Spire Garden

Spire Garden

Land

This enters the battlefield tapped unless you have two or more opponents.

: Gain or .

Latest Decks as Commander

Spire Garden Discussion

multimedia on Gruul Werewolf Pack

1 month ago

Hey, interesting high budget version of Tovolar with less Werewolves.

Human Werewolves that don't have day/night still count towards and transform when Tovolar upkeep triggers. The better Werewolves not having day/night is not really a drawback with Tovolar. Because Tovolar can repeatedly change from day to night then you have more chances to transform nonday/night Werewolves. If you play a nonday/night Werewolf after Tovolar transforms that's fine because more than likely Tovolar will flip back daybound giving you another chance to transform all Human Werewolves you control at your upkeep.

If you want to play a small amount of Werewolves then the ones you play really should give you more than just being a Werewolf.

With such a high budget you can do better than the vanilla Werewolves who don't give you anything when they're Humans as well as when they nightbound transform? Many of the Wolves are also subpar compared to all other cards here. If you're playing the Wolves just to be able to upkeep trigger Tovolar faster any Human Werewolf will do the same thing and give you more than any of these Wolves.

Wolves and Werewolves to consider cutting:


Really nice Fetch lands, but consider playing a Forest/Mountain dual land to fetch: Stomping Ground, Cinder Glade, Sheltered Thicket? Adding these lands will also give Farseek a dual land to search for instead of only being able to search for a basic Mountain. Also by adding some Forest/Mountain dual lands then you could improve the land ramp spells with Nature's Lore and Three Visits.

Some changes to consider:

Some other lands that would improve the manabase by cutting some basic lands especially Mountains:

Arcane Signet could replace Herald's Horn since Horn doesn't do much if you're not tribal. With so few Werewolves or Humans as well as many different creature types then a mana rock would make more ramp.

Door of Destinies is another tribal only card and it's very slow with so few Werewolves or Humans to cast. Could cut Door for Beastmaster Ascension since it's an anthem for all creatures you control.

Good luck with your deck.

MarvTheMadKing on Land mana (Inner)

2 months ago

I am very confused about this as well. I enjoyed learning from the current answers given, however, there are a couple lands that boggle my mind when I try and apply that logic. They are Spire Garden where it uses opponents, and Rockfall Vale where it uses lands I already control. Both of them are in different slivers of my red mana Howl Party

multimedia on

4 months ago

Hey, nice job so far. Old Gnawbone is a huge boon for Dragon combos.

Are you not playing any tutors in the 99 because you don't like them? There's some upgrades you could make especially tutors, but the main area to improve is the manabase. With 700+ budget I think you can do better than 24 basic lands since with five colors this is subpar color fixing without relying on other cards. The lands in the manabase should color fix well enough for your deck to function with five colors without help. I'm guessing Fetch lands are not within the budget because you're not playing any.

There's lots of directions you could go for more land upgrades depending on the amount you can spend for upgrades. Mana Confluence , Forbidden Orchard , Haven of the Spirit Dragon and Unclaimed Territory are first options. Bond lands if playing multiplayer would be second options, Pain lands third, Filter lands fourth and Check lands fifth. Some combination of all these is of course is also an option, but I would make lands that ETB untapped to make green or red a priority for upgrades such as Mana Confluence , Spire Garden and Karplusan Forest .

Good luck with your deck.

DotVersion2 on List of Bugs and Feature …

4 months ago

Bug report: Spire Garden (ZNE) is marked as a rare when it should be a mythic. I only figured this out while making a mythic-only Commander deck

enpc on Manabase for Ur-Dragon

6 months ago

generally with 5 colour mana bases, you want to lean more heavily towards green so that you can cast your ramp spells. I would be using cards like Spire Garden and Karplusan Forest to help assist with this. Here, you care more about having access to green than running Godless Shrine for example.

I would also be looking to make space for Nature's Lore nad Three Visits as they are cheap ramp that will help mana fix.

multimedia on Ur-Dragon

7 months ago

Hey, nice casual version of Ur-Dragon.

Your deck doesn't have an official Commander and Ur-Dragon is in the 99 main deck. In the deck editor at the end of The Ur-Dragon text add the CMDR tag.

The Ur-Dragon *F* *CMDR*

This will make Ur-Dragon the Commander, putting it in it's own Commander category and displaying an image of it's card.


Some steps you could take to increase the power level of your deck:

If interested I offer more advice. Good luck with your deck.

KBK7101 on Walking With Dinosaurs

8 months ago

Ixalan dino decks are always cool. +1 for having matching basics!

Some potential upgrades I'd suggest would be some more efficient lands such as shock lands, Spectator Seating , Bountiful Promenade , Spire Garden , Sunbaked Canyon , Grand Coliseum and definitely Ancient Ziggurat . You might also want to think about some more artifact ramp such as Arcane Signet , Pillar of Origins , Herald's Horn or Urza's Incubator (though that last one has skyrocketed in price recently).

Some cuts I'd recommend would be Fiery Emancipation due to it's triple red requirement, New Horizons for more efficent ramp, Territorial Hammerskull due to lack of impact and Thundering Spineback because seven mana to give other dinos +1/+1 is a bit too costly.

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