Seat of the Synod

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Seat of the Synod

Artifact Land

(This isn't a spell.)

: Add .

wallisface on Could Uro come back to …

6 months ago

For what its worth, i went through the modern banlist and made a list of cards i’d rather see unbanned because they’d be less toxic than Uro (note this doesn’t mean i actually want any of these unbanned, just that i think they’d be less broken).

wallisface on Should I Put Additional Artifact …

7 months ago

As an example, this list costs well-under half of the money of your current list, but will significantly outperform it by prettymuch every metric:

wallisface on Pauper Storm Update Help

8 months ago

PauperPower I goldfished 10 games to get an idea of what the deck is doing. to also get a gauge of deck consistency, I didn't mulligan (which is obviously not realistic to real gameplay, but also in the real world you'd have an opponent interacting with the deck). I played until the end of turn 4 to see how reliably the deck could goldfish a win by that stage.

  • Game 1: 15 damage
  • Game 2: 9 damage
  • Game 3: 12 damage
  • Game 4: 6 damage
  • Game 5: 15 damage
  • Game 6: 20 damage!!
  • Game 7: 0 damage (it was a bad hand, all land and mana-gain effects)
  • Game 8: 10 damage
  • Game 9: 4 damage
  • Game 10: 15 damage

Things I noticed from these games:

  • Distant Melody was almost always a very awkward/bad card to have in hand. Most of the time this was a dead-card in hand, and every time I drew more than 1 of these the game was disastrously bad.

  • The deck felt like it needed a TON of things to go right to actually start making progress. It needed cards that made goblins, and also cards that provided mana, and also something to actually turn all that momentum into damage (i.e. Goblin Bushwhackerfoil or Goblin War Strike). It felt like there was a lot of pieces required to get any progress, and in a LOT of the games I only drew into two of those 3 required components.

  • The general lack of turn 1 plays made it very hard to establish a board that could present lethal by turn 4.

  • both Seat of the Synod and Silverbluff Bridge felt terrible to be playing as the land for turn. Seat of the Synod because the deck is sooo-reliant on red-mana-pips, and any attempt to "storm off" was usually hampered by it not providing red. Silverbluff Bridge just felt terrible in that it was sooo slow for a deck trying to do things quickly.

  • It almost never felt viable to blow up your own lands to Kuldotha Rebirth. I was very lucky that most of the games I also had a Experimental Synthesizer in hand - but I can't imagine ever wanting to sacrifice a land unless it's part of the winning turn of the game.

  • The best cards in the deck felt a LOT like Experimental Synthesizer, Kuldotha Rebirth, Goblin Bushwhackerfoil, Goblin War Strike, and Brightstone Ritual.

  • Battle Hymn felt kindof bad in that a lot of the time it's only gaining you 1-2 mana. But also the 2-mana cost was actually a lot more awkward than i'd expected, as far as trying to cast this while also having a board state.

I think overall the deck felt too slow, and far too inconsistent. I would be removing Distant Melody, Battle Hymn, and the blue lands.

Master_J on All Loot

11 months ago

OUT: Tree of Tales, Seat of the Synod, Great Furnace, Forest, Island, Mountain

IN: 2x Snow-Covered Forest, 2x Snow-Covered Island, 2x Snow-Covered Mountain

I saw the artifact lands on EDHRec and was looking for more land. Didn't realize Loot, the Key to Everything doesn't count types among your lands.

So I got "Rec'ed" and took them out to get a few snow basics in, hopefully to help enable Field of the Dead easier.

legendofa on Mox Quartz

1 year ago

Circle of Dreams Druid doesn't represent a specific character, place, or event, but rather a specific subclass of druid. In 5th Edition D&D, the thirteen main classes each have a number of specializations called subclasses. Each character chooses a subclass for their main class, usually at second or third level, that gives them more exclusive abilities, but you only make this choice once per class--once you choose your subclass, that's it. The Circle of Dreams is a druid subclass that emphasizes protection, safety, and travel (so the flavor's a little off, but a lot of the AFR cards concede flavor for gameplay).

I think Mox Quartz is too strong and reliable, since its mana cost is strictly generic mana. CoD Druid uses heavy color costs to restrict its utility. As it stands, this card is a supercharged blue Sol Ring. A cost of or even might be better, since there are a lot more utility artifacts than creatures at mana value 0-1.

T1 Seat of the Synod, T2 Darksteel Citadel, T3 Treasure Vault, Mox Quartz, and you're mana-positive with no further investment or opportunity cost, and I'm deliberately leaving out other colors and mana rocks--Sol Ring, Fellwar Stone, signets and talismans and so on. This would be a major threat in Commander and devastating in everything else.

ThassaUpYo@ssa on Be'Elz A'Boot

2 years ago

Apologies for the very delayed response, Andramalech. I tried out Gyruda, Doom of Depths for quite some time but on many occasions I'd either flip Demons with odd CMC's or nothing at all preventing any additional combo'ing with Be'Lakor, the Dark Master. Solid suggestion, and like I said I gave him the old college try, I just found Gyruda didn't quite make the cut. I really dig your list and it looks like it crushes! One suggestion I have is to add in the UBR artifact lands Seat of the Synod, Vault of Whispers, and Great Furnace (maybe even throw in Darksteel Citadel, too) to increase your artifact count for Mox Opal - the worst thing is not having enough artifacts for Metalcraft and not being able to utilize such a great mana rock. I would add Urza's Incubator as well since Demons aren't a cost-friendly tribe. Have you considered the Grixis Talismans as well? These could be solid additions to up your ramp package (which is already great), though the hard part is always figuring what to take out to free up space. Thanks for your feedback and, once more, sorry for taking so long to get back to you.

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