And here I thought Command Tower was the best land you could get for a Commander deck. Way to prove me wrong, Wizards!
RAV0004
★★☆☆☆ (2.7/5.0)(3 votes)
Not necessary for certain commanders. (like Ertai and/or every other commander ever printed.)
Nice for certain commanders. (like Ghave and Mimeoplasm).
Necessary for Skullbriar.
Manite
★★★★★ (5.0/5.0)(1 vote)
Interesting, filtered mana with an extra function. They should consider exploring that design space more in the future.
Umbric
★★★★★ (5.0/5.0)(2 votes)
So wizard of oz is canon?
Eternal_Blue
★★★★★ (5.0/5.0)(2 votes)
This has got to be just about the most confusing common land I've ever laid my eyes on. I know this is a supplementary set and all that, but surely there will be some new players who read this, their eyes glazing over in much they same way as mine do when I try to ascertain what Triton Tactics does.
1337vanguard
★★★★☆ (4.2/5.0)(2 votes)
Not as good as Command Tower but a much needed tool for voltron decks.
Despite Ghave being my main Commander deck, I don't see the value in this card. I wouldn't play Shimmering Grotto and I wouldn't play this just for the +1/+1 counters. As with the Grotto, all it will do is slow you down.
SpaceMagic
☆☆☆☆☆ (0.0/5.0)
We're off to see the Wizard The wonderful Wizard of Wotc (*wahtz*) Because because because because Because of the wonderful art he does
Marath's decks make him get recast from the command zone constantly. When I first used it I thought it merely gave me an extra +1/+1 counter for putting in a little extra mana for the elk. It wasn't anything crazy, but it helped with mana fixing and made playing an unknown shores -esk card seem worth it.
1) One CMC Generals. (Hound of Konda, Rhys the Redeemed, Norin the Wary, a few others. Being able to cast your Commander a whole bunch of times in a game is one way to just help them Win out of nowhere.
2) Decks that manipulate +1/+1 Counters. Arcbound Creatures, a large number of random White, Red, and Green cards. Doubling Season obviously.
3) Decks that provide a large amount of colorless mana. Doubling Cube, Urza's Mine, Power Plant, and Tower.
Although it LOOKs like a good card to bump *anyone*'s Commander up in power, I really think that recasting a 3-color Commander or beefy 2-color Commander enough times to make it matter is going to be harder than you might think unless you have a large number of players to ensure the game drags long, (5 or more) or you build your deck with lots of mana in mind.
Are there any cards that you absolutely HAVE to play next to this one? Well, the answer to that is almost always ''no'' in Commander, but I THINK I can justify saying "Sol Ring or the Urzatron. At least have one of those."
You've now use 5 mana from your stored mana pool to get 10 +1/+1 counters on Omnath, Locus of Mana. (5 mana, each giving a +1/+1 counter for each of the 2 times your Commander has been cast.)
Next time do it with 7 mana, and get 21 +1/+1 counters. (7 mana, each giving 3x +1/+1 counters.)
Then again with 9 mana, for 36 (9x4) counters... then 55 counters... then 72, and so on.
SimicPieSwallower
☆☆☆☆☆ (0.0/5.0)
What I want to see in the next Commander set is an EDH only Fetch Land. something like: "Pay 1 life and sacrifice this land: search your library for a land with a basic land type within your commander's color identity and put it into play." That would be reasonable I think. That way casual players don't have to spent $100+ on fetches.
Comments (20)
This works great for "counters matter" Commanders like Animar, Soul of Elements and Ghave, Guru of Spores.
It also helps protect fragile Commanders like Momir Vig, Simic Visionary or Merieke ri Berit from cast 1.
Nice for certain commanders. (like Ghave and Mimeoplasm).
Necessary for Skullbriar.
The wonderful Wizard of Wotc (*wahtz*)
Because because because because
Because of the wonderful art he does
I face fault corrected.
1) One CMC Generals. (Hound of Konda, Rhys the Redeemed, Norin the Wary, a few others. Being able to cast your Commander a whole bunch of times in a game is one way to just help them Win out of nowhere.
2) Decks that manipulate +1/+1 Counters. Arcbound Creatures, a large number of random White, Red, and Green cards. Doubling Season obviously.
3) Decks that provide a large amount of colorless mana. Doubling Cube, Urza's Mine, Power Plant, and Tower.
Although it LOOKs like a good card to bump *anyone*'s Commander up in power, I really think that recasting a 3-color Commander or beefy 2-color Commander enough times to make it matter is going to be harder than you might think unless you have a large number of players to ensure the game drags long, (5 or more) or you build your deck with lots of mana in mind.
Are there any cards that you absolutely HAVE to play next to this one? Well, the answer to that is almost always ''no'' in Commander, but I THINK I can justify saying "Sol Ring or the Urzatron. At least have one of those."
Over a few turns (or effects that untap land), filter 5+ mana through this to produce green (keeping track of how many times it was used.
Sac Omnath, Locus of Mana to something... or otherwise get it killed during your main phase.
Recast Omnath, Locus of Mana from command Zone using this mana.
You've now use 5 mana from your stored mana pool to get 10 +1/+1 counters on Omnath, Locus of Mana. (5 mana, each giving a +1/+1 counter for each of the 2 times your Commander has been cast.)
Next time do it with 7 mana, and get 21 +1/+1 counters. (7 mana, each giving 3x +1/+1 counters.)
Then again with 9 mana, for 36 (9x4) counters... then 55 counters... then 72, and so on.