Seat of the Synod

Seat of the Synod

Artifact Land

(This isn't a spell.)

: Add .

Seat of the Synod Discussion

TheoryCrafter on Mon AMyr (Advice / Thoughts?)

3 months ago

Have you considered Inspiring Statuary? This will be useful for your nonartifact spells-especially the ones with "X" on their mana costs. If you add it to your deck other cards to consider are Introduction to Annihilation and Scour from Existence to deal with the Karn, the Great Creator/Mycosynth Lattice combo.

I would also suggest the Artifact lands Darksteel Citadel, Power Depot, Seat of the Synod and Treasure Vault. Not only can you make multiple copies with Portal Prototype, but boost your affinity. And you can't go wrong with Inventors Fair in your deck. You have a mana source and a tutor for ready at a minute's notice to use if you turn out to need it.

Stoic Rebuttal's metalcrafter ability will effectively make it the same cost as Counterspell.

Thank you for reading me out. I hope it helps. Happy Hunting!

richardrorty69 on Mishra's Jank Machine [Primer]

3 months ago

Interesting--I can see how Blood Funnel leaves us more vulnerable to disruption than our other stax pieces.

I've swapped Void Mirror for Dockside, which also lets me swap Pyroblast for Fierce Guardianship. I also removed the flash subtheme, swapping Shimmer Myr for Metalworker and Emergence Zone for Mishra's Workshop. The additional ramp is almost always useful, whereas flash is game state-dependent; if I wanted to play at flash speed I'd want more than just the two flash enablers, though that's probably meta-dependent. I also swapped an Island for Seat of the Synod, which lets us grab a blue source with Tezzeret the Seeker's -0. Finally, I removed Karn, the Great Creator for Cyclonic Rift, which feels more flexible than Karn's narrow stax static.

Mycosynth Lattice and Vandalblast is undeniably cute--honestly I'd keep it for that reason alone, it's just fun to pull off--but if we think of it as an 11cmc two card wincon I think it's worth running in a deck that 1. usually needs at least three cards to win and 2. can't draw cards particularly well. My meta is fairly high-powered but there's only one other combo player so the lack of card draw here can really hurt (I hope that Brothers' War and Commander Legends 2 give us more of that); especially with the extra ramp it can be helpful to force a scoop by blowing up the world.

Speaking of card draw, it might be worth considering Jeska's Will. We're not particularly hungry for red mana, of course, but it can fuel our artifacts and at least I'm hurting for draw fairly often.

What do you think about Imperial Seal vs Gamble? I'm torn on whether taking the card directly to hand is worth potentially discarding a crucial combo piece when we have an unrestricted option. We paint a target on our back when we tutor in combo so the sorcery speed on Seal really hurts but this deck wants to have Sensei's Divining Top out fairly often, which might mitigate the downside.

It's a shame I haven't the room for Deflecting Swat but I'm glad you found it, the card is imo still underrated.

Serious thanks for putting this list together. This is the first combo list that's really spoken to me and I'm having a ton of fun piloting it. Coming from linear, proactive lists like Kaalia of the Vast and Nekusar, the Mindrazer it's a breath of fresh air to have so many real decisions to make every turn.

StalfoHunter on Different Milk

4 months ago

wallisface The MH2 lands would indeed be too slow. If I did artifact lands I wouldn't be able to retract multiple times in one turn and pop on turn 4, that'd be a completely different story if Seat of the Synod or Vault of Whispers weren't banned. Displacement Wave is indeed less useful than Retract, I have found that over my 6 years of piloting cheerios and its variants, that having the two Displacement Wave really helps if you cant hit a Retract, it can also help remove tokens or any other low cost threat if I haven't combo'd off yet.

macdeath on Vintage PO

5 months ago

-1 Underground Sea is asking for trouble to cast the key black cards. This type of deck can struggle against Wasteland + Null Rod decks, relying on Mox Opal and 1 Underground Sea is not where you want to be.

-Thassa's Oracle does not belong in the deck whatsoever and neither does Noxious Revival. You are already packing Tendrils of Agony and Time Vault which are much more suited to the deck. Noxious Revival is just worse than Snapcaster Mage especially in a deck with Paradoxical Outcome

-Seat of the Synod is usually only played to make Thoughtcast / Thought Monitor viable. It makes the deck super soft to Null Rod effects.

-Urza, Lord High Artificier is okayish but worse than Monastery Mentor or Tinker>Sphinx of the Steel Wind. Also, Urza's Bauble is pretty bad in Vintage.

Bobs_Army on Galazeth, Magitech Beam Cannon *Primer*

5 months ago

I like the thought you have put into the deck.

I was looking at Inspiring Statuary and I was wondering why you needed it for when the commander turns your artifacts into mana rocks. I realized the mana could only be spent on sorceries and instants only a solid minute later.

If you are having problems with draw, you could consider something like Shimmer Dragon or Quicksmith Genius. I use them both in my saheeli deck.

Also consider the artifact lands, they would allow you to get mana of any color for your spells in the event you are mana screwed. Seat of the Synod, Great Furnace, and Darksteel Citadel.

sergiodelrio on Banlist Open Discussion

8 months ago

Hello fellow Planeswalkers. I made this thread so we can discuss the cards currently on the Modern banlist (SEE BOTTOM OF POST) and look if there may be candidates for unbanning, since it has been a while since something moved off the list.

I'm one of those crazy people that wants to live in a world where Mental Misstep and Gitaxian Probe are legal, but I see how that's not realistic whatsoever, so I won't talk about here. Let's have this discussion to be about REALISTIC, reasonable and safe unbannings.

Here are my candidates:

Deathrite Shaman - With all the easy cheap removal and grave hate in the format plus the general push of power level in the recent years, is this really a big deal anymore? Not even sure Jund wants it anymore. Since this doesn't enable a game winning combo or lockout on the spot, I think it deserves a second chance.

Artifact land cycle ala Ancient Den. So, they even injected another 10 artifact lands - are those even being played much competitively? My gut is this was a probe to see if they indeed could unban the old artifact lands. Artifact removal is much more available these days and the old artifact lands don't even come with indestructible sooo...

Rite of Flame - but Sergio! Fast mana is broken. Yes indeed. But they did ban Simian Spirit Guide and hear my out why Rite of Flame is weaker. SSG does not require you to play or a mountain to activate, Rite does and even costs a mana to begin with. SSG has a secondary feature being a creature and can be cast at a reasonable cost of 3 mana. Rite doesn't have that. Since they took Mox Opal and SSG, I think Rite of Flame might deserve a chance as a weaker substitution.

Please tell me what you think about that and/or show me your argumenst for other unbannings that you can see happening.


Ancient Den

Arcum's Astrolabe

Birthing Pod

Blazing Shoal

Bridge from Below

Chrome Mox

Cloudpost

Dark Depths

Deathrite Shaman

Dig Through Time

Dread Return

Eye of Ugin

Faithless Looting

Field of the Dead

Gitaxian Probe

Glimpse of Nature

Golgari Grave-Troll

Great Furnace

Green Sun's Zenith

Hogaak, Arisen Necropolis

Hypergenesis

Krark-Clan Ironworks

Mental Misstep

Mox Opal

Mycosynth Lattice

Mystic Sanctuary

Oko, Thief of Crowns

Once Upon a Time

Ponder

Preordain

Punishing Fire

Rite of Flame

Seat of the Synod

Second Sunrise

Seething Song

Sensei's Divining Top

Simian Spirit Guide

Skullclamp

Splinter Twin

Summer Bloom

Tibalt's Trickery

Treasure Cruise

Tree of Tales

Umezawa's Jitte

Uro, Titan of Nature's Wrath

Vault of Whispers

BruhYouFarted on Izzet 0-cmc bounce infinite combo

8 months ago

Thank You! If you wanted to go non-budget, Seat of the Synod is a great replacement for islands. My main goal of this re-design was to try to crack open Tooth of Chiss-Goria, i knew it was possible. Tooth is a very underrated card (Because it is Trash in 99% of decks) but hopefully somebody could break it further. I am currently brewing around Boggart Birth Rite, another "Trash" card, and how it can loop with a copy of itself. I'm not that good at designing sideboards, seems like dead weight to me, so that is why I didn't put a sideboard in.

SloanRanger on [Primer] Casting the Mythal *Update*

9 months ago

Absolutely love the primer that you’ve written for your Inalla deck.

I wanted to mention a couple of all stars that I’ve found when I’ve been playing Inalla; the first is Trinket Mage which is incredibly versatile when you run all three of the artifact lands in the Grixis colours (Seat of the Synod, Vault of Whispers & Great Furnace). Some of the wizards in the deck can be quite tricky to cast with the coloured mana symbols in their costs but with Trinket Mage you can grab a land of the colour that you’re missing along with a Sol Ring. Another Trinket Mage target that I’ve been experimenting with is Skullclamp, as so many wizards only have one toughness they make great targets for the clamp and it’s even better when you’re clamping a token copy of the wizard as well.

The final card I wanted to mention is Twinflame which can be used as a win condition with Dualcaster Mage similar to the Ghostly Flicker combo except that Twinflame gives the token copy haste as well so you don’t need to create a copy using the eminence trigger. The best part about using this combo is that Twinflame is searchable using Spellseeker and with the token copy of Spellseeker you can search for a tutor like Demonic Tutor/Diabolic Tutor that can then find your Dualcaster Mage allowing you to combo quickly if you’re playing against some powerful decks.

Load more