Worn Powerstone

Worn Powerstone

Artifact

Worn Powerstone enters the battlefield tapped.

: Gain .

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Worn Powerstone occurrence in decks from the last year

Latest Decks as Commander

Worn Powerstone Discussion

TriusMalarky on Aikido of the Inward Eye

4 days ago

3 mana rocks aren't even good in commander, with the exception of Chromatic Lantern in decks with budget manabases, Coalition Relic which is just a good card anyways, and Worn Powerstone .

There aren't any 2 mana rocks in Pioneer that are worth running in a Jeskai deck. I'd really avoid ramping in general, honestly, especially in a spellcaster type deck, because you can easily run a ton of 1 and 2 mana spells.

I'm not sure why you'd run Teach by Example, but I'm not sure it's bad enough to say not to run it. It's a fine card, but you should have a good number of specific cards you want to copy. Fun card though.

berserkerazn on Queen Marchesa

1 week ago

I spoke to iamhikari:

Plan: Pivot towards aristocrats, lower the CMC, maybe more taxing. Though I think going more into the Monarch theme might be more fun/unique. We can try this first:

For starters:

-1 Beseech the Queen
-1 Deliver Unto Evil
-1 Wild Ricochet
-1 Call the Coppercoats
-1 Assemble the Legion

Mana fix and ramp:

-1 Worn Powerstone
-1 Gilded Lotus
+1 Exotic Orchard
+1 Talisman of Conviction
+1 Wayfarer's Bauble
+1 Talisman of Hierarchy ...can also +1
Talisman of Indulgence , but it's slightly pricier.

Expand reach and lower CMC of your removal:

-1 Return to Dust
-1 Terminate
-1 Comeuppance
+1 Chaos Warp
+1 Generous Gift ....alternatively there are some 2 mana removal cards in Strixhaven that might be fun to try out.
+1 either Path to Exile or the cheaper Dire Tactics
+1 Soul-Guide Lantern

Fun monarch theme and control: +1 Court of Grace
+1 Court of Ambition
-1 Black Market
-1 Ixalan's Binding

Pivot to Aristocrats:

-1 Neheb, the Eternal
-1 Thief of Blood
-1 Tectonic Giant
+1 Cruel Celebrant
+1 Syr Konrad, the Grim
+1 Bastion of Remembrance

Still need to deal with your creatures and maybe do some more token generation or something. I'll keep thinking and get back to you.

Coward_Token on Strixhaven spoiler season

1 week ago

Move over 60-format nerds, it's C21 time!

(Collapsible due to obnoxious wall of text) Show

plakjekaas on MDFC Sorcery in Strixhaven

2 weeks ago

cEDH is more of a mindset entering the game, than it is a deck definition. cEDH tables will assume every other deck is as powerful as possible, and do anything necessary to efficiently end the game in their favour as soon as it's able to. That's why by far the most interaction in cEDH is counterspell-like more than wrath- and doomblade-like. There's plenty of cheap, two card combos that can end a game, currently the most popular and efficient wincon is Thassa's Oracle + Demonic Consultation / Tainted Pact . Put the oracle trigger on the stack, exile your deck, let the trigger resolve, and win the game even if they remove the oracle. Creatures beating face is a slow, inefficient way to win the game, gathering 120 damage on opponents just takes longer than tutoring out two cards and playing them.

Casual, focused, and even optimized decks usually just want to "do the thing" envisioned in deckbuilding; play tribal, play a janky 5-card combo, voltron someone to death with all the equipment, proliferate all your planeswalkers and collect the emblems, etc; as many objectives as there's players probably. Everyone steps into the game to have a fun time, see their cards at work, enjoy the game as much as trying to win. This is where the social contract and the salty cards lists come in.

A deck that combos off at turn 2, or blowing up all lands to prevent your opponents from playing magic, being able to counter every spell, Windfall + Hullbreacher ... These things offer a different kind of fun, the fun to try and win, or at least dominate, the game at any cost. Like you'd do in Legacy. That's where Ramble's 60 card grind objections originate. If that's the plan you expect from all opponents, you'll adjust the interaction you include to combat those strategies, just like you'd adjust the number of boardwipes in your deck if everyone around you will play tribal creature decks.

For deckbuilding decisions, this basically means you're going to ask yourself for every card: "is this the best card I can play to help me end the game in my favour?". You'll never play a Worn Powerstone if you could play Mana Crypt . You won't include your pet card Archangel Avacyn  Flip just because it makes you think of the time you dominated fnm in 2016. Every card has a purpose, and is optimised for that purpose. Even on a budget, that should be your guidelines for building your deck.

MDFCs, however, are seldom best in slot. Their strength lies in never being worst in slot, because if one side is terrible, the other one can be useful enough so you don't topdeck something useless when you really need to hit action. Bala Ged Recovery  Flip is a bad Regrowth on one side, and a bad Forest on the other, but will never be dead in hand because of the versatility. cEDH decks are usually not looking for effects like this, because taplands are horrible for swift and efficient play, and actually playing Regrowth would save you the mana to actually cast that winning spell you're getting back from the graveyard. So Mcat1999 's presumption of: one or two could be good enough, but they usually won't make that much of a splash on the highest power levels, is probably accurate, at least for the MDFCs printed until now.

plakjekaas on Ugin has no Elder Dragon …

3 weeks ago

People deal with an early Blood Moon in EDH by using Arcane Signet and such, to still be able to cast your spells even if you run few basics, but an early Blood Moon will immensely slow down players who have 4- or 5-color decks. It's not considered a very fun tactic, but the higher in power level you play, the more valid it becomes as a strategy.

Most big threats like Ulamog, the Ceaseless Hunger will make you arch enemy instantly, meaning all 3 other players set aside their differences until the most dangerous threat (either Ulamog, or it's controller) is taken care of. Most powerful plays in EDH are dealt with this way, that's why the format can allow more powerful cards than most constructed formats. The multiplayer aspect of many vs. one is an innate balance to running away with the game, until you take infinite combos into the equation.

Colorless is able to ramp pretty fast, even lacking green, you're just tighly bound to artifacts for doing so. Mana rocks are usually more efficient if they don't have to tap for colours. Sol Ring Mind Stone Prismatic Lens Worn Powerstone Thran Dynamo Hedron Archive Dreamstone Hedron Everflowing Chalice , there's a lot of colorless rocks to get you up to 9 as early as turn 4 or 5 pretty consistently. That's one of the few things the legendary Eldrazi have going for them as a commander, you basically play 90% artifacts, but artifacts are great at creating additional mana, so you're likely to cast your commander in a game anyway. How you're going to deal with everyone at the table wanting you and your commander gone after you cast it, is the follow-up problem though '^^

BrassLord on Eldrazi ♡ -jank edition-

1 month ago

If you want to make a "legal" 5 color eldrazi deck, Esika, God of the Tree  Flip is a good option, as the creature side color fixes you for those weird colors, and the enchantment side could allow you to cheat out those huge eldrazi creatures. Unfortunately it would mean you would have to redo the mana base to accommodate and probably cut some of the little eldrazi creatures

If you choose to keep your current commander, there are actually a few cards that take advantage of your commander being colorless. Things like War Room and Commander's Plate are super good, as you wouldn't have to pay life and the armor gives protection from EVERY color!

For the colorless mana base, I'd look into replacing a majority of your Wastes with utility lands. There are DOZENS of different utility lands that function like a wastes and come with an added bonus. Off the top of my head, some decent cheap options are things like Haunted Fengraf , Rogue's Passage , Ghost Quarter Cascading Cataracts

If you choose to play your commander as colorless, it would also mean you'd have to cut the cards with colored mana symbols in their mana costs. I'd replace them with ways to generate big amounts of mana. Things like Thran Dynamo , Voltaic Key Manifold Key , Sculpting Steel Worn Powerstone , Sol Ring , Everflowing Chalice , Hedron Archive , Dreamstone Hedron . I would still keep a few wastes around, as you could use cards like Solemn Simulacrum and Burnished Hart to ramp further. And I would definitely look into finding interaction and card draw that is colorless, as those cards are a a premium in that color identity.

Also, I would say that you probably have too many lands. I could see you running like 38-39 lands. It'd mean that you'd consistently hit a land drop every turn in addition to your ramp, making it a lot easier to cast your commander.

Hope those suggestions help, regardless of the direction you choose to go!

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