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Phyrexian Tower

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Phyrexian Tower

Legendary Land

: Add .

, Sacrifice a creature: Add .

Crow_Umbra on Ratica Apocalyptica

2 months ago

Based off your most recent update, would Warren Soultrader and/or Phyrexian Tower be options you'd consider? They both compete with your commander a bit for sac fodder, but could help with mana acceleration.

_AoxomoxoA_ on Veni, Vidi, Vici

4 months ago

10/24/24 Revisions

Why?

A bit of a fast follow-up here, I know. While I liked where the deck was at, I couldn't help but notice that it was still far too slow. Sure, when you get to turn 7 or so, the deck was able to start pumping out, but those first turns were grueling. Essentially having 0 ways to cheat for extra mana put me far behind any deck that is even slightly competitive. So, this change was hard to make, but definitely feeds the machine of progress through the entirety of the game. Reducing the CMC of the deck with the removal of certain high-cost low value cards will ensure a better early game while not damaging the late game potential too much. One of my favorite parts of this deck is how resistant it is to being board wiped, and I think this has improved that, instead of spending an entire turn to play a 6-cost card like Elspeth, only for her to be killed the next turn I can spend my turns playing more combo pieces and not have a large cost card that's dead in hand.

Captain of the Watch: 6 Mana to create 3 tokens, plus vigilance and +1/+1. Personally I think the card is pretty good, but in White it's very slow for a mid payout. In this deck +1/+1 and Vigilance isn't nearly the game changer it would be if it were in a deck that only cares about swinging

Colonel Autumn: While his Exploit ability is pretty good, especially with the amount of legendaries in this deck, it's still not good enough and it's another case of the actual damage done during my attack phase doesn't matter nearly as much as the triggers I get off the phase

Talisman of Conviction: Replaced by Moxes, I like the Talismans but too slow compared to the 0-cost moxes

Talisman of Hierarchy: Replaced by Moxes, I like the Talismans but too slow compared to the 0-cost moxes

Talisman of Indulgence: Replaced by Moxes, I like the Talismans but too slow compared to the 0-cost moxes

Evolving Wilds: Not terrible, but there's better options. Takes 1 turn to be usable.

Myriad Landscape: You get to waste 2 turns AND spend 3 mana to get 2 tapped lands. Not ideal.

Intangible Virtue: Similar to Autumn and Captain of the Watch, at this point I care much less about the damage dealt by the tokens and more about their usability in triggers

Elspeth, Sun's Champion: 6 mana chonker for either 3 tokens, or 1/2 of an Austere Command. If she lives it's great, but she's a pretty big target for elimination. I like her, but once again, too slow and too risky to dump 6 mana into

Keeper of the Accord: I have 4 basic plains in the deck, and I almost never have less creatures than everyone else. If this card needs to come out, I have probably already lost the game and am far behind.

MacCready, Lamplight Mayor: This kind of hurts to remove. MacCready is super interesting in the deck and gets a good amount of damage to sneak through, but at the late game, most of my tokens are too big for his ability to use.

Commander Mustard: He provides WAYYY more value than Captain of the Watch in the form of trample and haste, as well as he costs 1 less than it, is a human soldier and his 2nd ability is very synergystic with the rest of the deck, even for 4 mana. Basically he provides two triggers of impact tremors when I swing out, giving my tokens more value

Priest of Forgotten Gods: This card is actually kind of busted. Forcing enemies to sacrifice creatures gets around indestructable, or big boys, pings their face for 2 damage, free mana, and card draw. All of this for a two cost card and sacrificing 2 creatures. Actually kind of insane to have all of these effects for 2 1/1 tokens.

Jeska's Will: Free mana is exactly what I was looking for. Against a deck that uses thought vessel, or reliquary tower, ad nauseum, ect... just any deck that draws cards easily (90% of decks especially with the One Ring still unbanned), this will work wonders for my X-cost cards, or just getting some of the bigger boys out.

Chrome Mox: Better Talisman IMO

Mox Amber: Almost all of my creatures are legendary, free money. Arcane Signet for 0 mana

Mox Diamond: 0 mana for any color I need every turn

Phyrexian Altar: Essentially just Ashnod's altar

Afterlife Insurance: Amazing protection against boardwipes, or punishing people for blocking me. 2 mana to recover all my tokens

Phyrexian Tower: Exactly what I was looking for, a way to generate more mana than just 1 colored.

Urza's Saga: No brainer, free colorless for 2 turns, then I get a Sol Ring, Mox, Mana Vault. Whatever fits my needs

Prosperous Partnership: 3 mana to generate 2 creature tokens and treasure tokens when I'm not ready to swing with my entire board. Also works well with vigilance!

DreadKhan on EDH Merens Reanimator

1 year ago

In my Meren deck, I don't run a lot of bigger creatures, even though the deck has decent odds of ending up with huge amounts of mana, stuff like Beast Whisperer/Grim Haruspex draw cards off of creatures either entering or leaving the battlefield, there are lots of variants of both of those effects, and these will let you play many spells in a turn, rather than play one huge thing. I don't think your MVs are a huge problem, but the 'top of my curve' creatures are Razaketh, the Foulblooded, Protean Hulk, and Sheoldred, Whispering One, the first two can win on the spot or very quickly, while Sheoldred is a bit more questionable, a lot of people find stuff like Sheoldred tends to be too slow in todays game, so even that is a card I'm considering switching out for lower to the ground stuff. I checked and atm I have 14 1 drops, which is a few more, there are plenty of decent 1 drop mana dorks you could throw in to both lower your curve and possibly raise your consistency, though the best is Elves of Deep Shadow, since your deck cares more about Black mana.

As a general rule of thumb for Meren, if you can do a thing with a creature instead, you probably should unless the creature option is truly awful, I run 55 creatures in the 99, and I'm still thinking about sneaking more in by taking out things like Artifacts. Creature payoffs are better than artifact payoffs in Golgari, and Meren can't recur non-creatures.

For sac outlets, you ideally want a selection of 'free' sac outlets, ones that only use a creature and no other input, so stuff like Viscera Seer, Carrion Feeder, Woe Strider, any of the good altars (Phyrexian Altar, Ashnod's Altar, and Altar of Dementia are my all very good), Sadistic Hypnotist is insanely useful (it is a 5 drop though), if you have 4 drops that matter you can use Dimir House Guard because Transmute is a good mechanic if you care about the MV and it's also a free sac outlet. I think you can throw in a few sac outlets that are more limited, stuff like Helm of Possession, Phyrexian Tower, Hell's Caretaker, Altar of Bhaal, and Ritual of the Machine are all beefy effects, even if you can only use them once per turn. I really like stuff like Sakura Tribe Elder because the card provides it's own sac outlet (but only for itself), ymmv but I think you're taking a risk by running something like Solemn Simulacrum over Dawntreader Elk or Diligent Farmhand, 4 mana is a ton and it lacks a self destruct feature.

One option some people end up taking is replacing Meren as the Commander, not because she isn't strong enough but because the play patterns are pretty consistent, once you've figured out what your deck is trying to do, Meren is usually very predictable, so some people prefer something like Baba Lysaga, Night Witch. She offers card draw and a sac outlet in the Command zone while caring a lot less about creatures in particular, so you'd have more freedom in terms of card types.

Hope some of this is helpful!

SufferFromEDHD on Volrath: No School, like Old School

1 year ago

Dooope. I'm a huge fan of deck building with restrictions. You are running some classic creatures.

Corpse Dance > Shallow Grave

Devouring Strossus is Lord of the Pit #2.

Dust Bowl? I only suggest it because I tend to run it when 50% of more of my mana base is basic.

Phyrexian Tower pays for a Volrath activation.

Skull of Ramos pays for a Volrath activation.

crucible of world not old school enough? Useful alongside that amazing Null Brooch.

slasherturtle on Gimme That!

2 years ago

I fucking adore this deck, I don't have too many notes.

Arcane Lighthouse would be nice to take control of creatures with Hexproof or Shroud.

Something like Phyrexian Tower, Viscera Seer, or Yawgmoth, Thran Physician might be nice so you can sacrifice the creatures you steal for free if you can't untap Merieke, or if you use something other than Merieke to steal it.

Exsanguinate/Torment of Hailfire and maybe even Sphinx's Revelation would both make good use of your infinite mana combo, since there aren't too many payoffs for it. Without a few decent X spells you might find it doesn't do a lot for you.

teafresch on Tormod

2 years ago

Id suggest switching out Relic of Progenitus with either Unlicensed Hearse or Scrabbling Claws. Poxwalkers, Prized Amalgam, and Master of Death are also cards that have proven to be super good in my Tormod deck although I also have Intuition, Entomb, Traumatize, Unmarked Grave, Altar of Dementia, Oriq Loremage and Vile Entomber in mine. Some dredge cards might help filling your grave. If you ever add fetchlands then I would also add Hostile Desert and Crucible of Worlds. Phyrexian Tower, High Market and Unholy Grotto/Volrath's Stronghold are some other good lands. Tortured Existence is also a must. 1 black mana per 2/2 zombie as much as you want is hard to beat.

Tur on Hidden Power - Crop Rotation

2 years ago

Hello everyone! This will be a trial forum post for a "Commander - Hidden Power" series. My goal is to show relatively inexpensive cards which are often overlooked by commander players in semi-competitive and casual play. (This post is not designed for competitive play.) If you enjoy the topic, please provide positive feedback and I will consider creating similar posts.

The powerful card I plan on discussing here is Crop Rotation.

This card under five dollars and is one of the most powerful mono-green tutors. Period. Yes, I'm counting all mono-green tutors. This includes: Worldly Tutor, Finale of Devastation, Green Sun's Zenith, Survival of the Fittest, Chord of Calling, Natural Order, Tooth and Nail, Sylvan Tutor, Time of Need, Scapeshift, Hour of Promise, Tempt with Discovery, Reshape the Earth, Boundless Realms, Traverse the Outlands, Rampant Growth, Harrow, Cultivate, Harvest Season, Explosive Vegetation, etc.

It's one color, one mana, instant, searches for any land, you can sacrifice a tapped land, and puts the land onto the battlefield untapped (unless otherwise specified).

Although, Crop Rotation is often overlooked by players because of the very expensive cards it can search and not being "flashy" enough. Yes, Crop Rotation is ideal with any of the following cards: Gaea's Cradle, Mishra's Workshop, The Tabernacle at Pendrell Vale, Serra's Sanctum, Bazaar of Baghdad, and Diamond Valley. However, suppose we don't have a one thousand dollar mana base and cannot play the land cards above. Is Crop Rotation worthless? No. It is still one of the best mono-green tutors. There are so many utility and theme lands which are excellent targets. Ramp lands and color-fixing are also viable options. Here are a few categorized ideas:

Utility Lands:

Theme Lands:

Ramp Lands:

Color-Fixing Lands:

There are many more unlisted cards in each category which could fit your specific deck.

Some of the cards listed above have some pretty cool synergies with Crop Rotation here are a few:Urza's Saga, you can let the saga get to chapter III, then with the ability on the stack sacrifice it to Crop Rotation to get both the artifact and land. Field of the Dead is ideal in every two or three color commander deck with a sufficient mana base (in fact some of my win conditions are given by Field of the Dead). You can also use Field of the Dead as a combat trick. Scavenger Grounds and Bojuka Bog are fantastic for graveyard combo disruption. Maze of Ith and Glacial Chasm will hurt your lands, but sometimes it is needed to stay alive.

Simply having the ability to greatly effect the board state using a one-mana instant speed spell is impressive: life gain, damage prevention, removing steal effects, getting around blockers, denying counterspells, combo stoppers, unlimited hand size, sacrifice engines, haste, recursion, ramp, creating token blockers. The list goes on-and-on-and-on. If fact, if you're playing 3-4 of the lands listed above you should really consider Crop Rotation in the ninety-nine.

All in all, I'm always surprised the number of deck lists which do not play Crop Rotation. This is a fantastic card and one of the best mono-green tutors. It has so much hidden power. Ask yourself if there is a nonbasic land which you are playing (or would play) that would do well with Crop Rotation.

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