@@andrewtaylor5883 I have Hanweir Garrison in my human tribal deck to spit out more bodies, so putting the Battlements as a flip option is probably not the right choice but it's the fun choice
I truly appreciate the way you explain cards. Thanks for all the info over the past couple years. You've been a great help in my deck building, but also my game play.
Wanted to give a shoutout to another weird Ice Age land that I've never seen someone run and only occasionally remember - Thawing Glaciers. Enters tapped and does not make mana, but you can pay 1 and tap it to tutor a basic land onto the battlefield tapped, then return Thawing Glaciers to your hand. The short version of this is, if you have Thawing Glaciers out you will NEVER miss a land drop. Sure it's slow, but a tapped basic every other turn is better then a poke in the eye (or being totally mana screwed), and it's also an easy way to keep shuffling your deck over and over if you care about such things. Also it's a little expensive I guess. Maybe they play it in Vintage? I think I would run it in any big mana deck that isn't in green, like mono red or black. If you're leaning heavily on making swamps that tap for double or triple getting a fresh swamp at least every 2 turns would be nuts
I used to run this in my old Taniwha deck. You could activate it in response to Taniwha's trigger so that you wouldn't have to bounce the land. I really need to rebuild that deck, it was so weird and janky
hall of Mist, triggers my Land goes to Graveyard wincon within my muldrotha Deck. Thanks to underrealm lych and the good old githrog Monster. Thanks for the Suggestion!
“Grove of the Guardian. Don’t leave home without it.” -Trostani, probably I live the Creeping Inn for a Rakdos deck full of damage doubling/tripling cards. And boy do I need a Hall of Mist and a Tower of the Magistrate. Ever seen a Snapdax wearing a Kaldra Compleat?!
You've convinced me to give Hostile Hostel a shot in Myrkul, I haven't touched it since midnight hunt prerelease after being blown out by the sorcery clause. And couldn't agree more about Tolaria West getting certain lands is tricky enough in mono blue, so it really helps, especially to find gates or mazes end!
@@Shimatzu95 High Market is already in there, as a solid instant speed sac outlet, and I'd love to put Phyrexian tower in, but it's just a touch above my price range, for a single card haha
@@MayaoiShiina there is also a colorless legendary land from kamigawa that works as a sac outlet, altho that one costs more. My personal prolems with market are sorcery speed (of course) but also that you can use it only 3 times.
@@Shimatzu95 the 3 mana cost on miren is quite high, and as for the issues with Hostel, it's not the worst, as I already have quite a few instant sacs in Myrkul and it flipping into a creature is fine, as, if it dies, I can exile it with Myrkul and it'll be an enchantment land, good for 3 more sacs
I love Path of Mettle. Played it a bunch in early access Arena. Back when everybody didn't have every card they wanted, so it felt like classic kitchen table magic. Idk how many times I caught people attacking with just one creature.
Path of Mettle is really good in Samut, Voice of Dissent because she gives all your other creatures haste, flipping it is almost guaranteed the turn you play it.
Let me toss some more lands to this wonderful list! 1. Boseiju, Who Shelters All - Allowing your game ending or board warping spells to resolve 2. Kor Haven - Mystifying Maze and Maze of Ith have their downsides. Maze of Ith doesn't add mana AND like Mystifying Maze they untap the creature which if you want to stop the damage my guess is you don't want it as a blocker. 3. Restless Vinestalk - 6 Mana investment (is alot I know) to work with someone else to remove threats across the table. Ask for no blocks which could grant a Bident of Thassa trigger or anything else simic gets for connecting. Most people will take 5 to remove the a threat
Halls of Mist with Disrupt Decorum would be great because it would force your opponents to attack and then an entire turn cycle of their stuff not being able to attack
Drannith Ruins totally passed me by. Straight into the Denry Klin deck. Green counters-matters players might not care but UW counters-matters needs everything we can get
It’s far too slow for most creature decks (Green or colourless would be the exceptions where otherwise having 3 lands free in addition to casting creatures is going to be far too slow to be relevant).
Think I had one on a population edh deck. Might pop it back in! Give it life link or sac it for draw or bodies….def understand imo. I find ppl forget you have some cheeky stuff hidden with your lands often.
Hall Of Mists! He'll yeah! Thought I was the only one who knew that card existed😂 great for control decks with black or green since Urborg, Tomb of Yawgmoth and Yavimaya Cradles growth can make it Tap for Mana
I think the two cards here that actually feel underrated are Tower of the Magistrate and Metzali, Tower of Triumph. Tolaria West is useful but niche so probably already being included in decks where it would be relevant.
In more competitive magic people run a lot of 0 cost stuff such as ancient tomb and jeweled lotus. I would say that that alone makes the card an easy slot in any blue deck at high levels.
@@eewweeppkk CEDH is meta driven. Underrated doesn’t really apply (CEDH decks are like 98% copies of each other). When you see the Commander, you more or less know what is in the deck.
@Dragon_Fyre I said more competitive, not CEDH specifically. My shop is filled with people who don't play CEDH but still play dual lands and jeweled lotuses and ancient tombs in all their decks. Plus, many CEDH players can be wrong and therefore it is underrated since the CEDH community had slept on it. 90% of tuned decks run those cards, and tolaria west acts as a second copy/tutor for all of them. I would say it's very underrated with that in mind. Many dimir decks, CEDH included, run urbog and cabal coffers. This let's you get to your double mana much more consistently in addition to the 0 mana artifacts.
Tower of the Magistrate sounds really flavorful in a Phoenix Wright theme deck, as the Evil Magistrate is always defeated by the "Steel Samurai", which would 100% be an artifact creature.
Creeping inn is also a may ability so you don't even need to eat anything after a certain point. I'm going to add that to my life gain. Path of mettel is going to be fantastic in my jinnie fay deck
If tomb fortress was in blue, it would see way less play than in black. NOT every deck wants creature recursion, but most do because it's easily one of the most fun things to do in commander.
Had a game against a blue, white, black voltron deck and he had to use Imprisoned on the moon on my tower of the magistrate due to it shutting down his whole deck.
I have drannith ruins in my mutate deck, path of mettle in my knight deck, underdark rift in my dice rolling deck, tolaria west and hostile hostel in others decks, but i can't find room for too many non-colored mana producing lands.
I feel like I never see anyone run the MDF lands that enter tapped but have nearly worthless front sides, despite the fact its a spell and a sudo basic when needed. It's just one more spell in your deck that doesn't remove a basic land slot even if you don't cast it 99% of the time.
Valakut Awakening and Bala Ged Recovery (and maybe Malakir Rebirth and Kabira Takedown) are like the only ones worth using, since they have actually useful front sides and can be used as lands in a pinch.
@LadyTsunade777 I think every single one of the instants should be run in decks that can run them as even if 99%of the time they are useless they are still spells that can be land drops in a pinch. An overpriced fling, fight, or counterspell is still better to top deck than a land in the late game and it not removing a land from your deck is major upside.
I agree, I try to make sure I don’t have a shit ton of tapped lands, but as long as I’m good there I’ll slot it with the notion it’s a land 95% of the time abs even load it in the sleeve as such…..buutttt there is that late game top deck draw that might sway the game!
I dont know about hall of mists. Why wouldn’t I just use a fog at instant speed to strategically crack back on that. They can’t attack the next turn but they don’t stay tapped down so they can block. I dont know I’m struggling with this one.
One of the best applications for it, i think. Especially since he could get deathtouch. Big thing holding it back for me is that its after combat so you cant do any combat tricks with it.
Wait, why exactly can't Hostile Hostel be in a non-black commander deck? Creeping inn doesn't have black mana pips so it's not identified as a black creature. Or is there something I missed? I thought color identification depended solely on the mana pips?
@@edhdeckbuilding Jeeez, I swear to god I sometimes, and lately more often, wonder why the hell i even play Magic. It appears I keep getting so many things wrong.
creeping inn sucks cuz the back side is bad (camon you aint playing it because of that) the front side is still good because sac outlets on lands are amazing but you can only use this 3 times and at sorcery meh
The back side has a black color indicator pip on the left end of the type line, therefor the back (and thus the entire card) has a Black color identity.
@LadyTsunade777 I was under the impression only actual black mana payment costs determined if something could be slotted in a deck. An actual swamp logo, so to speak.
@@johncarey1634 Color Identity is determined by colored mana symbols in mana costs in the top right corner of all parts of a card (front and back of DFCs, left and right halves of splits, permanent and spell of Adventures, etc), colored mana symbols in the rules text of a card (both in costs to activate abilities as well as in effects like "Add {B}", including implicit rules text such as what Basic lands have), _as well as_ counting the "Color Indicator" (the pip on the left end of the type line on the back side of DFCs). The only things that are _not_ counted for color identity are written out words ("add any color of mana" has no identity, a card that reads "create a Black creature token" may not itself be a Black identity card) or reminder text (cards with Extort are technically not automatically WB, because the W/B hybrid symbol is in the reminder text and not rules text)
@edhdeckbuilding well bummer. My goals of fitting this guy in somewhere just got more difficult. Thanks for the enlightening on that aspect of identity. I didn't realize that.
Couldn't you use Hostile Hostel in any deck? The back side has no pips. That's like saying you can't use any living weapons in a non black deck because the germ is black.
I do not understand ´Hostile Hostel´. Why does he say it only goes to black decks? Because of backside? I do not see how this backside is clearly black identity other than the effect most associated with black effects. This backside tells me something about moonphases, a howling wolf as symbol - this card could be anything out of a special dark-themed special edition. I can not tell this card is by rules black or by style
@@sejerrasmussen6537 A land that doesn't tap for any mana is already bad enough. Then it also has a cumulative upkeep, so not only does it not _make_ mana, it actively _costs_ you more and more mana each turn. And then it has a terrible effect that will basically never matter. Oh no, creatures can only attack every other turn; meanwhile decks that actually rely on creatures attacking typically want to power out a whole board _with haste_ in one turn to kill the table, so the other players don't have a chance to cast a Sorcery boardwipe, in which case Hall of Mist won't stop the alpha strike.
@@LadyTsunade777I don’t think it’s terrible but you need to know why and how your gonna slot it. If your deck uses fog effects or needs to not get alpha strikes in the late game this card could single handed win you the game.