General Land and Deck Help

Commander Deck Help forum

Posted on Sept. 14, 2021, 11:24 a.m. by Stardragon

I'm made a 5-Color Wealth Deck (it has some food and clue token generation as well but may cut some of those) and it has all 100 cards, Sadly it's only 31 lands and no basics I'm sure if this is good idea or not and if should run more lands. Any suggestions are more than welcome on what to add and cut. Im trying to get rid of the tap lands like Rupture Spire, Transguild Promenade, Archway Commons, Gateway Plaza, Path of Ancestry and the Triome lands as the slow the deck down, but not sure what to replace them with. I'm also think of adding more Instants/Sorceries and maybe some more creatures. Any help is welcome.

Deck Link El Dorado City of Wealth

K1ngMars says... #2

Nice deck! Your curve is medium (avg 3,54) and you produce enough mana with treasures and rocks to compensate for it, so the land count should really be fine. I'd consider adding the remaining 5 Shock lands (like Steam Vents) instead of the taplands you mentioned and you should be good. The only problem you incur in by not having any basic lands is that an occasional Path to Exile, or similar effect, will have you fail to find a basic land in your deck. If the aforementioned circumstance is a worry to you, just add 1-2 basics over the triomes and you're good, else ingore it completely. If you notice a lack of mana in the next few games, consider adding 2-3 lands and try again. It's absolutely not straightforward to round down exactly how many lands a deck needs, take your time. Another set of good lands would be the Battlebond lands, i.e. the ones that enter untapped if you have at least 2 or more opponents, like Bountiful Promenade

As a small addition to my comment: have you considered cards like Brudiclad, Telchor Engineer and Reflections of Littjara? They seem like a good fit in your deck over some cards like Hoarding Ogre and Skullport Merchant. Moreover, another good effect to have would be all the activated ability cost reducers like Training Grounds, Biomancer's Familiar and Zirda, the Dawnwaker, to really enable Kenrith to do a lot more.

September 14, 2021 5:15 p.m.

Stardragon says... #3

K1ngMars txs for ideas Still not sure if im going to take out Skullport Merchant or not yet with all the treasure I'm hoping on making he'll be a nice source of draw power with only other one being Rhystic Study and the couple clue token makers, as for the ability reduction cards it's just not worth putting them into my deck there are only 4 creatures that would be able to use there effects, 2 if you take out merchant like you suggested and if you replace Kenrith, the Returned King (I choose Kenrith because Golos is banned) with another 5-color commander, so yeah not really worth adding them. As for Reflections I'm not running tribal and there are only 5 humans, 4 pirates, 3 dragons and 2 elves other than that no one shares a type I just don't see it pulling it weight. I did add Brudiclad it a nice addition to the deck. But i I'll feel more comfortable with 33-34 lands a minimum so need to find so weaker cards to cut so i add more lands

September 14, 2021 6:46 p.m.

K1ngMars says... #4

I understand your point, Reflections of Littjara doesn't really help much in your deck. On the other hand, I'm happy that you considered to add Brudiclad, Telchor Engineer, as it could serve as a good game ender.

I am however confused as to why you don't like activated ability cost redutors, given that your commander has 4 activated abilities which could really benefit from it. Those activated abilities come in handy to do anything, especially drawing cards and recurring creatures from the graveyard, being also a very consistent form of draw engine, given that it is in the command zone for you to cast whenver you need. With 2 cost reductors in play you can draw 1 card for at instant speed, not something to snuff about. If you plan on changing Kenrith, the Returned King for another commander, I agree that those cards would instead be of much less use.

Happy brewing!

September 15, 2021 4:04 p.m.

Grubbernaut says... #5

Unless you're literally only trying to combo or somesuch, there really is no reason not to use cost reducers with Kenrith. I would consider my Kenrith deck's best card in the 99 to be Biomancer's Familiar, and have been able to consciously tell the power level difference in having or not having Zirda in the deck.

The fact that "only" a few cards benefit from them doesn't matter when one of them, you always have access to, and his cost-reduced abilities are incredible.

September 15, 2021 4:18 p.m.

Stardragon says... #6

K1ngMars I not sure if kenrith is going to stay my commander or be replaced is one the major things i just add him for his colors and im in the middle of messing with other commander to see which one plays the best so if he's going to end up as the final commander there's no point in have the ability reductions creatures

Grubbernaut-Same as above if i keep as my commander I'll think about adding them but until i'm sure that he's my commander i hold off

September 15, 2021 8:14 p.m. Edited.

Stardragon says... #7

K1ngMars & Grubbernaut

In the end after a bunch of playtesting, I decided that Kenrith is going to be the commander and I did the two of the ability reducers i just couldn't find room for the third if you guys have an idea of what card would be a good cut let me know

September 19, 2021 5:08 p.m.

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