Seaside Citadel

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Seaside Citadel

Land

This enters the battlefield tapped.

: Add , or .

StopShot on Two rules change suggestions to …

4 months ago

[My EDH Background]

I used to be an avid EDH player until my old playgroup dissolved. It was only until recently that I built an EDH deck after more than half a decade and felt lost after two recent commander nights. I had dropped off after Hour of Devestation only to find the present-day meta feels like a completely different format than the one I had enjoyed. Seeing the prEDH format caught my attention but given I had gotten into EDH around Fate Reforged, the prEDH card restrictions seemed to dial things too far back for me, and I feel like a lot of players who got into EDH around the same time period as myself might feel the same way. As such, this format may feel just as alien to a good portion of left out players today, but I'd like to discuss if maybe that aspect could be improved upon.

[The New Phyrexia cut-off should not be extended]

I'd like to make two suggestions to adjust the scope of this format. One suggestion I will not ask though, is that the set cutoff point be extended past New Phyrexia. I agree with the rationale for excluding all of MTG that took place during and after the first commander preconstructed products were released. This is in place to make the format 100% organic and extending the cut-off to any other set would be highly arbitrary and subject to much disagreement.

[Issue #1 - OG Duals and Patchy Manabases]

But there are some issues that should be addressed and remedied regarding this format. One being at the time of New Phyrexia's release the monetary cost of OG dual lands were significantly cheaper then than as they are now. Given the best manabases for prEDH would use OG Duals, Fetchlands, and Shocklands, not having easy access to one (or more) of them puts non-legacy players in the rough spot of relying on prEDH's limited and patchy color-fixing options which can leave new decks performing at a more clunky pace than they otherwise would be if built back in New Phyrexia. Now I'm not against players using proxies but I think a format does a lot better at attracting a wider audience if they're not inclined to feel like they have to proxy reserve list cards to fully enjoy the format as intended.

[Rules Change Suggestion to Address Issue #1]

I believe that if there is a land or mana-rock cycle that started before New Phyrexia, but was completed sometime after New Phyrexia, then all cards of that cycle should be made legal in prEDH just so that all color identities have equal access to their colors, because prEDH has a surprising number of incomplete mana cycles. This change would make the following cards and their colorshifted counterparts legal in prEDH despite being printed after New Phyrexia: (Clifftop Retreat), (Inspiring Vantage), (Needle Spires), (Nomad Outpost), (Snow-Covered Wastes), (Stone Quarry), (Sunbaked Canyon), (Sunscorched Divide), (Talisman of Conviction), (Wastes), and (Wind-Scarred Crag). This rule would also still apply to any new cards that would complete any of the cycles that have yet to be completed as well such as if Wizards were to ever complete the cycles for (Crosis's Catacombs), (Grove of the Burnwillows), (Nimbus Maze), (Wildfield Borderpost), etc.

[Issue #2 - Lack of Color Identity Options]

One aspect that made EDH novel is its color restriction on deck-building. From its inception, you would pick any of 5 Elder Dragons to be your Highlander and you would be barred from utilizing whatever 2 colors were not part of that dragon's identity. As the game grew into commander you could pick any legendary creature to be your commander instead and the color restriction carried over to your commander's color identity. The issue is prEDH's list of legal commanders provides a very limited line-up of commanders for any multicolored identity. Some color identities only have 1 commander legal for that color identity, and a vast majority of legal commanders are mono-colored which imposes a much heavier restriction than EDH had first set out to be with its 3-color dragons. This can lead to an over-saturation of players picking the same commander from the limited multicolor roster and more players picking up 5-color commanders, because their favorite color combination is restricted to just Numot, the Devastator, or Oros, the Avenger, or Vorosh, the Hunter. This isn't to say there won't be players playing mono-colored or everyone will be playing Reaper King because their favorite color-combination is underrepresented, but that prEDH restricts cards not just by set, but also much more heavily with color as well which can result in a poorer deck diversity than modern day EDH; (an issue that was not present when Commander was a much smaller and niche format). It's to this end I feel color restrictions could be opened up a bit to counteract the set restriction as a trade-off and that by doing so with the EDH philosophy in mind won't warp or distort the power level or vibe of prEDH.

[Rules Change Suggestion to Address Issue #2]

In order to open up the commander color restriction, prEDH decks would have a land in the command zone in addition to the commander with this land serving as the "Commander's Domain." The color identity or basic land type of the Commander's Domain would set the color restriction on what cards can be included in the deck including the commander instead of it being the commander's color identity that restricts card inclusion. The lands that can be chosen to be your Commander's Domain consist only of: any of the 10 trilands such as Seaside Citadel, any of the 10 match-lands such as Glacial Fortress, or any basic land such as Plains or Wastes. The Commander's Domain would not be subject to the command tax and can be played as your land for turn by either exiling a basic land card from your hand or by exiling a basic land you own on the battlefield. One exception to this rule will be made for all 5-color legendary commanders. 5-color legendary creatures may be used as your commander regardless of your Commander's Domain and if your commander is 5-color you may run any basic land in your deck regardless of your Commander's Domain. Your Commander's Domain will still restrict what spells and non-basic lands you can include in your deck, however. This proposal seeks to expand deck diversity and creativity while still abiding to the original EDH tenant of limiting what colors may be included in your deck as well as provide an additional means of color fixing due to the greater lack of lands that are both decent and affordable in this format.

[Concluding Thoughts - The goal is not to make prEDH more like modern EDH]

The sake of these proposals isn't to make something new and flashy for the sake of making something new and flashy, but to make prEDH feel more like everyone's first EDH experience including for those who got into the format well after New Phyrexia but well before the current meta. That is not to say "make prEDH more like EDH" as that is the furthest thing from this thread's intention. This is more of a belief that a lot more can be gained while sacrificing very little and that much could benefit current prEDH players who would like to see more people play their format. It's possible my proposals may have missed this mark, but I would like to start a discussion on whether there are current shortcomings in this format and if it would be worth it to make changes to mitigate them or not to better the health and/or standing of this format.

GangstaFranksta on Arcades, the Strategist's Army

1 year ago

You should think about adding The Pride of Hull Clade because he is good but also cool. But I think you would benefit a lot from improving your mana base. I suggest it should look more like this:

Lands

Basic

8x Plains, 8 Island, 4 Forest

Pain

Adarkar Wastes, Brushland, Yavimaya Coast

Scry Lands

Temple of Mystery, Temple of Enlightenment, Temple of Plenty

Tri Color

Brokers Hideout, Seaside Citadel, Bant Panorama

Any Color

Command Tower, Exotic Orchard

If you wanted you could also add the gain 1 life lands: Tranquil Cove, Blossoming Sands, and Thornwood Falls. You may also consider adding Krosan Verge or Myriad Landscape just to help ramp.

It would also be really beneficial to have at least a Sol Ring and an Arcane Signet.

Other

Remove Verity Circle. Seems like there are a lot of possibilities where it is just sitting on the field not providing any value. And it isn't even a creature so it can't block. You could replace this with one of the mana artifacts I mentioned earlier or like a Swords to Plowshares, Pongify, Rapid Hybridization, Path to Exile (I kind of think you need some more removal lol, but you could replace Verity Circle with whatever you wanted.)

Remove Alive / Well. Just straight up not worth. Replace with one of the cards I have mentioned.

Other than that I think this is a really good deck. I think you could use most of my suggestions and keep it close to $100.

eliakimras on Menacing Aura

1 year ago

Hello! May I step in to give you some recommendations? Since you're on a budget, all cards suggested are 2 dollars or less.

Part 1: Ramp

In: You probably want aura ramp and cost reducers over standard land ramp: Wild Growth, Transcendent Envoy, Hero of Iroas, Jukai Naturalist and Stenn, Paranoid Partisan (choosing Enchantment). These will allow you to storm through your deck casting Auras ad nauseam.

Out: Elvish Mystic, Farhaven Elf, Arcane Signet, Nature's Lore and Cultivate are all great ramp cards, but you can do better (and more thematically) with the cards I mentioned above.

Part 2: Card draw

Just as important as ramp is card draw: Galea won't always be available to you.

In: Sage's Reverie, Enchantress's Presence, Satyr Enchanter, Mesa Enchantress.

Out: Coiling Oracle, Curious Obsession (unreliable), Curse of Verbosity (unreliable), Eel Umbra.

Part 3: Removal

Swords to Plowshares is GREAT, no doubt. But, in this kind of deck, you can spice it up with the great Auras that has for removal.

The objective is, then, to use the cheapest Auras that can hit more than one permanent type, with emphasis on "loses its abilities" in the text box.

In: Mortal Obstinacy, Ossification (synergy with your basic land fetchers).

Out: Reclamation Sage, Swords to Plowshares.

Part 4: Boardwipes

In: I believe you should run more boardwipes that leave your board mostly untouched. Austere Command is one such example. You almost always will clean all artifacts and the half of creatures that are more dangerous to you. Curse of the Swine is another selective wipe.

Out: Time Wipe (not one-sided), Plains.

Part 5: Protection and Evasion

In Voltron, tempo is crucial.

Now to the Auras:

Following the same logic as with removal, I'm using auras over instants to protect the Voltron.

Part 6: Tutors

Without Hammer of Nazahn, Nazahn, Revered Bladesmith is just a more expensive Open the Armory.

In: Open the Armory, Heliod's Pilgrim, Moon-Blessed Cleric, Light-Paws, Emperor's Voice and Invasion of Theros  Flip (bonus that all those tutors also change your library's top card).

Out: Nazahn, Revered Bladesmith, Celestial Archon, Heliod's Emissary, Hypnotic Siren, Curse of Unbinding (7 mana is a lot for an Aura).

Part 7: Win Conditions

In: Since you're going all-in with auras, All That Glitters and Ethereal Armor do wonders.

Out: Bruna, Light of Alabaster is slow and telegraphed in this build. People won't let her stick to the field. Nissa, Steward of Elements is tough to protect in a Voltron build, while she only offers scry, which your lands can already do.

Part 8: Lands

In:

Out:

  • Thriving Grove, Thriving Heath and Thriving Isle are neat fixing, but the Temples are superior since they play into Galea's strategy.
  • Path of Ancestry is great if you're in a 5-color deck or in a tribal-heavy creature deck. This build is neither.
  • Lumbering Falls is good for suiting Equipments on, but Auras will just go to the graveyard when this land stops being a creature.
  • Azorius Chancery, because you don't run the other two bouncelands.
  • Razorverge Thicket. You'll soon realize that the later turns are more important than the early ones in EDH. This land is a beast in Modern, but it is far from worth it in Commander unless you're playing a turn-3 win deck.
  • Forest and Forest to give room for the two remaining Panoramas. (With all the land searching above, you're probably more likely now to have a target for Utopia Sprawl than before.)
  • Seaside Citadel. I know, I know: tri-lands are great and all, but, in this build, I'm trying to bake the top-of-library manipulation into the manabase so you have more free spell slots for your Auras, similar to what I did with Yennett, Cryptic Oddity (to a great success): each land in it has to either enter untapped somehow or change the top card of the library.

If you read this far, congratulations! Here is the list of the deck with all the suggested alterations, in case you want to test it: Galea, Menacing Aura. Good luck and have fun!

Arrzarrina on Roon Shenanigans

2 years ago

Planned Land Changes

Planned Flicker Changes

PalaCannito on Hail To The King

2 years ago

Deck looks sweet! Very different from what our playgroup has done in the past and I'm excited to see it play out.

Here are a few opportunities that could make the deck slightly more consistent, but obviously it's your deck and you do you. Maybe take these into consideration after playing it a few times?

  1. Knight of New Alara is cute and synergizes well with Rafiq, but I judge your multicolor count is low. I'd suggest swapping this for Mirari's Wake as it is an unconditional buff and gives you mana doubling.
  2. Two opportunities for better mana that isn't terribly expensive: swap out Prairie Stream and Seaside Citadel for Plaza of Heroes and Unclaimed Territory.
  3. Given the average Mana Value of the deck, maybe look to trim one or two more spells for a land or two (or a utility mana rock).

Alesamuel on Jodah Big Spell

2 years ago

I would recommend some of the Eldrazi titans, such as Kozilek, Butcher of Truth, Ulamog, the Ceaseless Hunger as some big top end bombs. Some ramp creatures wouldn't go amiss either, such as Birds of Paradise, and Dryad of the Ilysian Grove.

In terms of Instants, Sorceries, and Enchantments, getting some more of the Ultimatum cycle (Brilliant Ultimatum, Cruel Ultimatum, Emergent Ultimatum) might be a good idea, and Sunbird's Invocation would be a good idea too if you are casting such big CMC cards.

Another recommended addition would be Nicol Bolas, God-Pharaoh as it is just a straight up good card for the colour and big mana theme.

I'd recommend replacing the tapped tri-lands (Arcane Sanctum, Crumbling Necropolis, Frontier Bivouac, Jungle Shrine, Mystic Monastery, Nomad Outpost, Opulent Palace, Sandsteppe Citadel, Savage Lands, and Seaside Citadel) with the shock land cycle (Blood Crypt, Breeding Pool, Godless Shrine, Hallowed Fountain, Overgrown Tomb, Sacred Foundry, Steam Vents, Stomping Ground, Temple Garden, and Watery Grave) as they are easier to fetch for or find with ramp spells.

Final notes: Give the deck a little more of a creature focus, having as few as you have right now you'll find there is very little to hit with your reanimation, but other then that, good job on the first draft! looking forward to see how it plays out!

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