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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 |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Veldt
Land
Veldt doesn't untap during your untap step if it has a depletion counter on it.
At the beginning of your upkeep, remove a depletion counter from Veldt.
Tap: Add (Green) or (White) to your mana pool. Put a depletion counter on Veldt.
BMHKain on One Day until Throne of …
4 years ago
As Throne of Eldraine Spoilers are flowing like a Fairy Tale Epic, I'll try to explain my reasons for things not mentioned for Allied Colors here yet. Before I do, Delay looks great, but how does Suspend work, & how good is it against opponents? I also suppose all ten Ravnica Signets & Talismans are better than Arcane Signet ? I'm intrigued about this; it seems like:
Is this where the rankings stand for Overall Power for these Mana Rocks? Just checking to be sure.
Finally, I still am guessing there's no substitute for Demonic Tutor unless anyone can say different. For now, though, It's a lost cause. Anyways, the list:
Arctic Flats Snow Taplands
Elfhame Palace / Tranquil Expanse Generic Tap Duals
Gavony Township Innistrad Location Duals
Grasslands Tap Fetches
Horizon Canopy Future-Sighted/Horizon Duals (Missing 4 other allied cards.)
Riftstone Portal Graveyard Duals (Or something...)
Saltcrusted Steppe Storage Duals
Sungrass Prairie The Crappy Fetchlands
Tranquil Garden / Vec Townships Slow Tap Lands
Veldt Duals Utilizing Depletion Counters
Vitu-Ghazi, the City-Tree Ravnica Location Duals
Anything else as Dual Lands you may already be familiar w/. I just wanted to mention the worst Allied-Only, Nearly awful Allied-Only, & nothing else. Since I'm reduced to a situation where nearly all my cards in my Landbase need to not ETB Tapped, I want your opinions on the worst of the worst. & I'd like your opinions for the ones that didn't get noted that ETB Tapped, but is still good; which bumps off, for instance:
Blossoming Sands / Graypelt Refuge Lifegain Lands
Stirring Wildwood Man Lands
Temple of Plenty Scry Lands
Selesnya Guildgate Guild Lands
If I'm missing out on anything, either:
A: It's a more common Two Color Land than these types.
B: So many use them, there is no point in mentioning them here.
C: Other...
Sorry for the inconvenience for all these kinds of lands. I just want to see as too which ones are worth adding... Thanks in advance.
Brylon on
5 years ago
shalai edh update number 2:
out :: 21
creature:
Azusa, Lost but Seeking is very expensive. I am very aware she is awesome, so I've added her to a maybeboard if I decide I want to further upgrade this deck. Flickerwisp and Glimmerpoint Stag are removed because I am largely removing flicker effects because the strat is not powerful enough in this deck.
planeswalker:
Originally I wanted to take advantage of Shalai, Voice of Plenty's hexproof for planeswalkers, but I didn't make great picks on planeswalkers, and ultimately Karn, Scion of Urza, and Elspeth, Sun's Champion were really the only ones worth it. I can't reasonably afford Karn for this deck, so he has been moved to the maybeboard.
instant:
Flicker effects have largely been removed.
sorcery:
Flicker effects have largely been removed. In this case being sorcery speed makes them less valuable, because they cannot be used for avoidance. Fumigate is removed in order to make way for better mass removal.
enchantment:
It's just too expensive. Shalai, Voice of Plenty does the same thing, and I can just cast her from the command zone.
artifact:
These are less valuable in a deck that is only 2 colors.
land:
The first 4 of these are just bad, and the last 2 are being removed to make way for more plains.
in :: 21
creature:
Birds is great mana ramp. Serra Ascendant exists to be a win con. Midnight Guard is in as one piece of an unlimited token combo.
instant:
Powerful spot removal that puts the card where the player can't get it.
sorcery:
Krosan Grip is in as artifact/enchantment hate. Rout replaces Fumigate. Oust is spot removal that avoids the graveyard.
enchantment:
Flickerform is in for avoidance on key creatures. Presence of Gond is the second part of the infinite token combo, and Shield of the Oversoul is in because it looks fun.
artifact:
Relic of Progenitus is in as graveyard hate. Urza's Incubator is in for cost reduction. Elixir of Immortality is in for mill protection, and Mind's Eye is in for draw.
land:
3 Plains
Path of Ancestry is good for tribal. Reliquary Tower gives me no max hand size. Homeward Path protects me from effects that take my creatures. Emeria, The Sky Ruin lets me cheat back in dead creatures, and the Plains are added to support Emeria.
Cards for later
expensive, but maybe at some point:
maybeboard:
enpc on The Halls of Protection
6 years ago
The_Overlord_666: I think you're getting yourself a wee bit confused here. Veldt's colour identity is green/white. The "tap: Add to you mana pool" is the reason for that.
What we were talking about with fetchlands was that there is a difference between having a green mana symbol (which Veldt has) and a card referring to "Forest" in the rules text. Just because a card uses the word "Forest" does not make it green. If the land subtype is forest however (e.g. Land - forest) it intrinsically has the ability "tap: Add to your mana pool" and the card does have green in its colour identity.
The_Overlord_666 on The Halls of Protection
6 years ago
okay time to double message
myselfgone: Thank you for the advice and the card reference but it doesnt fit this the play style that i use but in the future if i feel the need to add it or if i hit a road block.
lilgiantrobot: thank you for the advice about lands(ill think about using more lands) and the and the circle of protection. but for the Veldt being as well as i would send you the comment section of the deck Just Stay Dead (http://tappedout.net/mtg-decks/just-stay-dead-1/#c3088521) by enpc where i also commented about this on his use of multicolored lands and they explained to my the way around it, and yes this deck already tends to make more enemies then Friends to also say for the two anti black/red cards, but that is what Odric, Lunarch Marshal is for.
Both: and for future reference I will eventually be adding Elspeth, Knight-Errant, Iona, Shield of Emeria, and Baneslayer Angel to this deck at some point in the future
lilgiantrobot on The Halls of Protection
6 years ago
Veldt is out of your color identity, and 34 lands overall seems much to low considering you're running no real acceleration. I'd consider going up to 37 or 38, and adding few mana rocks.
Ghostly Prison/Sphere of Safety are powerful, and deter attacks towards you without you needing to use more resources.
Consider dropping the Circle of Protection enchantments for Rune of Protection: Black and its cycle. You're already mono-w so paying for it is still easy, but this cycle gives you the option to cycle. In a deck like this you're going to want the ability to get a fresh card if there is no red at the table, lets say.
Crown of Awe/Mask of Law and Grace may be overall better as Absolute Law/Absolute Grace. They do mess with the entire table though, so you may not want that.
Dabikerman95 on Dont Piss Off the Elements
8 years ago
Changing the deck some more: Veldt ---> Smoldering Marsh / Windreaver ---> Kiora, Master of the Depths