
Combos Browse all Suggest
- Mana Vault + Sol Ring + Tidespout Tyrant
- Dross Scorpion + Pentavus + Sol Ring
- Dramatic Reversal + Sol Ring
- Dramatic Reversal + Isochron Scepter + Sol Ring
- Everflowing Chalice + Sol Ring + Tidespout Tyrant
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 |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Leviathan | Legal |
Limited | Legal |
Oldschool 93/94 | 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 |
Rules Q&A
Sol Ring
Artifact
: Add .










LordSnow on
Finneas Commander
1 day ago
I would think about adding a few lands, usually Commander Decks will sit between 37-39. Your average mana cost is low, so 35 lands isn't too bad, but I think you should drop some of the lower power/lower cost cards and add a couple more synergy pieces or heavy hitters to close out the games. And try to find more useful lands with abilities, they really do some work in Commander.
Some cards you might want to think about replacing:
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Loporrit Scout I recommended at first, but now I am wondering if its worth the slot.
Suggestions:
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Sol Ring Great for paying that commander tax after Finneas dies. Among other things!
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Evolving Wilds Cards like this help fix your mana as well as thin out your deck. Less basic lands to draw later, if you are fetching them out of your deck. More likely to draw some heat!
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Terramorphic Expanse Same idea as Evolving Wilds.
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Escape Tunnel Yup, you guessed it! But also this has a neat second ability!
Agree with:
indieinside on
Artifact Commander - cloud
1 week ago
If you add * CMDR * as the ender of the card Cloud, Midgar Mercenary in your deck list like this:
Cloud, Midgar Mercenary * CMDR *
He will show up as the Commander in the deck description.
Other than that, no Sol Ring?
SaberTech on Mana Rocks or Mana Dorks?
4 weeks ago
So, the general advice that you might find online regarding mana ramp in commander is something like this:
- Cheap ramp that searches for lands like Nature's Lore and Farseek is the best because land destruction isn't played often in commander and it thins your deck a little.
- 2cmc mana rocks like Arcane Signet and Talisman of Dominance are the second best option because they aren't destroyed by most wrath effects that get played.
- Mana dorks are the worst option for ramp because they generally have summoning sickness and are vulnerable to a bunch of the removal that gets thrown around.
There are other factors to take into consideration that adds nuance to the guideline above though. Like you already noted, decks that are built to get extra value out of creatures when they enter, die, or feed into other synergies could appreciate running mana dorks. Some mana dorks also offer additional utility like how Devoted Druid is part of a bunch of different combos. The biggest advantage that a mana dork can offer though is when it only costs 1 mana to cast while most of the other cheap options cost at least two mana. There are a couple reasons why being able to ramp turn one could be important to your deck:
- If your deck has a bunch of important or strong cards that cost 3 mana to cast then being able to play ramp on turn one lets you cast those spells on turn two, speeding up your game plan by a turn at a critical point in your curve.
- Maybe you have a bunch of important combo pieces or something that cost 2 mana that you want to cast on turn two if you can, so you don't want to spend turn two casting something like Arcane Signet or Nature's Lore. In that case, turn one would be the ideal turn for you to ramp if you can.
So take a look at the cards you run at each point in your deck's curve and determine how much of an advantage being able to ramp on turn one would be for you based on what you are running at 2cmc and 3cmc. That should help inform your decision.
As for mana rocks; One of the advantages of 2cmc mana rocks is that they only require generic mana to cast so you can cast one immediately off of a Sol Ring while card like Nature's Lore requires colored mana. If you are running a 5+ mana commander then the possibility of going turn one land -> Sol Ring -> mana rock means you could be casting some 5cmc commanders as early as turn two. If your commander is a strong value engine or is very aggressive then being able to play your commander that early is a strong advantage. If that is the case for your deck, then having a few mana rocks in the deck increases the odds of you being able to pull off that sort of fast play.
CommanderNeyo on
That is not dead which can eternal lie
4 weeks ago
Since Arixthemes is 4 mana, I highly recommend 2-mana ramp spells - that way, you can play it on turn 3 instead of turn 2, starting your gameplan a whole turn early. Some I recommend are: Three Visits, Farseek, Nature's Lore, Rampant Growth, Sakura-Tribe Elder, and Into the North (if you decide to put a few snow lands in there). Some artifact ramp would include Arcane Signet, Sol Ring, Simic Signet, and Talisman of Curiosity.
There is also limited card draw in the deck, if someone finds an answer to your threats you could be in serious trouble. A fun with with such large creatures is Greater Good, since you can use it in response to removal to draw a boatload of cards (pun intended). Also works well with your commander, turning him into card draw once you no longer need the ramp.
lil_cheez on
Cloud's Courageous Coalition
1 month ago
Greetings friend, we've got a fine start here, I have some inputs but I'm not an equipment expert.
There are some cards that you can't legally run in this deck: Judge's Familiar, Vault of the Archangel and Age-Graced Chapel Flip. In commander there's a thing called "Color identity", that is, cards in your deck can't have colors or mana symbols that are not on your commander.
You'd like to up the land count do 36, maybe 37; try and shove in more or less, 10 cards each that ramp mana, remove problematic stuff from your opponnents, and draw you cards.
Ramp suggestions: Sol Ring, Sword of the Animist, Gold Myr, Jhoira's Familiar.
Draw: Rogue's Gloves, Mask of Memory.
Removal: Generous Gift, Argentum Armor.
Cut cards that don't escalate very well in multiplayer. Champion of the Parish for example may be a beast in a 60-card, 4-copies each deck, but here he would be just a body.
I hope this helps for now, good luck adjusting the deck and have fun!!
seshiro_of_the_orochi on
Aragorn, Humanities Hope
2 months ago
You definitely get an upvote for sticking to theme and putting heart into ot.
But...
...this is four colours with hardly any ramp. As great as your mana base is, but you'll propably get mana screwed in two out of of three games. You have hardly any basics, so maybe try Nature's Lore, Three Visits, and Farseek. Together with Sol Ring and Arcane Signet this could work a lot better already. Tempt with Discovery could be great here, as well.
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