Tap: Add to your mana pool.
Tap: Add one mana of any color to your mana pool. Tarnished Citadel deals 3 damage to you.
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Tarnished Citadel Discussion
6 days ago
To be honest with you, the competitive meter here means almost nothing, I honestly dont know how it is calculated. haha. The strongest meren lists i have seen are Hermit Druid combo lists. how that combo works is like this (synopsis by SynergyBuild years ago, but still relevant because he is a badass) "Nah, by using the five color lands (City of Brass, Mana Confluence, Forbidden Orchard, Tarnished Citadel, Exotic Orchard, and Reflecting Pool), along with fetchlands, you can build up a fast (low to no tapped lands), consistent (at getting your colors), and no-basic landbase for Hermit Druid to deck you. Bring back Dregscape Zombie and Bloodghast, sacrifice them to Dread Return, bring back Necrotic Ooze, then use Wall of Roots's ability to activate Blighted Bat's, then make infinite mana between Devoted Druid and Channeler Initiate, then use Walking Ballista to instantly win the game!"
As a bonus, Ballista combos with Mikaeus as well, so you have some synergies between the two. Things like Entomb and Buried Alive will net you Hermit early so you can access him in a hurry. Some fast mana in the form of creatures and rituals, some nice interaction like you already have, and bringing the average manavalue of your deck down will help as well. You are already runnning Stitcher's Supplier which is my favorite bit of tech. Ramunap Excavator is another solid bit of tech I really like to combine with Azusa, Lost but Seeking to get all kinds of value. Blood Pet, Stinkweed Imp, and Golgari Thug are all good bits of tech for Meren. The Gitrog Monster is also surprisingly good for us. The card draw he can get us with a little bit of ssetup is nothing to be scoffed at. To be honest, the main issue i am having currently is finding solid self-mill options.
1 month ago
Hey, it's clockwork.
After playing, I think you may want to refine the payoffs you run and have a more streamlined ramp package. WUBERG is an interesting ramp but there are a few key things for mana fixing you can run such as The World Tree, Mana Confluence, Tarnished Citadel, City of Brass, and the cards like Urborg, Tomb of Yawgmoth and Yavimaya, Cradle of Growth to mana fix your other lands. there are also tapped WUBERGs like Rupture Spire. fetches + dual lands is also a very consistent mana base.
on the ramp front, you may likely want to lower your curve down. Even though you can semi-free cast once you reach it, you don't want to be in the situation like you had of having 8 cards in hand and them all being huge payoff cards. I would also strongly urge you to ignore the casual/competitive slider for deck tuning.
1 month ago
Thanks again for stopping by my list. Nice version you have going! Looks like fun to combine the janky combos with rattlesnakes and politics through Marchesa.
Here are some cards I expected to find here but didn’t :). Perhaps some of them are of interest to you:
- Protector of the Crown: amazing with indestructible, but also combo’s with Arcbond.
- There are a lot more pain lands that can start some of your combos, like Ancient Tomb, City of Brass and Tarnished Citadel (just to name a few). Consider running them for your fixing instead of the temples for example.
- Wheel of Misfortune and Command the Dreadhorde: great cards on there own and can KO a player when you have your other combo pieces.
- Axgard Armory and Open the Armory great tutor options.
8 months ago
So, you may want to finish your land base and give somewhat of an indication on what budget your on. Even a casual 5 color deck can have a hefty price tag due to the land base needed for consistency purposes.
Duals>fetches>utility pertaining to your strategy/shocks>rainbows>horizons> Pains>fast lands> anything beyond this is probably played due to budget restrictions or it's just laying around.
To a lesser extent Unclaimed Territory, Cascading Cataracts, Gateway Plaza, Rupture Spire, Transguild Promenade and you could probably use this but won't need it Cavern of Souls - its expensive but provides such a great utility to really stick it to control players.
If you're on a very tight budget and don't want to spend a lot on lands - though I HIGHLY recommend fine tuning a land base over running these cards but they ensure you'll be able to get activations off; Chromatic Lantern, Chromatic Orrery, Prismatic Omen and Joiner Adept
9 months ago
Hey there, pretty cool deck! With Progentius being a lot of mana, you may want to include some more/upgraded ramp cards- which are exactly the things I can recommend! Let's start off with the lands. Note that I may recommend things you purposely left out or can not afford, so if that is the case please feel free to ignore those! In 4+ color decks, there are usually 3 types of lands I recommend running. The first type is the shock lands. These are must-haves, for more reasons than you may originally think. Shock lands are cards like Breeding Pool, and there are ten shock lands in every two-color combination. These guys give you the option for two different colors and the option to be untapped! But a huge reason they are so powerful, is because they can be used effectively with cards like Nature's Lore and Three Visits. While nature's lore and such only say forest, if you wanted red mana, you could search for Stomping Ground, giving you both the red and the green! Thus, I would consider adding these shocks and replacing some of the less good effects you have that do something similar, like Sakura tribe elder, etc. The second type of land I would recommend adding are fetches- however, these can be super expensive, so I will explain other options after. Nonetheless, fetches are great because you can use them, to get shock lands similarly to what we did with natures lore! Fetch lands are cards like Windswept Heath and Scalding Tarn, allowing you to search for any land with those subtypes. They also work SUPER well with cards like Ramunap Excavator and Crucible of Worlds, because now you can play these fetches again and again and again every turn, meaning you'll never miss a land drop and can pick any colors you could possibly want if you have the shock lands. However, these are pretty expensive, and so I would recommend the pain lands or filter lands. Pain lands are cards like Battlefield Forge, giving you guaranteed colored mana. Filter lands allow you to put in one color, and get any combination of a different color and that color! For example, Mystic Gate. This can be especially great with Progentius's casting cost. The last and possibly the best type, are multicolor lands, that give you any color. Mana Confluence, City of Brass, Forbidden Orchard, Command Tower, and Tarnished Citadel are all great examples of this. A lot of these lands are super expensive, and yet lands are a super important part for getting progenitus out, so if you ever are looking to upgrade progentius, consider the ten shocks, ten fetches, ten filters, and ten pain lands, as well as a few multicolor lands.
I slightly mentioned some ramp cards before that work well with shocks, though there are quite a few other ones that could work super well in the deck. First one is Chromatic Lantern. This guy can help you EASILY not worry about which lands give you what colors, and allows you to just try your best to get 10 mana, as well as producing any color mana himself. Bloom Tender could be GREAT in this 5 color deck, meaning that before progentius it could tap a lot of mana but then even with him out, could add FIVE mana which sounds pretty great to me. Selvala, Heart of the Wilds could work wonderfully once Prog is out, tapping for 10+ mana all at the expense of a single mana. Even before that, it can be a very helpful mana dork. Speaking of dorks though, I would seriously recommend some smaller ramp dorks like Birds of Paradise, Sylvan Caryatid, Ilysian Caryatid, Noble Hierarch (which can also buff progentius) and a lot more. Last but not least, some extra ramp cards that I would recommend including are Arcane Signet, Commander's Sphere, Exploration, and Burgeoning!
But OMG there are so many amazing synergies here I would recommend too! Hunter's Insight and Hunter's Prowess could draw you SO many cards with Progenitus, especially if you give him double strike! Berserk could immediately double his power, and you don't have to worry about him dying because he has inestructible! Basically one mana double strike for progentius. Blessing of the Nephilim, Civic Saber, and Might of the Nephilim would be GODLY with progentius, the last one giving him +10/+10 already!!! You also may want to consider unblockable spells that can make Progentius unblockable for cheap mana, giving you an auto-kill.
Anyways though, that was a lot to think about, please ignore any spelling errors I was kind of rushing, and I hope this helps! Be sure to check out some of my decks like Double Trouble EDH ⫸PRIMER⫷ (where you can also find some of the best unblockable spells)!! Hope this helps, good luck on this great deck, an have a wonderful day! Cheers
9 months ago
Currently you will take a maximum of 6 damage to use the land. That's very good, given that Tarnished Citadel sees play. I think you need to make it balanced, either by adding more counters or adding more restrictions.
10 months ago
Gontilordofmtg Thanks for commenting! I feel the life gain card are pretty important in this deck as Phyrexian Arena, Bitterblossom, Ancient Tomb, City of Brass, Mana Confluence, Spire of Industry, and Tarnished Citadel all do damage to me or make me lose life, and having that life gain cushion is important.
As for removal, a friend of mine always says "A fun commander deck is all questions and no answers", so all of my decks tend to just be very selfish and try to get ahead as quick as possible rather than worrying about other players decks.
However, I do have two ways of removing things, Capricious Efreet and also Dominus of Fealty + World Queller let me do this fun thing where I take any permanent and then immediately sacrifice what I took with the World Queller trigger.
I've considered adding the red siege enchantment, but I typically rely on Golos and hardly cast cards from my hand, nor top of the deck.