Throne of the High City

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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
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Throne of the High City

Land

: Add .

, , Sacrifice Throne of the High City: You become the monarch.

DevoMelvminster on Bounce and Ye Shall… Bounce?

2 years ago

Hey, thanks for the suggestions. Many of these were in the deck at some point or another. I feel like the vast majority simply didn’t make the cut because they weren’t as efficient mana wise as the alternatives and the extra redundancy wasn’t needed. That, or they were more combat related and I, surprisingly, almost never win via combat. The specific ones that do not fall into those two categories i’ll address below:

Blasting Station - i actually kick around the idea of adding this as another wincon pretty often. If i were to slot another one in, it’d be this, or Altar of Dementia , or maaaaybe Test of Endurance / Felidar Sovereign

Arch of Orazca / Bonders' Enclave - these just ended up being more expensive to use, or less consistent than War Room , keeping in mind that God-Eternal Oketra doesn’t activate enclave and that actually does end up being relevant pretty often. Anyways, with Expedition Map and Weathered Wayfarer , 1 draw land seems to be sufficient as emergency fuel.

Cathars' Crusade - It gets wild in this deck for sure, and when i was leaning less into life gain, and was winning with Altar of Dementia more, it took the place of Angelic Chorus . But nowadays, I just don’t swing that often and i’m not running altar right now so it’s out.

Enduring Renewal - this is an interesting one... I’d honestly have to sit down for a bit and figure out how it interacts with everything to give a good answer here. I’ll look at it more.

Search for Glory - This is a great one. I’d like to run it, but I don’t have many good targets outside of Mangara, the Diplomat and the monuments, which i have a couple tutors for already. The biggest problem, silly as it may sound, is that i’d want to run snow lands, and for thematic purposes i’m running the full art amonkhet plains, so i can’t do that. Solid suggestion though.

Palace Jailer - this ended up getting replaced with Skyclave Apparition for cheaper and more versatile removal. I do miss it sometimes though. I love being the monarch. Which remind me... Throne of the High City could be fun, but my colored lands are already stretched pretty thing for a deck that so desperately needs white mana. Really can’t drop any more.

Love getting suggestions and talking through options for the deck. Thanks again. I really enjoy your decks as well!

Dragonranger on Lord of the Rings

3 years ago

My only headache with this deck is it feels like the location choices were double-delt. When you get to the guild gates, some of these locations might have fit them better in the overall theme. It's easy to split say Edoras and Rohan as separate places, or even locations within Minas Tirith, however when you get to Throne of the High City as the location of the White Throne of Gondor, you also want to instinctually make Maze's End into the Hall of Kings (where the throne was kept and the Steward sits), aka where Aragorn ends up ruling from. Is this a situation of make changes if this deck is going from budget to more expensive by taking out the Guild Gate theme?

multimedia on Don't touch my Throne

3 years ago

Hey, nice version of Jared. I'm not a fan of Jared, but I can see you have put a lot of thought into your deck and you have overall very good card sense on a budget. Card draw shouldn't be a problem as long as you can keep the monarch :)

The manabase is lacking which is understandable because of the low budget. Cinder Glade and Canopy Vista are two of the better budget lands for Naya because they are two different land types, have interaction with lots of basic lands and they're Forest lands. Farseek, but also Nature's Lore, Three Visits (Commander Legends version), Skyshroud Claim and Wood Elves can all search for them and these five land ramp spells are among the best in Commander because they can ramp with a dual land. Some other good budget lands are: Battlefield Forge, Path of Ancestry and Naya Panorama.

Crop Rotation can tutor for Throne of the High City. Open the Armory can tutor for Pariah, Shield of the Oversoul or one of five equipment. Pariah is an important card to have more access too because you can't lose the monarch when Jared is enchanted with it.

Kami of False Hope is the white Spore Frog. Sun Titan is now less than $1 and is quite helpful since it can be repeatable reanimation: Jared, Pariah, Throne, Frog, Reckoner or any other 3 CMC/less permanent. Dromoka's Command is a good instant fight spell since it also gives another mode.


Cards to consider cutting:

Good luck with your deck.

SynergyBuild on None

3 years ago

For recursive lands: Mystic Sanctuary (Dumb Good), Witch's Cottage, Mortuary Mire all work once, but with flickerable effects it's all fine, and you can sacrifice Buried Ruin, Petrified Field, Sequestered Stash. Hall of Heliod's Generosity/Academy Ruins are insane in the right decks, and Emeria, The Sky Ruin is busted in the late game. Mistveil Plains sort of works as recursion, and is repeatable, but is best with tutors and tutor chains. Even Unholy Grotto works amazingly in zombie decks!

(Nonbudget versions would be like Volrath's Stronghold)

Some other draw engines I didn't mention prior are Sea Gate Wreckage, Throne of the High City, Grim Backwoods, and sort of Desolate Lighthouse.

Some tutors like Tolaria West that MagicMarc mentioned would be Inventors' Fair, and Sanctum of Ugin.

Removal is plentiful on lands, but pretty specific. Blast Zone is a favorite of mine, and is dumb good. Ghost Quarter, Field of Ruin, Dust Bowl, Encroaching Wastes, Memorial to War, and Tectonic Edge all deal with lands. Arena, Barbarian Ring, Blighted Gorge, Cabal Pit, Desert, Keldon Megaliths, Keldon Necropolis, Mouth of Ronom, Rath's Edge, Grasping Dunes, Ifnir Deadlands, and Quicksand are good against creatures, and some walkers.

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