Don’t forget all of the Friend or Foe cards from Battlebond. They do exactly what you are intending. Choose your “ally” and always name them as friend and the others as foe.
The games HAVE to be slow in order to use utility lands in general. Most games don't give you breathing room to mess around with 3 mana like that every turn.
So obviously you need a very close to all basics land base, but you also have to either have a slow meta, or have a deck that can allow for this type of messing around...
Also the two lands more criteria means that you're probably not running much land ramp either.
I think I would disagree with this in part. It definitely does not have to be a slow meta for utility lands to matter. Lands such as strip mine are always useful, and I would argue that even in a high speed meta isolated watchtower could be useful, it just depends on the deck. In a fast mono-red or mono-white deck, it’s extremely normal and easy to meet the criteria of two fewer lands. if you have any extra mana at end of turn, you can activate watchtower. It’s a semi-ramping mana sink, which is pretty decent.
Now, with that all said, I would normally argue for the utilization of artifact ramp instead of hoping to score off of watchtower.
When I first saw Isolated Watchtower, I thought it was going to be a shoe-in for any deck not running green. But apparently not that many people play it, so I'm curious: how has it performed for you?
The answer is that it is good sometimes. In a mono-colored non-green deck, it is good. It allows some ramp. As your colors increase, it gets worse, because more non-basics get added. As your mana base gets better, it gets worse. Honestly, mono red and white are all I would use it in. Green has ramp while black and blue allow enough card draw to make it unnecessary, and running a land that generates colored mana much better.
Hey guys!
So i’m Super excited about The Haunt of Hightower , because I totally see it being an awesome mono-black voltron commander, making use of discard, mill, removal and board wipes to buff the commander to lethal. Any cool cards for it that would power up your commander while having other effects?
Some of my thoughts:
Reliquary tower should not, in my mind, be in every deck. This is one such case. Krenko only has wheel effects and skullclamp to draw, since it is mono-red. The only possible way to get more than 7 is whiffing lands and not playing anything or wasting loads of mana on skullclamp, which is pointless. This makes reliquary tower not fit the deck, because it has a useless effect at the cost of only generating colorless mana.
Thank you for the suggestions though!
Oh, totally didn’t realize that mutavault became a goblin til now. Making a land count as a goblin for Krenko is a great idea.
I thought about scavenger grounds, but i’m Not sure if it’s worth wasting a land drop for that effect in a deck like Krenko.
Ramunap Ruins doesn’t have a powerful enough effect in EDH, especially if it’s generating colorless mana.
Flamekin Village is great except that it would always enter tapped, which is too slow for this deck. Hanweir battlements is decent, though
Hello all! I run a very fast, very aggressive Krenko deck that I am tuning, and I wanted some advice on nonbasics to run (not snow lands). I currently include these in my list to acquire:
Cavern of Souls
Gemstone Caverns
Ancient Tomb
Hall of the Bandit Lord
Strip Mine
Right now I am looking for very fast lands that are useful early game. The only one that enters tapped is hall of the bandit lord, because enabling haste makes it worth having. I will also list some that are not included and the reasons why, so you understand better what I’m looking for.
Temple of the False God (restrictive)
Valakut, the Molten Pinnacle (enters tapped and not useful til late game)
Nykthos, Shrine to Nyx (too slow)
Maze of Ith (I’m the aggressor 90% of the time)
My recommendation would be Mayael, The Anima. Naya colors, so the good Boros angels plus ramp and draw (greater good would rock this deck). Allows you to cheat some out with Mayael also, which is nice. I’d also run Elvish Piper to do that more.
I think I would disagree with this in part. It definitely does not have to be a slow meta for utility lands to matter. Lands such as strip mine are always useful, and I would argue that even in a high speed meta isolated watchtower could be useful, it just depends on the deck. In a fast mono-red or mono-white deck, it’s extremely normal and easy to meet the criteria of two fewer lands. if you have any extra mana at end of turn, you can activate watchtower. It’s a semi-ramping mana sink, which is pretty decent.
Now, with that all said, I would normally argue for the utilization of artifact ramp instead of hoping to score off of watchtower.
The answer is that it is good sometimes. In a mono-colored non-green deck, it is good. It allows some ramp. As your colors increase, it gets worse, because more non-basics get added. As your mana base gets better, it gets worse. Honestly, mono red and white are all I would use it in. Green has ramp while black and blue allow enough card draw to make it unnecessary, and running a land that generates colored mana much better.
Definitely! Perfect card for this deck
So i’m Super excited about The Haunt of Hightower , because I totally see it being an awesome mono-black voltron commander, making use of discard, mill, removal and board wipes to buff the commander to lethal. Any cool cards for it that would power up your commander while having other effects?
Some of my thoughts:
Keening Stone
Dark Deal
Life’s Finale
Shared Trauma
Dictate of Erebos
Reliquary tower should not, in my mind, be in every deck. This is one such case. Krenko only has wheel effects and skullclamp to draw, since it is mono-red. The only possible way to get more than 7 is whiffing lands and not playing anything or wasting loads of mana on skullclamp, which is pointless. This makes reliquary tower not fit the deck, because it has a useless effect at the cost of only generating colorless mana.
Thank you for the suggestions though!
Oh, totally didn’t realize that mutavault became a goblin til now. Making a land count as a goblin for Krenko is a great idea.
I thought about scavenger grounds, but i’m Not sure if it’s worth wasting a land drop for that effect in a deck like Krenko.
Ramunap Ruins doesn’t have a powerful enough effect in EDH, especially if it’s generating colorless mana.
Flamekin Village is great except that it would always enter tapped, which is too slow for this deck. Hanweir battlements is decent, though
Cavern of Souls
Gemstone Caverns
Ancient Tomb
Hall of the Bandit Lord
Strip Mine
Right now I am looking for very fast lands that are useful early game. The only one that enters tapped is hall of the bandit lord, because enabling haste makes it worth having. I will also list some that are not included and the reasons why, so you understand better what I’m looking for.
Temple of the False God (restrictive)
Valakut, the Molten Pinnacle (enters tapped and not useful til late game)
Nykthos, Shrine to Nyx (too slow)
Maze of Ith (I’m the aggressor 90% of the time)
Thanks for the help!!