Training Center

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Training Center

Land

This enters tapped unless you have two or more opponents.

: Add or .

theNeroTurtle on Grixis good stuff Bolas

4 months ago

Exiling all but the bottom card of target player's library is crazy!

I know that this is more of a budget build, but I would still recommend beefing up the lands a little. Reflecting Poolfoil would be great. The rest of the deck looks promising. what are your hopes for this build? Have you play tested it yet?

Here are some great duals that aren’t crazy expensive.

Filters

Ferrous Lake

Darkwater Catacombs

Shadowblood Ridge

Battle Lands - maybe a little money involved.

Training Center

Morphic Pool

Luxury Suite

Verge Lands - a little pricey, but not outrageous.

Riverpyre Verge

Gloomlake Verge

Blazemire Verge

Scry Lands - if they are going to come in tapped, gain something from it.

Temple of Epiphany

Temple of Malice

Temple of Deceit

There are also three Tri Lands that are great for a come in tapped land. All three colors, under a quarter. If it is coming in tapped, get something more out of it.

Crypt of the Eternals

Crumbling Necropolis

Xander's Lounge – I lied, this one is a little more than $5.

Northerns on cEDH Staples - Lands

2 years ago

Training Center in bond lands missing :) great list

Azoth2099 on Miracle Wizard | You shall not pass! (LOTR Theme)

2 years ago

StyxOG

Yeah man, dialing in the landbase is so crucial for consistency, it can't be overstated. Personally, I try to keep the curve on my decks below 2.00 if I can manage it, which allows me to cut down to 30 lands and retain speed along with ~10 mana rocks and perhaps a few rituals depending on the build. Your build's got plenty of rocks, don't be afraid to cut down a bit as you switch things up.

https://m.managathering.com/trilands/jeskai.html

Here's all the applicable lands within the color combo. Even upon refinement, I'd imagine that your deck will include a few that come in tapped under specific conditions like Spirebluff Canal & Training Center, but that's fine. Just be discerning as to how often they'll realistically come on untapped (quite often).

I'd obviously also recommend the 5-color lands like Mana Confluence & City of Brass if you can afford them or are willing to proxy them. Cheaper options like Command Tower, Spire of Industry & Gemstone Mine, Forbidden Orchard & Exotic Orchard aren't to be forgotten either.

The only colorless lands I'd consider on a budget are Crystal Vein & Emergence Zone. If budget/proxy constraints aren't an issue, I'd also consider Ancient Tomb, City of Traitors & Boseiju, Who Shelters All.

Also give Mystical Tutor, Enlightened Tutor & Gamble a shot for sure. They just got reprinted, they're super cheap right now! Speaking of sick reprints, Sapphire Medallion, Ruby Medallion, Pearl Medallion & Smothering Tithe have all seen big price drops lately. Gotta strike while the iron is hot, ya know...

Lastly, I'd recommend testing out fellow all-stars Elsha of the Infinite since you're running Sensei's Divining Top so heavily & Kykar, Wind's Fury, which can be utilized as both a wincon & and absurd value engine here with what you've already got going on.

scotchtapedsleeves on

2 years ago

Icbrgr Cycling lands are definitely not your friend unless there's some other interaction.

With that in mind I'd take out: Desert of the Fervent Desert of the Mindful Blasted Landscape Smoldering Crater Remote Isle Forgotten Cave

Could replace those with: Training Center Silverbluff Bridge Cascade Bluffs Riverglide Pathway  Flip Spirebluff Canal Sulfur Falls Steam Vents Shivan Reef Stormcarved Coast

Storm the Vault  Flip is another card that looks fun.

Generally I'd be wary of including too many tap lands. Better to have a basic land that you can tap that turn than a land that enters tapped that you have to wait for. Basics are your friend!

The_Warleader on Optimus Prime Rolls Out!

2 years ago

Cool deck! =)

Lightning greaves is typically going to be much better unless you need to target your own creatures (which you don't have too much need of, aside from modular triggers). I would personally cut the Saheeli - you might not know this as a returning player but planeswalkers without any dedicated support aren't typically worth running in commander unless they have an immediate impact on the game (something like Ugin, the Spirit Dragon for example ). They're just too easy to remove in multiplayer games and are especially difficult to ultimate.

To go back to the discussion of lands - I totally agree with multimedia. If you can afford it, you should definitely include fetch lands to show off those awesome dual lands you have! Here are some auto-includes for my 3-color commander decks that I don't believe were mentioned:

Battlebond lands - Spectator Seating , Training Center , and Sea of Clouds basically regular dual lands in commander

Reflecting Pool is very potent in 3-4 color decks and isn't too expensive

Triomes - so Raugrin Triome is all three of your land types to help your buddy lands come in untapped. Is searchable with fetch lands and can cycle in a pinch.

And don't forget your lands can offer utility! Buried Ruin , Inventors' Fair , Slayers' Stronghold / Hanweir Battlements  Meld , Spinerock Knoll / Windbrisk Heights , Academy Ruins (though that one is pretty expensive).

Anyway, I hope this helps and hope you are enjoying playing Magic with your friends again!

The_Warleader on Brewing gross poisons

2 years ago

The Battlebond lands (such as Training Center ) are usually an auto-include for me and aren't too expensive (around 6-12 dollars each) and basically function as regular dual lands in EDH. You could use those instead of the fetch lands.

You aren't running a Command Tower.

Reflecting Pool is another powerful option (especially in 3-4 color decks) that isn't too expensive since it's been reprinted several times.

I wouldn't run Prismatic Vista at all even if you had the budget for it - there's just no reason to be fetching basics unless you're trying to fill your graveyard/or have important landfall triggers, etc. The same logic applies to the panoramas and Evolving Wilds, however if you are on a budget then it makes sense to include those as they're dirt cheap.

Another auto-include for me are buddy lands (e.g. Woodland Cemetery. They should work very well since you already have triomes and honestly they usually work fine even if you're running a lot of basics.

Temples are good but enter tapped ( Temple of Malice )

Exotic Orchard is quite cheap and is a staple in 4-5 color decks because you're almost guarenteed to get 2+ colors out of it.

If you're still looking for a lower budget, I would include the Battle Lands (e.g. Smoldering Marsh ) and just keep lots of basics and basic-fetches.

As for tutoring options - there are no good budget options really. Tutor's are often quite expensive because of their extensive use and the fact that most were printed early on in Magic's history. But you could go for the worse tutors like Diabolic Tutor and Increasing Ambition. Or Solve the Equation to look for spells that will target your Venerated Rotpriest.

Hope this helps!

Spirits on

3 years 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.

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