Spire Garden

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Legality

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

Spire Garden

Land

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

: Add or .

Profet93 on Beats by Xenagos ( Xenagos, God of Revels )

2 months ago

MattMan1982 I'm gonna throw a bunch of ideas at you, some are better than others, just wanna see if anything interests you. I'm not gonna provide any creature suggestions yet. Yours are always solid and I want your thoughts on these cards first.

None of these are needed but definitely are helpful assuming you can fit them into the mana base

Bonders' Enclave - Draw

Cragcrown Pathway  Flip/Spire Garden - Color Fixing

Blighted Woodland/Myriad Landscape - "Ramp"

Raging Ravine/Dread Statuary - Manlands. Nice to use with Greater Good or if you run out of creatures. The Dread Statuary is a personal favorite of mine for that reason

Rancor - Reuseable buff, trample enabler. I like using rancor on selvala and buff with commander for lots of mana should need be

Sylvan Library - Great to set up your draw and ensure you get your land drops. Given you only run 34 lands, that can potentially be an issue, especially given the relatively high avg cmc of the deck.

Skullclamp - Should you ever find yourself needing more draw, this can be an option. It's nice because if they want to use spot removal, they need to do so prior to combat, as you equip it. So if they do, you can pump a different creature and target that opponent.

Momentous Fall - Draw, used in response to removal to gain value. Beware of the blue player though

Return of the Wildspeaker > Garruk PW - Can be used in response to removal so you don't get 2 for 1ed. It's easier to cast and has an additional mode. While the PW has the option to make a token should you need a creature, I don't believe it's impactful enough

Berserk - Super fun! Politics, finisher, all for 1 mana. seriously underrated.

Green Sun's Zenith - Tutor

Decimate - 4 for 1. I see no way for you to deal with a maze of ith. Strip mine can be also used.

legendofa on Improve my Magus Lucea Kane …

3 months ago

You can copy it into the deck editor here. It's pretty common practice to have the same list on two different sites.

There are good land options outside of shocks and fetches. Depending on how much money you're willing to invest, there's the pain lands Yavimaya Coast, filter lands Cascade Bluffs or Mossfire Valley, scry temples Temple of Mystery, check lands Hinterland Harbor, slow lands Stormcarved Coast, bond lands Spire Garden, any number of simple "enters tapped" dual lands that have their own nicknames, and more. Most of these have every two-color combination, so you can get all the colors you need. Then round out with Frontier Bivouac and Ketria Triome.

Spirits on

1 year ago

Hey Zorke,

Ok based on your comment about the combo, I'm basing these recommendations on a:

Tuned tier - Power level 5 (6 usually has a combo) - Win before Turn 14 - "Upgraded Precon". Visual Guide to Power Levels in EDH.

-- Land Base -- Prioritize untapped, Mana colors, Target 33: +Shivan Reef -Island +Yavimaya Coast -Forest +City of Brass -Aether Hub +Mana Confluence -Mountain Valley +Riverglide Pathway  Flip -Simic Growth Chamber +Rootbound Crag -Mountain +Hinterland Harbor -Forest +Sulfur Falls -Mountain +Rejuvenating Springs -Path of Ancestry +Training Center -Rogue's Passage +Spire Garden -Ancient Ziggurat +Boseiju, Who Endures -Island

--Ramp-- Creature preferred +Birds of Paradise -Thought Vessel +Three Visits -Heraldic Banner +The Great Henge -Gilded Lotus (Also important for draw) +Farseek -Harvest Season

--Morph-- +Kadena's Silencer -Stuffy Doll +Icefeather Aven -Keep Safe (Morph flavor) +Echo Tracer -Omnath, Locus of Mana (Morph flavor) +Mistfire Weaver -Forsaken Monument (Morph flavor) +Jeering Instigator -Shaleskin Plower (Morph flavor less salt)

--Draw-- +Fathom Seer -Zendikar Resurgent +Temur Ascendancy -Tomb of the Spirit Dragon +Tishana, Voice of Thunder -Ashcloud Phoenix +Guardian Project -Tidespout Tyrant +Toski, Bearer of Secrets -Fabricate +Garruk's Uprising -Creeping Renaissance

--Offense other than Animar-- +Garruk's Horde -Forest +Artisan of Kozilek -Island +Bane of Bala Ged -Trophy Mage (Pulls 1 unneeded artifact!) +Shrieking Drake -Temur Sabertooth (Non-Infinite Ancestral Statue) +Decimator of the Provinces -Temur War Shaman

--Control-- +Beast Within -Fog

I've left out some salty card for this power level: Cyclonic Rift Ancestral Statue Craterhoof Behemoth Rhystic Study Mystic Remora Dockside Extortionist

Special mention (would need to playtest): Secret Plans (Draw) Solemn Simulacrum (Ramp & Draw) Mulldrifter (Draw) Trail of Mystery (Ramp) Rhythm of the Wild (Don't think you'll see heavy counterspell in power 5)

Could go more less if needed Theres other stuff I didn't suggest because of the morph theme, like Cloud of Faeries, Hullbreaker Horror, Fierce Empath etc.

Hopefully you find some useful ideas here.

multimedia on Miirym’s Temur Dragons

1 year ago

Hellkite Charger could replace Skanos Dragonheart? Both these Dragons want to attack to trigger abilities, but Skanos needs other Dragons to make it good, Charger doesn't. Skanos can't pump itself and doesn't have evasion, Charger can be part of a combo Skanos can't. Thrakkus the Butcher is a better five drop Dragon with trample who pumps itself as well as all other Dragons you control.

There's another combo you could add that creates infinite Dragons with Astral Dragon and the enabler Cursed Mirror provides a wincon, haste to attack. Could of course have other wincons: Scourge of Valkas, Dragon Tempest or Warstorm Surge. Mirror is a good card, you wouldn't just be adding it for the combo, it's a mana rock that if it becomes a Dragon when it enters then Miirym can copy it.

When you control Cursed Mirror that's not a creature have Astral Dragon enter and copy Mirror. The Mirror tokens then enter as Astral and copy original Mirror that's not a creature and repeat. This creates a loop of Astral and Mirror making copies of each other, each copy of Mirror is a 4/4 Astral Dragon with haste. To break the loop stop copying Mirror with Astral, copy something else.


Sarkhan Unbroken would be another fine upgrade, but not when on a budget. $25 for a nonDragon creature card when on a budget seems not a good use of funds. For $25 you could improve the manabase with many land upgrades Reflecting Pool, more Pain lands (Yavimaya Coast, Shivan Reef), some Bond lands (Spire Garden), some Filter lands (Flooded Grove) or some Check lands (Sulfur Falls, Rootbound Crag). In my opinion when on a budget allocating some of the budget for good lands is more important than adding flashy cards such as Sarkhan.

Kiora, Behemoth Beckoner is less powerful than Sarkhan, but it's also less than $2. Kiora can still do much work as another Temur Ascendancy draw effect as well as give you 7 turns of ramp that can untap any permanent including Sol Ring or an Orb.

Shamanic Revelation could be a cut for some lower mana cost draw since you're more likely to have a higher power Dragon then that same number of Dragon creatures. That's what makes Return of the Wildspeaker and Rishkar's Expertise good draw with Dragons is they have high power. Revelation is better when playing little tribal creatures such as Elves which tend to have quantity of creatures rather than single creature with high power.

multimedia on Gruul Werewolf Pack

2 years 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 years 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

2 years 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 …

2 years 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

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