo_Paladin on Mardu Knight Tribal

1 month ago

You definitely have access to some better land options than I do on MTGA; Savai Triome might still help you though. I'm a big fan of Cycling land...nothing worse than having a game run long and you sit there stuck drawing nothing but mana for 3 straight turns...

Ahdor on Edgar Markov - Blood on the Table [EDH]

2 months ago

Change Notes:

Out: Cabal Coffers & Urborg, Tomb of Yawgmoth
In: Brightclimb Pathway  Flip & Savai Triome
The Cabal Coffers + Urborg, Tomb of Yawgmoth combo is really hard to pull off in a 3 color deck. Especially, with this mana base in mardu. Therefore, I decided to cut both lands and replace them with some newer which are a great addition to this deck.

Out: Merciless Eviction
In: Kindred Dominance
Even though this board wipe will cost one more mana, it will be worth it, since it's going to be totally one sided for the most part. I'll also add more single target removal for other permanents, to make up for this change. I decided on this swap, since I tend to not use Merciless Eviction, because it will wipe my board and exile my great vampire lords aswell.

Out: Sorin, Imperious Bloodlord
In: Nighthawk Scavenger
This plainswalker didn't do much in the last games for me. Most of my vampires are so cheap, that his ult didn't help me mana wise at all. His other effects are nice, but not particular amazing. The newly printed Nighthawk Scavenger on the other hand is going to be a real powerhouse. It's a better version of Vampire Nighthawk, 90% of the time and I really like both of them.

Out: Vito, Thorn of the Dusk Rose
In: Eldrazi Monument
Vito didn't help this deck much at all. I think he is a trap. I also noticed, that I don't run Exquisite Blood anyway, so this combo isn't an option currently, either. This deck's biggest problem are boardwipes, so I think Eldrazi Monument will be a great addition in order to protect my army of bloodsuckers.

Out: Fellwar Stone
In: Idol of Oblivion
Ramp isn't as big of a problem. Even though we are in Mardu, most of the cards are low costed. So I can efford to take out one piece of ramp. Card Draw on the other hand is often a problem. Therefore, I'll test Idol of Oblivion, since it only costs 2 mana and can draw you one additional card each turn, most of the time.

Out: Slayers' Stronghold
In: Myriad Landscape
I noticed that I might cut some utility lands aswell, because sometimes I only draw those and I'm stuck with colorless mana. Since I prefer Vault of the Archangel's effect over Slayers' Stronghold, I'll cut the later one. Myriad Landscape can function as ramp and help me to get more basics out of my deck, which can be nice if I'm in topdeck mode.

Out: Sorin, Vengeful Bloodlord
In: Nullpriest of Oblivion
Another plaineswalker I'm going to cut, since it doesn't help me with my gameplan, most of the time. The only thing I use is his ult, to recure one vampire at best. Nullpriest of Oblivion can do the same, but is a vampire on it's own and can also come down way earlier if we need damage or more tokens.

Out: Battlefield Forge & Swamp
In: Spectator Seating & Vault of Champions
Not much to say, changing two lands for probably better ones who came in recent months.

Feiryn on Here there be DRAGONS!

3 months ago

Assuming you still would like help, here are my thoughts just going off what you already have (so your mainboard and sideboard).

First of all your land situation needs to be sorted out. You have an insanely high average cmc (4.74) so you're going to be looking at about 40 lands without the very pricy ramp cards. 30 lands is in the range that decks with an average of about 2cmc or lower run. Here's a quickly made list of your lands that I'd use:

You almost always want to prioritise lands that can come in untapped over ones that always enter tapped. This is because auto-tapped lands basically set you back a turn, so it's often better to just run a basic over something like Sheltered Thicket. The exception here goes to the Triomes because they offer three colours and more importantly can be picked up by your fetchlands.

As for the rest of your cards, here's what I recommend cutting:

And add in their places, assuming you're running 40 lands:

Hopefully that helps, and let me know if you have any questions! These are just suggestions after a brief runthrough of course, so feel free to take them or leave them!

DemMeowsephs on Queen Marchesa - The One True Love

4 months ago

Hey there mate! From what I see, you have all three shock lands (Pay 2 on ETB), all the filter lands (Pay X/Y get combination) and the check lands (ETB tapped unless X/Y). These are all great lands, but I think almost everything else can get a nice sweet upgrade. Note some of my suggestions may not be in your budget

DemMeowsephs on Long Live the Monarch

4 months ago

Hey there! I think I can help a bit regarding your mana base. Let's take a look at that.

You have 26 lands, out of 100 cards, but your average mana cost is 3.72!!!! Usually you run about 30-32 if your mana cost is even at 2.20, so in my opinion, your deck needs A LOT more lands, and ramp. Let's take a look at lands first!

Lands

Ok, so there are MANY MANY lands you should use that you are missing. Our goal should be for you to include at minimum 33 lands. I understand it will be hard to find cards to take out but trust me- you need at least 33 otherwise it'll be very difficult for your deck to even function. You should include the following.

  • Shock lands. If you need mana THAT turn, they can come in untapped! If you don't want to take the damage you don't have to, but you'll always have the option to which makes them so good. They can also be used with fetch lands, but more on that later
  • Godless Shrine
  • Blood Crypt
  • Sacred Foundry

  • Fetch Lands! These are pretty much the best lands in magic. You can look for ANY colors you need, if you have the shock lands I just mentioned. The fetch lands can search for the shock lands, allowing you to get WHATEVER COLOR YOU NEED. They can also search for basics which is less helpful but still possible. They can also search for Savai Triome. (They search for anything that has a subtype they specify)

  • Marsh Flats
  • Bloodstained Mire (Budget: Rocky Tar Pit)
  • Arid Mesa

  • Fast lands! These are extremely useful the first couple turns, and they help you set up your board quickly so you can have a good start!

  • Concealed Courtyard
  • Blackcleave Cliffs
  • Inspiring Vantage

  • Filter lands! You have the red/white version- but not the rest! Add all three! They can give you any combination of the two colors they supply, which is extremely useful! They are also very cheap with double masters out- so get them soon!

  • Fetid Heath
  • Graven Cairns
  • Rugged Prairie

  • Pain and Horizon Lands! These are AMAZING because you can always rely on them for mana, without worrying if they come in tapped- at the expense of only ONE LIFE. Remember your life is a resource- if you win at 1 life it's the same as winning at 40. Getting good mana is much more important than paying some life.

  • Caves of Koilos or Silent Clearing
  • Sulfurous Springs or [No Card Exists Yet]
  • Battlefield Forge or Sunbaked Canyon

  • Check lands. Now these I would recommend not using, but if you have a budget and you want to improve your manabase, these are much better than what you have now.

  • Isolated Chapel
  • Dragonskull Summit
  • Clifftop Retreat

  • Battlebond/C Legends Lands! Some of these aren't out yet, but be sure to get them if you normally play with multiple players!

  • Vault of Champions (COMES OUT SOON)
  • Luxury Suite
  • Spectator Seating (COMES OUT SOON)

  • So in the end, these lands are VERY VERY VERY helpful and make your manabase much faster. There are also a BUNCH of single lands that are even better than some of these! Try to include as many as you can of the following:

  • Ancient Tomb

  • Prismatic Vista
  • Fabled Passage
  • City of Brass
  • Mana Confluence
  • Reflecting Pool
  • Exotic Orchard
  • Strip Mine/Wasteland
  • Forbidden Orchard
  • Gemstone Mine
  • Gemstone Caverns

  • So again, I would try to include many of these, and trust me- aim to have 33-35 lands in your deck. A lot of your lands come in tapped- slowing you down and making your manabase worse. Take those out. A couple lands could be replaced with better things. (Temple of the False God for Ancient Tomb). Take those out. You also have some good lands that don't relate to your deck. I get Boseiju, Who Shelters All and Eiganjo Castle (Etc) are cool, but they don't really make sense in your deck, and could be replaced with cards I mentioned before. To make a good deck you need a good mana base, and I recommend making that mana base, and definitely adding more lands in general.

If this helps be sure to check out and support some of my decks like Double Trouble EDH and A Deal With the Devil EDH! if you have any questions about what I wrote, want more help, or want some ideas, feel free to ask me on my wall or just tag me here, I'd love to help! Anyways, I hope this helps, good luck on your deck, and have a great day!!! Happy tapping!

MTGBurgeoning on Scion of the Ur-Dragon: Every. Dragon. Ever.

5 months ago

Changes are coming to this Scion of the Ur-Dragon EDH/Commander deck!

The ten check lands (Glacial Fortress, Drowned Catacomb, Dragonskull Summit, Rootbound Crag, Sunpetal Grove, Isolated Chapel, Clifftop Retreat, Sulfur Falls, Hinterland Harbor, Woodland Cemetery) are being replaced by the following:

  1. Indatha Triome

  2. Raugrin Triome

  3. Zagoth Triome

  4. Savai Triome

  5. Ketria Triome

Introduced in Ikoria: Lair of Behemoths, the triomes are more versatile than the check lands. Each offers an additional color and are perfect targets for our fetch lands. In fact, any turn 1-3 fetch lands should target triomes. Additionally, late game we can cycle an unwanted triome and draw a card, an ability previously missing in the deck.

  1. Mana Confluence

  2. Exotic Orchard

  3. Unclaimed Territory

For the cost of one life, Mana Confluence gives us one mana of any color. In the best case scenario, Exotic Orchard will act as Command Tower #2. In the worst case scenario, Exotic Orchard is worthless. In the most likely scenario, Exotic Orchard will be closer to a Command Tower than a useless rectangle of cardboard. Unclaimed Territory limits our colored mana to casting only dragons, but still provides for our non-dragon spells.

  1. Fellwar Stone

  2. Smothering Tithe

Including Fellwar Stone and Smothering Tithe increases our ability to ramp. Fellwar Stone is an artifact version of Exotic Orchard while Smothering Tithe taxes each opponent with for each card drawn. Failure to pay the tax gifts us with a Treasure. Slimming the land count from 40 to 38 by adding artifact/enchantment ramp is noteworthy. It's an attempt to cast Scion of the Ur-Dragon more quickly and try to outpace our opponents.

A few other changes:

  1. Fierce Guardianship replaces Chromium the Unmutable. Chromium the Unmutable was slotted into this deck in order to protect Scion of the Ur-Dragon. It costs a card to do it, but in the end after activating Scion of the Ur-Dragon and becoming a copy of Chromium the Unmutable our General/Commander will have hexproof until the end of turn. I believe Fierce Guardianship can protect Scion of the Ur-Dragon better.

  2. Guardian Project replaces Steel Hellkite. Removal is strong in our deck? Card draw is not. In order to add the awesome card-drawing ability of Guardian Project, we remove Steel Hellkite. This exchange was not difficult, as activating Scion of the Ur-Dragon to become a copy of Steel Hellkite was as rare as winter roses.

  3. Rhystic Study replaces Wipe Away. I'm pretty sure our lack of card draw was documented earlier. By adding Rhystic Study, we add one of the best card-drawing spells in our format. Our removal is strong, and swapping out a removal spell for Rhystic Study is warranted.

To summarize:

Our land count dropped from 40 to 38, but gained more versatility throughout the mana base.

Our number of dragons dropped from 28 to 26.

Our number of ramp/card-draw spells increased by four (Fellwar Stone, Smothering Tithe, Guardian Project, Rhystic Study).

Collectively I believe that these 13 changes make the deck stronger and more balanced. What do you think?

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