Seaside Citadel

Seaside Citadel

Land

This enters the battlefield tapped.

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Latest Decks as Commander

Seaside Citadel Discussion

multimedia on No don’t kill my Slivers.

3 weeks ago

Hey, well done on a budget while having Overlord, First, Legion and Hivelord. The area of your deck that needs the most improvements is the manabase and lands are my first budget suggestions to consider.

Exotic Orchard, Unclaimed Territory and Path of Ancestry are three more Rainbow lands. The five Battle lands have good interaction with lots of basic lands: Canopy Vista, Cinder Glade, Sunken Hollow, Prairie Stream and Smoldering Marsh. You're better off playing more Tri lands than the Thriving lands: Jungle Shrine, Savage Lands, Seaside Citadel, Crumbling Necropolis, Opulent Palace, etc.

A Tri land gives you three choices of colors, not two, which is better when playing five colors. Being able to choose the second color with a Thriving land is nice, but with five colors not as good as having three choices. If you have the Pathways then that's good, but if not they're too expensive price for lands for five colors since you can only choose one color of mana with them. The Battle lands could replace them.


Cloudshredder Sliver is a two drop Sliver that gives flying and haste, it's one of the best Slivers. Shifting Sliver makes all Sliver unblockable unless an opponent controls some Slivers. Quick Sliver lets you cast Slivers at instant speed during your opponents turns or at any point of the game. Flash is excellent with The First Sliver getting to cascade at instant speed is powerful because the card you cast from cascade doesn't have timing restrictions meaning you can cast any card.

Crypt Sliver can protect Slivers from most board wipes, from removal that destroys, from dying in combat from damage and interacts well with vigilance from Sentinel Sliver. Hibernation Sliver can protect from all board wipes, other removal most importantly exile for the cost of 2 life each Sliver.

Hibernation interacts well with The First Sliver by bouncing it as well as other Slivers to cast again and cascade again. Dormant Sliver has nice interaction with Hibernation because Dormant can draw a ton of cards and when you want to attack with Slivers bounce Dormant with Hibernation.

Diffusion Sliver helps to protect Slivers from targeted removal, making an opponent have to pay two more mana to target a Sliver. Striking Sliver is another one drop Sliver and first strike is nice to have when attacking.

Amoeboid Changeling is a Sliver because Changelings are all creature types even when in your hand, library or graveyard. Amoebiod has really good interaction with Sliver Overlord because Overlord can gain control of a Sliver. Amoeboid can make any opponent's creature who you can target a Sliver and then Overlord can gain control of that creature permanently. This is especially powerful to gain control of opponents Commanders. These two combine to gain control of all your opponents creatures over a course of many turns. Because Amoeboid is a Silver while in your library then Overlord can tutor for it.

If interested I offer more advice including cuts to consider. Good luck with your deck.

multimedia on Tiamat and Her Dragons

2 months ago

Hey, for a first Commander deck well done. You have some interesting card choices and nice Ur-Dragon, Gnawbone, Utvara and Sarkhan.

An area to consider improving on is repeatable draw. When you can get draw from simply having a Dragon ETB then this can help gameplay. Some budget repeatable draw sources to consider adding:

Most of these cards give you more than one effect: Temur Ascendancy is also haste enabler, Dragon's Hoard and Kiora, Behemoth Beckoner is also ramp, Court of Bounty can also be cheat a Dragon from your hand onto the battlefield as well as land ramp, Garruk's Uprising also gives all creatures you control trample to break through an opponent's annoying flying Spirit or Angel tokens.

You have Dragon Arch and Quicksilver Amulet which are nice effects to cheat Dragons onto the battlefield, but Court of Bounty is a step above these because it provides other effects. It can be repeatable draw with monarch or lets you play a land from your hand at your upkeep. The monarch is you draw a card at your end step, but only one player in the game can be the monarch. Any player who does combat damage to you or plays a card that makes them the monarch then becomes the monarch and you lose the monarch. You can get it back though and flying Dragons help a lot at attacking as well as blocking for an opponent not to be able to do combat damage to you.


Hellkite Charger is a combo with Old Gnawbone for infinite attacks with Dragons, but if you're playing casual then you might want to avoid a combo like this. I would include it as a win condition with Dragons. There's some budget creature/Dragon upgrades to consider:


You have the three staple budget Rainbow lands already: Tower, Orchard and Ancestry which is great, but you could improve the manabase other ways. If you have a low budget for lands then my advice is replace lands that always ETB tapped with a Tri land. A Tri land such as Jungle Shrine also always ETB tapped, but the color fixing it provides, three colors, is worth it. A land such as Swiftwater Cliffs isn't worth it instead consider Frontier Bivouac?

Archway Commons, Gateway Plaza and other lands like this are not good even though they can potentially make one of five colors. You can't play one of them unless you control an untapped land to pay 1 mana and that's a big requirement just be able to play a land.

Some budget land changes to consider:

If interested I offer more advice including cuts to consider. Good luck with your deck.

multimedia on jodah archmage eternal

2 months ago

Hey, nice list of cards on a budget. You have several good cards, but also many stinkers.

Do you really play this deck? Or it is a deck you made here for fun? I ask because I don't see how this deck can win a game or consistently function well enough in a real game of multiplayer Commander. If Jodah gets disrupted you're done because your deck is relying way too much on Jodah. Problem is Jodah will be an instant target for removal when he's on the battlefield as your opponents can't let him stick around letting you take over the game. You want your deck to be able to function in gameplay without Jodah.

There's a basic deck structure you can use for a causal Commander deck that's a starting point for building a deck.

This structure doesn't cover everything, just the basics to help to make a functioning deck. For example with Jodah you will want to dedicate quite a few card spots for protection such as Boros Charm and Swiftfoot Boots for him and the big stuff you cheat onto the battlefield. Some areas such as number of lands, lands used in the manabase and ramp become much more important than others. Especially when playing five colors, needing one of each color to cast spells with Jodah and having many high mana cost cards you want to cast.


You have Command Tower which is good, one of the best lands in Commander. When playing five colors then more color fixing from lands in the manabase and ramp sources that can make any color of mana are areas to focus more on and allocate more funds to make gameplay better with or without Jodah.

For lands on a budget if basic lands are the lands you count on most then include ramp and other lands that have interaction with basic lands.

Glade and the four others are called Tango lands and they care about you controlling two or more basic lands for them to ETB untapped. Farseek can search for any one Tango land and put it onto the battlefield tapped.

You have Jungle Shrine which is good, it's called a Tri land and on a budget these lands are some of better lands you can play for color fixing. Consider more Tri lands?

I can continue with more advice in another comment. Would you like me to continue?

Good luck with your deck.

BlackGtitan on Grow Big & Swing

8 months ago

Thanks Grind !

All very worthy points made!

I had the Elf package in this deck in the early going and found that it was very lack luster, a lack of haste to use, and especially once chulane was out simply not needed. Pulling one mid to late game, like most mana dorks, just felt deflating.

The 0 drops on the other hand, though disappointing when looking at, really can drive this deck more so then at first glance. Most of the time that 0 drop cast triggers chulane and has great benifit, either through etb or chulanes ability and for me, feels good mid to late game. They enter for nothing, trigger for 1 free draw and one free land drop and possibly a second by using chulane to return for 3 mana, or 3 mana for two draws and two land drops. Most players are not looking to counter or burn the "0" drop. They end up being chump blockers that I'm not thinking about tapping for mana while giving free cost, and if they are in the opening hand, once chulane is out, you can still bounce them back to your hand.

The land in the deck flows stupid out of it. I don't believe I've had a game with less then 10 mana at any time after the 6th round. That being said, as shameful as it is to say, I don't physically have a Seaside Citadel yet, also upon your comment I have realized that the land base has not been updated recently/regularly and will be corrected (tomorrow).

As for the Signets, that's more or less due to the meta I'm in being very creature heavy, hence very board wipe heavy. They are more likely to survive a few rounds lmao.

I am going to place the Fierce Empath back into this deck, I had it out for a bit, because I was playing a lot more smaller creatures, but with the adds recently I agree that having access to them would be good!

I'm also going to go looking for a Seasons Past - another card I'd forgotten about, but would be nice to have!

Thanks again for the comment and the suggestions!

Grind on Grow Big & Swing

8 months ago

Cool deck!!
I would look at Seaside Citadel over another tapland.
Any thoughts about mana dorks over the 0 drops? I would feel a starting hand with Avacyn's Pilgrim and Llanowar Elves , Elvish Mystic , Fyndhorn Elves would feel a lot better than starting with memnite and Ornithopter... but just a thought.

In fact, there are lots more creature ramp you could run, downside is susceptibleto boardwipes. Up to you to decide if the synergy is worth running Fyndhorn Elder or Sakura-Tribe Elder over some of your signets.
Heck you could even consider Wood Elves or Farhaven Elf over sorcery ramps.
Also Fierce Empath is a great way to tutor your bane of progress, and Seasons Past is a great way to recur your creature cards after a boardwipe. And you can cast them again for more value!!
Just some ideas, cheers and have fun.

acht_deck_manager on Chulane, the Value Train

8 months ago

Definite things I should look at replacing with better or determine if they fit in:

  1. Seaside Citadel
  2. Glen Elendra Archmage
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