Transguild Promenade enters the battlefield tapped.
When Transguild Promenade enters the battlefield, sacrifice it unless you pay .
: Gain one mana of any colour.
|Want (2)||Scrappy , dchaffee02|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Transguild Promenade Discussion
6 days ago
I'm made a 5-Color Wealth Deck (it has some food and clue token generation as well but may cut some of those) and it has all 100 cards, Sadly it's only 31 lands and no basics I'm sure if this is good idea or not and if should run more lands. Any suggestions are more than welcome on what to add and cut. Im trying to get rid of the tap lands like Rupture Spire, Transguild Promenade, Archway Commons, Gateway Plaza, Path of Ancestry and the Triome lands as the slow the deck down, but not sure what to replace them with. I'm also think of adding more Instants/Sorceries and maybe some more creatures. Any help is welcome.
Deck Link El Dorado City of Wealth
1 month ago
One REALLY annoying thing you can do with Sen Triplets is steal LANDS. Especially really fancy lands with special abilities. Boomerang, Capsize, Churning Eddy, Reality Strobe, Tradewind Rider and Eye of Nowhere. (I see you already have two of those in the deck)
Vega, the Watcher is decent card draw
Is Realmwright only there to fix mana? I thing you could do better with another Manalith clone like Spinning Wheel, Mana Geode etc. Maybe trade out a couple lands for Transguild Promenade and Rupture Spire.
2 months ago
Hey, saw your forum topic asking for help. Nice start, you have many excellent cards, but 30 cards that are 6 CMC or higher is really too many.
You're playing subpar/unplayable lands such as Rupture Spire / Gateway Plaza / Transguild Promenade and other lackluster cards such as Boon of the Wish-Giver / Spectral Searchlight / The Wanderer . I don't think you're in a position to judge how powerful Jodah can be compared to a much more refined deck. Instead of just right away rejecting Mtg_Mega_Nerds deck get inspiration from it because there's concepts that you can use to greatly improve your deck.
If you want to use Jegantha as companion then you're going to have to change your deck a lot because you're playing many spells that have more than one of the same mana symbol in the cost. You can't play Omniscience or Ultimatums with Jegantha as companion. My advice is to play Jegantha in the 99 like how it currently is, not as companion.
If you want to make Jegantha the companion then make it official by tagging Jegantha in the editor. In the deck editor remove Jegantha from the main deck and put it into the sideboard. Then after Jegantha, the Wellspring text add the CMPN tag. After you save, Jegantha will be shown as the companion card image and placed next to Jodah in the deck list.
Jegantha, the Wellspring *CMPN*
I offer more deck advice. Would you like more advice? Good luck with your deck.
4 months ago
There are a few cards that bounce LANDS which you can then play. Boomerang , Eye of Nowhere , Reality Strobe , Churning Eddy . Tradewind Rider . Capsize once you get mana. Once you take a land or two and maybe a mana rock the game gets much easier.
I like to use Alexi's Cloak . First it effectively counters whatever was about to zap your boss, then it sticks around as Shroud.
Some of your high CMC cards could be replaced with general protection like Propaganda etc. Your opponents are going to have high CMC cards you can play.
5 months ago
I'll just go through the mainboard cards I would personally cut first. Ancient Ooze : very big but requires trample or the like to actually do anything at 7 mana. Copper Myr : almost objectively worse here than most green mana dorks. Ezuri's Archers : not impactful enough in the main without a devotion or elf theme. Ghoultree : your creatures are too big to be dying that often and you want them alive anyway. Lumberknot : similar story to Ghoultree. Spawnwrithe : needs to be built around. Wall of Tanglecord : wastes the benefits of any Overrun effects. Predator's Rapport : more of a sideboard card unless burn is really popular. Reclaim : very slow and lacking enough good targets. Serpent's Gift : redundant and inefficient if you just run enough deathtouch creatures. Tower Defense : are there really enough flyers going around to have this in the main? Windstorm : see above. Spider Spawning : if this is what you're running Transguild Promenade for, it's not worth it without more GY synergy. Accorder's Shield : vigilance isn't impactful enough with no exert, tap abilities, or much else to abuse it. Brawler's Plate : very costly for the buff. Golden Urn : much worse than even the Rapport. Staff of the Wild Magus : staffs aren't even strong enough to do well in dedicated lifegain decks, unfortunately.
I'd say all of your maybeboard picks are better than the aforementioned cards. I'll list some other alternatives that come to my mind though. Primordial Hydra and Kalonian Hydra are some budget-unfriendly but highly dangerous beaters that you can get out relatively early. Joraga Treespeaker (or maybe Elvish Archdruid ) would make your archers much better by letting them double as mana dorks. Otherwise, I like Arbor Elf with Utopia Sprawl type auras on your forests to help ramp. If you prefer the vigilance idea, Champion of Rhonas is a budget Elvish Piper that likes not tapping in combat. If you like walls, Overgrown Battlement and Axebane Guardian can get ridiculous mana going. They also benefit from Assault Formation which synergizes with Tower Defense. In terms of small creatures with reach, Traproot Kami is my clear pick for mono-green, especially in multiplayer. If you need to add trample, Rancor is excellent value. If you need recursion, Eternal Witness should be near the top of the list. If you're struggling with flyers, maybe try Gravity Well . If you need more life, Engulfing Slagwurm likes forced blocks while Verdant Sun's Avatar likes playing beefy guys.
Given what you have already, I think shifting to include more deathtouch creatures and Lure s would be the most optimal plan. Viridian Longbow and Thornbite Staff are some other equipment that benefit from that strategy. For the creatures, Ohran Frostfang is a casual-only option that's completely busted in commander, and I'm always a sucker for Wasteland Viper 's versatility at only 1 mana.
7 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
GenericToaster: This isn't anything like Transguild Promenade, sorry. Coming into play tapped is one thing, but the fact that you can play this turn one and you can't do that for promenade is a big distinction. Not to mention promenade completely consumes your second turn.
Paying 3 life for mana of whatever colour you want is akin to a turn one fetch into shockland. After that the life loss is negilgible and the kind of decks that would run this (both modern and Commander) would play this turn one and then watch the counters melt away.
9 months ago
I almost feel that it would be more useful to compare it to something like Transguild Promenade. Its basically taking that card, and giving you the ability to pay 6 life to not pay the tax and to untap it when it comes down.
But yeah, it sticks around once the counters are gone. Its just a land that taps for any color, if you chose to tap it the first turn, you take 3, second turn take two, 3rd turn take one, and after that its just a normal land that taps for anything.