Worn Powerstone

Worn Powerstone

Artifact

Worn Powerstone enters the battlefield tapped.

: Gain .

Latest Decks as Commander

Worn Powerstone Discussion

TriusMalarky on Mizzet PUNCH

7 hours ago

Aight. First, you need a good ramp package. I'd go

You have 3 taplands, two of which are useless. They're better off being basics, although Skyline Cascade isn't the worst. Also, Evolving Wilds never belongs in 2-color decks. Temple of Epiphany is infinitely better.

Teferi's Ageless Insight, Alhammarret's Archive if you have the budget.

Snap157 on Do you like your hand?

6 days ago

In a word: spicy.

Consider swapping a swamp for an Urborg, Tomb of Yawgmoth to maximize your Cabal Coffers, and adding in Geier Reach Sanitarium would play into your discard theme. I would replace Fabled Passage with it.

Feed the Swarm is a new piece of tech to answer enchantments for black, and Withering Boon comes legitimately out of nowhere.

It seems like you need more repeatable ramp. Maybe consider Jet Medallion, Arcane Signet, Worn Powerstone, Prismatic Lens, Mind Stone, and Wayfarer's Bauble?

While your commander also give your cards, I would still get up to ten sources of card draw. For a repeatable discard engine, I would suggest Phyrexian Arena, Sign in Blood, Read the Bones, and Night's Whisper and the king of all black card draw, Necropotence. Necro might not play nice with your own discard, but I don't think you rely on reanimation enough for it to be an issue.

I really like this deck and hope this helps! +1

Lanzo493 on Teysa Karlov EDH curve/distribution help

1 week ago

I took a quick look, and your curve is there. It seems to be a bit heavy at CMC 5. If you're having issues with being able to play your cards, I'd suggest you replace 5 CMC cards with more ramp spells. Since it's an aristocrats deck, Gold Myr and Leaden Myr may be useful. Other than that, you have Fellwar Stone, Everflowing Chalice, Skyclave Relic, Worn Powerstone, and Wayfarer's Bauble should help you ramp better. Land Tax is sort of like ramp, and it's a very strong card. It also lets you shuffle your deck any turn you want to.

carpecanum on Korvold, Fae King, ruler of Eldrazi

1 week ago

Tempt with Vengeance, Sylvan Offering for sac fodder.

I would ditch 2 lands for 2 mana rocks, maybe Spinning Wheel and Worn Powerstone.

Helm of Possession or Mogis, God of Slaughter for more aggressive saccing.

Most of my suggestions are more pricey than I usually like to make. To go cheap, maybe look at golgari "straight to the battlefield from graveyard" cards for cheating out eldrazi.

zuharran on Ashaya, Soul of the Wild: Be-Leaf in Yourself

2 weeks ago

So, finally stopping by to give some suggestions! The suggestions I'll make are based off of optimizing, so if budget is an issue, then some of my ideas may not be very helpful. I'll list out my thoughts in bullet format, so here we go!

  1. Mana Dorks: I personally am not a fan of mana dorks. They are low cost and can give ramp, however they are incredibly vulnerable and are dud cards in the late game. Instead of mana dorks, I'd suggest shifting off of them towards mana rocks like Worn Powerstone, Arcane Signet, and Fellwar Stone. Artifacts are a lot stickier than creatures and more reliable vs destruction cards.

  2. Board Wipes: I personally didn't think there was enough space in my deck for more than 3 boards wipes, but they are important. While Boompile says nonland permanents, it is unreliable at best, so I'd recommend swapping that for an O Stone.

  3. Draw: You have 3 sorcery speed draw cards and one instant speed draw card. They are extremely situational card draw and, I believe, unreliable. The issue with them is that they are reliant on higher power creatures and/or multiple creatures. I would favor cards with more consistent draw power, such as The Great Henge, Elemental Bond, and Guardian Project which allow you to draw whenever you cast a creature card is much more consistent and can ultimately draw you a ton more cards than those one off spells. On top of that, the enchantment draw card you do use, Colossal Majesty, only triggers its effect with a power 4 or greater creature which you only have 7 (8 if your commander has 4 or more lands on the field) creatures that meet that requirement. I'd definitely cut that for one of my other draw suggestions. I'd also eliminate Regal Force, as its cost is entirely too high for how situational its draw effect is.

  4. Tutors: If price isn't an issue, then Sylvan Tutor and Worldly Tutor are the way to go. If it is, then the choices you have are pretty good.

Let me know if you want any other suggestions, these are what I can think of at the moment! Here's a link to my deck build for anyone who is interested:


Infinite Mana, Infinite Creatures

Commander / EDH zuharran

SCORE: 12 | 5 COMMENTS | 480 VIEWS | IN 3 FOLDERS


!

MrFuzzykenz on All Hail Our Lord and Savior, Cthulu

2 weeks ago

Love the deck theme idea! Just want to say you have it listed that you have two copies of Selective Snare.

I'm going to say right off the bat that Meteorite, Diabolic Tutor, Bridge from Below, Laboratory Maniac don't belong in your deck because they are just bad cards. Although Laboratory Maniac is a fun alternative win condition, your deck simply doesn't have the mill power to achieve this and even if you did you have a greater chance of milling that him; because he's odd cost you can't use your commander to bring him back.

I am confused as to why you're discarding for graveyard strength when the only thing that benefits from having things in your graveyard is Apocalypse Demon. I want to point out that your commander Gyruda, Doom of Depths ability can only return a creature card of even mana cost from the four cards that everyone milled. So you won't be able to return anything that's already in your graveyard.

One other point I want to make is that taking the top four card from your library and things like taking putting the top card of your library {example: Deranged Assistant }into your graveyard don't count as drawing cards so Oneirophage and Chasm Skulker won't trigger.

Lastly after play testing your deck a couple times the biggest weakness this deck has is the fact that your commander is 6 mana below I'll suggest some budget mana rocks, because the faster you have you commander online the faster your deck and do kraken things ^-^ but all of these mana rocks will be better than Meteorite which is very bad.

Good Luck on your deck! Hope that was helpful!

Everflowing Chalice, Hedron Archive, Star Compass, Prophetic Prism, Prismatic Lens, Mind Stone, Worn Powerstone, Spinning Wheel, Silumgar Monument, Manalith, Mana Geode, Fountain of Ichor, Drake-Skull Cameo, Dimir Cluestone, Dimir Keyrune, Darksteel Ingot

dingusdingo on Geneva Format Cards List

3 weeks ago

Here are my thoughts

Don't split the land cycles

It is infinitely easier to say "Oh Geneva has painlands and checklands" rather than "Okay so Dimir has Drowned Catacomb next Boros has Sunbaked Canyon" etc. This is an ease of access point for getting started in the format but also regularly building decks in the format. Having to remember specifically which lands from all the different land cycles go into what color groups will be a huge turn off for most players. I also suggest keeping 5 color cycles for non-land cards intact too; if you have Gold Myr then include the other 4 colors as well.

Include X spells

Aside from giving nice offerings to decks as games go long, it gives you a use for all that ritual style mana ramp in the format.

Focus your ideas for the format

Currently, it seems like Legacy card pool with Pioneer power levels, except the only style of play is "Make synergy then swing creature". When you wanted to make a new format, what prompted you to do so? Is there a certain type of deck you are trying to bring to prominence, or a certain type of deck you don't want to see in the format? I think you should approach from a top-down design, rather than throwing cards at the board and seeing what sticks. It will also help in selling your idea to players, "Hey try my new format, it lets you do X Y and Z different from the other formats!"

Consider the power level you want

Your most well developed themes are madness and lifegain, both stompy builds of medium-low power level. Meanwhile, you have one of the absolute most efficient pieces of removal ever printed with Swords to Plowshares as well as 3 various alternate casting cost creature removal spells. Having hyper efficient creature removal and almost entirely creature based damage to win will create some stale gameplay rather quickly.

Focus on deck archetypes

A healthy metagame has aggro, midrange, and control, the eternal rock-paper-scissors of MTG. Aggro has good match up against control but hard against midrange, midrange is good against aggro and weak to control, and control is good against midrange but weak to aggro. Within that basic rock-paper-scissors, also consider well-known deck archetypes and builds. Some that come to mind are burn, spellslinger, combo, white weenies, tribal, prison, and mill. The format should appeal to Timmies, Johnnies, and Spikes in various ways. If I'm Johnny combo player and the only way to "combo" win is play life gain cards + life gain pay offs + attack with creatures, I'm going to lose interest in the format.

That being said, I highly recommend you get a good splash of cards into the pool for various archetypes before you get into the minutia of what each deck will play, this is currently still barer than bare-bones. Siege Rhino seems like it will be a deck to you right now, but it might not once you get the rest of the format fleshed out.

Play to each color's strengths

This format is currently just creature whack. Green is the creature and ramp color, but is primarily serving to ramp other colors and doesn't have good beaters. Blue is known for drawing and counter magic, of which we see almost none of yet. Look at the colors and think about the keywords that go alongside them, as well as non-creature spells. Red is going to want cards with haste, especially 1 drops, but also a variety of direct damage cards. Blue is going to want a handful more draw cards, probably bounce and countermagic too. Black could benefit from another discard effect beyond Duress, and that opens the door for Megrim to be a deck. Look for perennial keywords like trample, flying, first strike, haste, and even protection from color if you're feeling spicy.

Think about threats and answers

Empty the Warrens is a storm card that could fit well into a creature heavy format without throwing the entire format to Storm but still providing a new deck archetype and varied play for the format. It is a high caliber threat for decks to close games, but there are also tons of answers decks can use to handle it, such as Pyroclasm or Wrath of God or the already in-set Marrow Shards. Thinking about how decks win is crucial to designing the format, but having answers in mind for the threats keeps the format balanced. It will give players a better and more interactive experience, and it will raise the value of sideboarding immensely. Do you have a graveyard based combo for Combo Johnny? Well a Tormod's Crypt sounds like a great include to keep them in check. Lots of big hexproof/shrouded creatures for midrange to fight control? Give control effects to get around them like Chainer's Edict or even just more wrath effects. If you want the format to be dynamic, create threats and create answers.

Find synergies for cards already in the format

Do you want every deck to be a goodstuffs pile? Nobody wants that. Look to cards that are already included and give players deckbuilding choices. For example, you might think that Voltaic Key is an excellent way to get some more mileage from Worn Powerstone, and that inclusion of Voltaic Key will lead you to a few other cards that work well with the pair. Give players options, and think about the things a player will want available to them. Finding cards that nestle in alongside existing cards is an excellent way to start.

Optimator on Yahenni Aristocrats

3 weeks ago

Your list is looking really good! You have pretty much most of the classic Aristocrats pieces in. Your creature list is spot-on IMO. I love how much removal you have.

A couple of suggestions here though. I am going to assume you're on at least something of a budget. If you're not, hit up EDHREC for more powerful suggestions, of course.

I would recommend a bit more ramp. You're sitting at four ramp pieces by my count, and Bontu's Monument and Ashnod's Altar are a bit questionable as true ramp. They're definitely good and worth their slots--don't get me wrong. I'd recommend at least eight ramp pieces in almost any deck. Some good includes would be Wayfarer's Bauble, Charcoal Diamond, Star Compass, Myriad Landscape, Prismatic Lens, Mind Stone, Worn Powerstone. With a bit of money you have Arcane Signet, Coldsteel Heart, Jet Medallion, Crypt Ghast, Magus of the Coffers and Sword of the Animist.

I wouldn't really recommend Altar of Dementia unless you can infinitely loop sacrifices and make it a win-con. If you just want free sac outlets; your commander, Ashnod's, Woe Strider, and Carrion Feeder should do the trick and give you value in return that you can actually use. Same with Ayara and stuff. Culling Dais and Spawning Pit are decent. One of Yehenni's biggest strengths is having a free sac outlet in the command zone.

Speaking of your commander, one of the reasons to run Yahenni over other mono-Black aristocrats commanders is the threat he/she turns into. I would recommend a few pieces of equipment to help end the game. Loxodon Warhammer, Blackblade Reforged, Lashwrithe, Trailblazer's Boots, Prowler's Helm, and of course Swiftfoot Boots are all good choices. Lots to choose from here but these are great for their price. Obviously there are all the Swords and Jitte and stuff if you have the cash or have them in your collection.

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