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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 |
Vault of Champions
Land
This enters tapped unless you have two or more opponents.
: Add or .
theNeroTurtle on
MF Doomhive
1 month ago
boozybenny, first place I would start is the mana base. In tri-color you don’t want any lands that enter tapped. You need speed. Secondly, to be proficient you need mana ramp.
There are tons of options for dual lands that do not enter tapped. Quite a few that are not very expensive. Once you line that out, to be fast in tri-color, I would drop in at least 5 land tutors similar to Cultivate, which you are already running.
Expensive Ones
Regular Price Range
Easy Money Ones
clayperce on
Zurgo's Workforce Reduction Plan (Zurgo Primer)
1 month ago
Greets!
I've been working on the manabase for my Bracket 3 Zurgo deck over on Moxfield, and I've been super-impressed with the Mardu Triome (Savai Triome) and Battlebond lands (Luxury Suite, Spectator Seating, and Vault of Champions). Might be worth checking out ...
Cheers!
clayperce on
Disobedient Catmander
2 months ago
Greetings!
Noticed your Help tag, and request for some general feedback ...
Biggest advice I could give -- especially if you're aiming for Bracket 4 -- is to invest a bit in your manabase for sure, and maybe in some more mana acceleration/cost reduction effects.
With a 4-mana Commander who wants to be casting multiple 3-mana spells a turn, I'd recommend 38 Lands (with as few Tap Lands as possible), 12 mana acceleration effects (costing 2-mana or less, to help power out Y'shtola on Turn 3), and 4 cost reduction effects or slow mana sources (costing 3 mana or less, to help power out 2x spells a turn starting on Turn 4).
Some possible Lands (with more options over at Managathering.com):
- Fetchable Triome: Raffine's Tower
- MDFCs: Hengegate Pathway
Flip, Clearwater Pathway
Flip, Brightclimb Pathway
Flip, and maybe Waterlogged Teachings
Flip (not sure if it's worth it as the Land side enters Tapped)
- Missing Fetch Lands: Marsh Flats, Flooded Strand
- Missing Battlebond Lands: Sea of Clouds, Vault of Champions
Possible Fast Mana sources:
- Fellwar Stone
- Thought Vessel
- Mox Amber and Mana Vault (worth mentioning, even if they're too spendy)
Possible Cost Reducers/Slow Mana Sources:
- Lyse Hext
- Alisaie Leveilleur
- Grand Arbiter Augustin IV (I know he's 4 mana, but he's really good)
- Relic of Legends
- Bender's Waterskin
Good luck (and good skill!) with Y'shtola!
Cheers!
theNeroTurtle on
Atraxa Control 2.0
5 months ago
Also, you are short one card. Your listing says that you have 2 Vault of Champions.
_AoxomoxoA_ on
Veni, Vidi, Vici
1 year ago
08/11/2024 Revisions
-1 Heroic Reinforcements: Essentially paying 4 mana to generate 2 soldier tokens and buff my board. I already have plenty of better ways to do both things.
-1 Isolated Chapel: Swapped for Vault of Champions which in Commander is going to always enter untapped
-1 Marshal's Anthem: 4 mana to give my creatures +1/+1, and only sometimes is it worth it to return a creature for an extra 2 mana. Other cards already have the secondary ability, but better.
-1 Vault 11: Voter's Dilemma: Burned in the ass too many times by this card. My playgroup typically plays politics against my favor when this is played and I always end up losing a creature without stabilizing the board.
-1 Legate Lanius, Caesar's Ace: 0 support for this card in the rest of the deck
+1 Eldrazi Monument: Ideally, I have tokens to sacrifice without worrying about my board state, and giving creatures +1/+1 and flying to get over big walls
+1 Mana Crypt: No brainer, no explanation needed
+1 Purphoros, God of the Forge: Generating tons of tokens = profit
+1 Roaming Throne: Great for tribal decks, my triggered Caesar + Roaming Throne + Isshin = Machine Gun of Sadness
+1 Vault of Champions: Strictly Better Isolated Chapel in Commander
DemonDragonJ on
‘Tis But a Scratch!
2 years ago
"A scratch? Your arm is off!"
Seriously, however, this is a great deck, and it is nice to see that March of the Machines gave such great support to knights as a tribe.
I personally would recommend the shocklands (i.e., Hallowed Fountain, Godless Shrine, and Watery Grave) over the "bond lands" (i.e., Sea of Clouds, Morphic Pool, and Vault of Champions), since the shock lands are far more reliable than are the bond lands, and any deck that contains both black and white should easily be able afford to pay 2 life per land, in order for it to enter the battlefield untapped.
Austin_Smith_of_Cards on
Deathmonicon - Teysa Karlov Aristocrats EDH
3 years ago
New changelog for the new year!
-1 Ayli, Eternal Pilgrim +1 Elas il-Kor, Sadistic Pilgrim
-1 Krav, the Unredeemed +1 Ashnod's Altar
-1 Field of Ruin +1 Vault of Champions
Ayli has always felt lukewarm in this list, the sac outlet isn’t free and the benefit is mediocre, and I never activate the second ability unless I’m already way ahead in the game (I find myself much more willing to spend life than hold onto it with stuff like Necropotence, Bitterblossom). Elas comes in to add additional drain redundancy to the list, plus I expect a low-cost deathtoucher to be an effective rattlesnake.
Krav has always been a powerful card, sacrifice outlet, beatstick, and card advantage in one, but as I’m slimming the list down, the black mana activation and 5-drop status has just been a little pricey. In comes back in Ashnod’s Altar as a free sac outlet and combo piece.
Field of Ruin for Vault of Champions is mostly just due to me moving to more multiplayer commander instead of 1v1, and bc my meta is mostly “fair” aggro decks, I find myself more often wanting color fixing over nonbasic land destruction.
AstroAA on How Many Dual Lands Should …
3 years ago
In regard to your question of Silent Clearing and War Room - card draw wins games, and you can never have too much of it unless you kill yourself with it. I would definitely run Silent Clearing, and possibly War Room.
If I were to build a Black/White deck, my base for lands that tap for either color would look something like this:
- Command Tower
- Godless Shrine
- Caves of Koilos
- Vault of Champions
- Tainted Field
- Silent Clearing
- Brightclimb Pathway Flip
Then, depending on if you feel like you need more, you could run the following:
I tend to stay away from lands that have a condition where they either entered tapped or untapped, and I straight up avoid lands that enter tapped. The Battlebond cycle, (Vault of Champions), is an exception because if you are playing commander, then they will enter untapped as you probably are playing multiplayer. Lands like Isolated Chapel more than likely will enter untapped, but there is a nonzero possibility of a situation like them being in your opening hand and you only have lands like Reliquary Tower or Command Tower in it as well, causing it to more than likely enter tapped.
| Have (2) | Azdranax , metalmagic |
| Want (2) | pnkghst9 , brohanlo |






















