War Room

War Room

Land

: Gain .

, , Pay life equal to the number of colours in your commanders' colour identity: Draw a card.

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Legality

Format Legality
2019-10-04 Legal
Custom Legal
Commander / EDH Legal
Casual Legal
Leviathan Legal
Limited Legal
Tiny Leaders Legal
Oathbreaker Legal
Duel Commander Legal
1v1 Commander Legal

Latest Decks as Commander

War Room Discussion

DespairFaction on Balan, one-punch woman

1 day ago

All in all, everything looks pretty tight and it seems like you have bases covered pretty well. Heres a few things I might explore. First up I am BIG fan of Sword of Sinew and Steel I think only feast and famine is better when getting only a single sword trigger. Next, Ardenn is an insane card that you definitely want to be running, if you cant find a cut I would switch it for Sigarda's Aid which ive always been luke warm on. Keeper of the Accord of the is much better than Verge Rangers, more lands and tokens give you sacrifice protection and blockers. Akroma's Will and Faith's Shield have both been ridiculously good in my decks. Akromas is protection and a finisher, and Faiths Shield is protection for ANY PERMANENT and/or unblockable as needed so I would definintely clear room for these. And if you are able to cut a basic you can run Sejiri Shelter  Flip as a 3rd one of these. I very much like to have 2 fog effects whenever I can swing it. Teferi's proteciton is one, Comeuppance is another that I really like, but you can also use Settle the Wreckage or Dawn Charm as additional ways to not get run over by stuff. Finally, if you are facing stronger and/or more value based decks I always recommend a few key hatebears to stop your opponents from going wild Hushbringer is hilarious in how many different strategies it inteferes with Archon of Emeria or Rule of Law can slow down a player who is very far ahead, if you don't want to use Winter Orb which is a powerful, skill intense, but also salt inducing card. Landwise I would get yourself a Bonders' Enclave and a War Room but ive always used Mikokoro, Center of the Sea and Geier Reach Sanitarium to good effect in mono white...id probably just run all of them and tutor for Feast and Famine asap.

DemonDragonJ on Don't Blink or You'll Miss It!

3 days ago

I have replaced Alchemist's Refuge with War Room, because repeatable card drawing is very nice; paying 3 life every time that I use it may possibly be problematic over time, but, with both green and white in this deck, I should be able to regain that life fairly easily.

Ehsteve on Lord Windgrace Sits Behind A Chasm

3 days ago

More Commander Legends

Undergrowth Stadium

I would say that this is an easy replacement for Spire Garden. If only they had brought this out before Zendikar Rising so it could have potentially been an expedition. The mix of green/black is a lot more prevalent in this deck, with red being incidental. Only issue I see is that this would reduce the overall red splash in this deck down to about 5 sources, 2 of them tapped (Gruul Turf & Valakut, the Molten Pinnacle), 3 of them fetchable. That said, all red costs in this deck are just single pips so it shouldn't hurt too much so long as the fetchable land count doesn't drop further.

War Room

There is a constant battle between these kinds of effects: Arch of Orazca, Castle Locthwain and now War Room. Which is better? Honestly they all end up costing a lot. Arch has that high mana cost, Castle has the downside of being very painful when you're digging for the right thing with a full hand and War Room would cost you 3 every time you used it and taps for colourless. So the question is which one is best? Depends, every time I look over this I come to the same conclusion: generally it isn't really worth it. The deck has a limited resource in its life total that needs to be put towards Glacial Chasm among other things, so Castle and War Room just feel rather taxing, and Arch and War Room are colourless, so they hurt colour fixing. All in all I would consider maybe giving this a pass because having to tap 4 lands and pay 3 life to draw a card just isn't worth it.

Court of Ire

Interesting, but this card just draws too much attention. It would take you many turns to burn down an opponent even doing 7 damage a turn, giving them plenty of time to find an answer. Using this on a creature of planeswalker isn't particularly exciting either due to the timing, you can't really using any tricks to maximise the effect.

Wheel of Misfortune

With Glacial Chasm you can very much abuse this card's effect. It deals damage, Glacial Chasm prevents damage. The choice is made as the card resolves so if your opponents try any shenanigans you can change your choice to something safer. You have every opportunity to utilise this to its full effect. Mind games are also fun so you might try to lowball it at say 5-10 life to see if anyone is betting that you'll choose some ridiculously high number to guarantee you'll get to wheel.

Court of Ambition

Giving your opponents choice isn't the best. Skip.

Opposition Agent

No real interaction with landfall but this is a very powerful card for black. I would recommend this just based upon power level alone to annoy opponents, but do so at your own peril, because you will draw a lot of hate from it.

Tormod, the Desecrator

Now this is an interesting choice here. Bringing back cards from the graveyard is what this deck likes to do, sometimes more than once a turn, so you can get a lot of potential value from this card. However the issue becomes that it is on a creature body. It's interesting, not amazing.

Kamahl, Heart of Krosa

Forgot this one when I was doing green. Interesting effect, but the issue remains that you usually won't be attacking to win, and at 8 mana, he is not cheap to cast at all. I would only recommend this in a Rude Awakening style deck.

NensouHiebara on Balan, Equipment Voltron

3 days ago

@DespairFaction

Mask of Memory doesn't have anything going for it beyond drawing cards, a role already fulfilled by Sword of Fire and Ice. I also dislike discarding my own cards. Dowsing Dagger  Flip is currently in my Maybeboard and I'm looking for a spot.

I have War Room in the manabase. It bests the other options by having its card draw tied to the least demanding cost while not giving opponents free value.

I'm not a fan of Hatebears in Commander. You need to draw them at the correct time (most likely early game) or their hate isn't as effective, and you'd need sheer numbers for that consistency. This will flood a deck with cards that don't promote you main gameplan, or even step on your own toes as is the case with Hushbringer and Archon of Emeria. Drannith Magistrate is a unique case as it shut down such a key aspect of this format, but its 3 toughness diminishes its appeal.

Winter Orb and Hokori, Dust Drinker are no-go's for me. Preventing players from actually playing the game is among the most obnoxious things one can do, and I refuse to take part in it.

I'm sticking with my plainscyclers. Having a body to equip is a lot better than a dead spell in the late game. I can't see myself ever getting rid of them.

DreadKhan on Sexy girls with wings

5 days ago

Akroma's Will isn't a bad card in a deck with lots of bodies, Thran Dynamo might be a decent fit. I don't know if something like Bonders' Enclave or War Room would make any sense in here, I feel like you might not need the cards as much with such a high CMC. Emeria, The Sky Ruin might be a good card, a bit pricey and slow though.

Darksteel Mutation is usually preferable to Pacifism, especially if you've got lots of flyers. Pacifism isn't a bad card, it's just that the Mutation turns off a creature almost completely. I feel like the rare case when it'll bite you in the butt is more than off set by the huge number of times it'll be a better card, removing all abilities as well as just stopping attacks/blocks.

TheSlowestBro on Norin Naughty Nonsense

1 week ago

Hello, Great list! Thank you for the upvote and suggestion you left on my own. I think I'll have to add in Humble Defector and Homeward Path, perhaps also Starke of Rath while I'm at it. These kinda janky cards feel right at home with Norin. I see you've already decided against Mirror March, which I totally get, just figured I'd highlight how awesome it can be with stuff like Grinning Ignus and Cloudstone Curio, both of which I think can be justifiable even without the MM. Also the newish War Room is vastly better than Arch of Orazca in my opinion. +1

Profet93 on FELDON EDH PRIMER: FELDON NEEDS SOME LOVE

1 week ago

War Room - Draw

Sensei's Divining Top - Utility

Ugin Ineffable + Top + Experimental Frenzy = Draw your whole deck. Ugin + top are good on their own, frenzy is a wild card. Although I think with Feldon you prioritze activating him than casting cards in hand

Humble Defector - Draw, politics, synergy with homeward path, nice with feldon, cheap to cast and buy

Ignite the Future/Light Up the Stage - Draw, not needed but worth mentioning

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