(Victory ChimesVictory Chimes | Art by Uriah Voth)
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Greetings, everyone, and welcome back to Monomania. In this article series we examine and analyze all things mono-colored in Commander, placing a heightened focus on ramp and draw packages. For about a year we’ve been challenging staples and misconceptions about the color pie. Today, we surge forward with our holistic examination of each each color on its own.
I started this article series by making an example of Staff of NinStaff of Nin, a card that is bafflingly overplayed and also almost exclusive to mono-colored decks. This card still sees play in nearly 10,000 decks on EDHREC. At the time of publishing my first Monomania article, however, the Staff was seeing play in over 13,000 decks. This is a significant decrease with only a year's change in data. It reminds me that I used to play this card years ago, as well. For years, I thought that mono-colored decks needed cards like Staff of NinStaff of Nin to function. Over time, I came to understand that there are better options, and it appears that other people have, too. Yes, mono-colored decks need colorless spells to fulfill essential roles native to other colors, but the sun has set on cards like Staff of NinStaff of Nin, Jayemdae TomeJayemdae Tome,and Red Mana BatteryRed Mana Battery (all of which are cards that I've played before). So what has changed? Has card selection become more diverse? Or is our understanding of the format progressing and moving away from cards like Staff of NinStaff of Nin? Is Wizards printing better colorless ramp and card advantage, or are we finding better, existing ways to fill these roles? I'd bet a bit of both, but mostly the latter.
We all play EDH, so we all know that the field of Commander-playable colorless cards is so vast that this article could be spin off into its own series. Some colorless cards are easy placeholders until better options are eventually found, and others are crucial to how mono-colored decks function. As such, I'll try to compile a decent summary here, paying special attention to the cards that I think are underplayed in mono-colored decks, and others that I believe should be avoided. Let's saddle up for one last ride with the colorless spells that make mono-colored decks tick.
Ramp
For most of us, the thought of artifacts in EDH probably conjures images of Marble DiamondMarble Diamond, Solemn SimulacrumSolemn Simulacrum, and, the daddy of the format, Sol RingSol Ring. Ramp is often largely accomplished with artifacts, and there are near-infinite options for every taste. However, because there are so many choices, sifting through all of them to find a perfect match for your deck is often hard.
Two mana is still my preferred rate for mana rocks, and there are so many options that you can pretty much find as many as you may need. Most of these are cards that need no explanation. For example, Arcane SignetArcane Signet is the best rock printed in over ten years.
That being said, the very best two-mana rocks come in the Medallion cycle. The Medallions are slightly more situational than other options here, but they vastly outpace the competition in the right deck. In any deck that wants to cast more than one spell in a turn and are heavily invested in them, cost reduction can easily "produce" two, three, or even four mana in a turn, which is a great investment.
Cost reduction is truly the most underrated style of ramp effect in EDH; it can enable a strategy better than any other ramp effect. The Monument cycle is among my favorite in the format, and I think that each, except maybe Kefnet's MonumentKefnet's Monument, have their place. For artifact decks, Foundry InspectorFoundry Inspector, Jhoira's FamiliarJhoira's Familiar, and Ugin, the IneffableUgin, the Ineffable are all powerhouses. Ugin, the IneffableUgin, the Ineffable, however, is a cut above. Ugin is one of the best cards printed for our format in the last couple of years. As time goes on, I end up incorporating it into more and more of my decks.
Other niche examples that play with particular commanders include Heart StoneHeart Stone and FluctuatorFluctuator. My hottest take of this article: Planar GatePlanar Gate is in my top ten most desired reprints. I want it more than cards like Command BeaconCommand Beacon and ExpropriateExpropriate. I want it more than Teferi's ProtectionTeferi's Protection. Planar GatePlanar Gate only sees play in 106 decks on EDHREC. It's old and obscure, but, if made more available, it would actually fit into quite a few of my decks.
A few other important categories for me when considering colorless ramp sources for my mono-colored decks are the Ixalan transform cards, mana-producing sacrifice outlets, and colorless mana-doublers. The transform cards are mostly decent, but the real stars are Thaumatic CompassThaumatic Compass, Treasure MapTreasure Map, Dowsing DaggerDowsing Dagger, and, most of all, Primal AmuletPrimal Amulet. All of these cards flip into some of the best lands available in EDH, and their conditions aren't too prohibitive to accomplish. There's nothing more to say, really, about Ashnod's AltarAshnod's Altar, Phyrexian AltarPhyrexian Altar, and Krark-Clan IronworksKrark-Clan Ironworks. They're EDH royalty and are the cornerstones of aristocrat strategies. Finally, there are four powerful colorless mana doubling effects available to us, including Extraplanar LensExtraplanar Lens, Gauntlet of PowerGauntlet of Power, Gauntlet of MightGauntlet of Might, and Caged SunCaged Sun.
Card Advantage
Colorless card advantage is a tricky subject in Commander. We all know and love SkullclampSkullclamp and Memory JarMemory Jar, but outside of these two examples, it's hard to sift through the sea of Sorcerer's StrongboxSorcerer's Strongboxs and Jalum TomeJalum Tomes. Wizards is still printing artifacts that tap to draw a card at absurd rates. It is one of the areas of the game that power creep has only barely touched. They just printed a strict upgrade to Jayemdae TomeJayemdae Tome in Arcane EncyclopediaArcane Encyclopedia, and that card is still a few numbers away from being playable; you have to pump a total of six mana into it to draw one card, nine mana to draw two, twelve mana to draw three, etc. It's nowhere near practical.
These three options all come down for two mana and aren't obscenely costed. Surprise, they're all recently printed and are either from Commander or Brawl products. Endless AtlasEndless Atlas fits into any mono-colored deck but is the worst among these options and suffers a similar fate to Arcane EncyclopediaArcane Encyclopedia. It comes out a bit better, though. With the Atlas, you need to pay four mana to draw one card, six to draw two, eight to draw three, and so on. Tome of LegendsTome of Legends is great for combat-focused commanders that come down early such as Sram, Senior EdificerSram, Senior Edificer or Hope of GhirapurHope of Ghirapur. Finally, I love Idol of OblivionIdol of Oblivion, and it is underplayed in Commander. There are plenty of mono-colored commanders that revolve around token strategies. Think Valduk, Keeper of the FlameValduk, Keeper of the Flame or God-Eternal OketraGod-Eternal Oketra. In total, you spend two mana to draw as many cards as you can over as many turns as possible. Even if you only draw two cards, Idol of OblivionIdol of Oblivion is decent. And if you don't have the time to accrue value over time, you can cash it in for a big creature.
Moving higher up the mana curve, Mind's EyeMind's Eye is a horribly misunderstood card that hasn't performed well in any of my mono-white decks, but has been incredible in my Patron of the OrochiPatron of the Orochi and Gargos, Vicious WatcherGargos, Vicious Watcher decks. Vanquisher's BannerVanquisher's Banner is a great engine for Elf, Goblin, and Merfolk decks. Finally, Horn of GreedHorn of Greed is one of the best cards for mono-green Landfall decks such as Titania, Protector of ArgothTitania, Protector of Argoth and Multani, Yavimaya's AvatarMultani, Yavimaya's Avatar.
Finally, there are actually a few lands that have the capacity to draw cards. These three are the best examples, and I suspect that Bonders' EnclaveBonders' Enclave will come to be my favorite. How many of the most popular mono-colored commanders have three or more power? Out of the top ten mono-white commanders, eight out of ten; in mono-red, six out of ten; and in mono-green, only three out of ten naturally have three or more attack, but four others naturally and quickly grow their attack. I'm excited to try this card.
Win Conditions
Win conditions are actually a strong suit for colorless spells in Commander. Somewhere along the line, Wizards landed on the idea that the biggest, scariest monsters in Magic should be colorless.
I'm not a huge fan of MindslaverMindslaver locks for a few reasons. They're unwieldy, slow to win, and they are boring to play against. It is a fairly popular win condition, though, so I should mention it here. You can even pull off this lock in any color, too, by combining MindslaverMindslaver with Prototype PortalPrototype Portal. Many of the best big beaters in our format are actually colorless. From Blightsteel ColossusBlightsteel Colossus to Ulamog, the Ceaseless HungerUlamog, the Ceaseless Hunger, Golems and Eldrazi are great ways to end games. One of my favorite game-ending packages revolves around It That BetraysIt That Betrays. If you run this Eldrazi with other Eldrazi that have Annihilator, they could take over the game easily. Finally, Aetherflux ReservoirAetherflux Reservoir is the best card in Storm decks and any deck that can cycle through cards at a quick rate.
In Review
As always, this is the section in which I would like to address cards that I think are underrated. This is the last one, so I'll try to make it count.
Springleaf DrumSpringleaf Drum is part of a suite of cards I find underplayed, including Honor-Worn ShakuHonor-Worn Shaku and Paradise MantleParadise Mantle. Tapping a creature to produce mana that isn't Llanowar ElvesLlanowar Elves seems to be anathema to Commander players. There are plenty of generals that don't want to attack and don't tap for activated abilities, as well as commanders that produce creature tokens. Springleaf DrumSpringleaf Drum is sincerely an incredible card for our format. It can utilize creatures affected by summoning sickness, and it is less vulnerable to removal than an Elvish MysticElvish Mystic.Victory ChimesVictory Chimes was most likely dismissed when it was released because it was part of Battlebond, and the implication was to gift your extra mana to another player. I, however, play this card in my mono-colored decks that play at instant speed. I've had great success with it in Torbran, Thane of Red FellTorbran, Thane of Red Fell and God-Eternal KefnetGod-Eternal Kefnet. Finally, Oblivion SowerOblivion Sower is for the highlight reels. Yes, I've whiffed with this card. I've also cast it targeting an opponent that already had lands exiled and dropped five lands directly onto the battlefield with it. Six mana is a lot, but it can be worth it in decks that want to go big.
My Favorite Colorless Staples
View on ArchidektRamp (36)
- 1 Emerald MedallionEmerald Medallion
- 1 Jet MedallionJet Medallion
- 1 Pearl MedallionPearl Medallion
- 1 Ruby MedallionRuby Medallion
- 1 Sapphire MedallionSapphire Medallion
- 1 Bontu's MonumentBontu's Monument
- 1 Hazoret's MonumentHazoret's Monument
- 1 Oketra's MonumentOketra's Monument
- 1 Rhonas's MonumentRhonas's Monument
- 1 Myriad LandscapeMyriad Landscape
- 1 Zoetic CavernZoetic Cavern
- 1 Wayfarer's BaubleWayfarer's Bauble
- 1 Arcane SignetArcane Signet
- 1 Coldsteel HeartColdsteel Heart
- 1 Dowsing DaggerDowsing Dagger
- 1 Fellwar StoneFellwar Stone
- 1 Mind StoneMind Stone
- 1 Star CompassStar Compass
- 1 Thaumatic CompassThaumatic Compass
- 1 Treasure MapTreasure Map
- 1 Ashnod's AltarAshnod's Altar
- 1 Extraplanar LensExtraplanar Lens
- 1 Foundry InspectorFoundry Inspector
- 1 Phyrexian AltarPhyrexian Altar
- 1 Worn PowerstoneWorn Powerstone
- 1 Gauntlet of MightGauntlet of Might
- 1 Jhoira's FamiliarJhoira's Familiar
- 1 Krark-Clan IronworksKrark-Clan Ironworks
- 1 Primal AmuletPrimal Amulet
- 1 Solemn SimulacrumSolemn Simulacrum
- 1 Thran DynamoThran Dynamo
- 1 Blinkmoth UrnBlinkmoth Urn
- 1 Gauntlet of PowerGauntlet of Power
- 1 Gilded LotusGilded Lotus
- 1 Caged SunCaged Sun
- 1 Ugin, the IneffableUgin, the Ineffable
Card Advantage (20)
- 1 Arch of OrazcaArch of Orazca
- 1 Mikokoro, Center of the SeaMikokoro, Center of the Sea
- 1 Infiltration LensInfiltration Lens
- 1 SkullclampSkullclamp
- 1 Culling DaisCulling Dais
- 1 Endless AtlasEndless Atlas
- 1 Howling MineHowling Mine
- 1 Idol of OblivionIdol of Oblivion
- 1 Mask of MemoryMask of Memory
- 1 Rogue's GlovesRogue's Gloves
- 1 Tome of LegendsTome of Legends
- 1 Horn of GreedHorn of Greed
- 1 Temple BellTemple Bell
- 1 Font of MythosFont of Mythos
- 1 Geth's GrimoireGeth's Grimoire
- 1 Mystic ForgeMystic Forge
- 1 Memory JarMemory Jar
- 1 Mind's EyeMind's Eye
- 1 Vanquisher's BannerVanquisher's Banner
- 1 Sandstone OracleSandstone Oracle
Win Conditions (11)
- 1 Blackblade ReforgedBlackblade Reforged
- 1 Strata ScytheStrata Scythe
- 1 Darksteel ReactorDarksteel Reactor
- 1 Eldrazi ConscriptionEldrazi Conscription
- 1 Kozilek, Butcher of TruthKozilek, Butcher of Truth
- 1 Kozilek, the Great DistortionKozilek, the Great Distortion
- 1 Ulamog, the Ceaseless HungerUlamog, the Ceaseless Hunger
- 1 Ulamog, the Infinite GyreUlamog, the Infinite Gyre
- 1 Blightsteel ColossusBlightsteel Colossus
- 1 It That BetraysIt That Betrays
- 1 Emrakul, the Promised EndEmrakul, the Promised End
The Should-Be Staples (8)
- 1 Bonders' EnclaveBonders' Enclave
- 1 Paradise MantleParadise Mantle
- 1 Springleaf DrumSpringleaf Drum
- 1 Idol of OblivionIdol of Oblivion
- 1 Honor-Worn ShakuHonor-Worn Shaku
- 1 Semblance AnvilSemblance Anvil
- 1 Victory ChimesVictory Chimes
- 1 Oblivion SowerOblivion Sower
One last point I want to touch on—my automatic six. Whenever I build a non-green, mono-colored deck, I start with six cards: Sol RingSol Ring, Wayfarer's BaubleWayfarer's Bauble, Burnished HartBurnished Hart, Solemn SimulacrumSolemn Simulacrum, Zoetic CavernZoetic Cavern, and Myriad LandscapeMyriad Landscape. Over time, I've come to find that they all provide necessary ramp utility. Do you agree?
Anyway, that's a wrap on Monomania. Let me know all your thoughts and doubts in the comments below. Do you all have an automatic six? What colorless cards see too much play as placeholders in EDH decks? What colorless cards are just better than colored options? Please do let me know! Remember to EDHREC responsibly: always dig a little beyond the statistics. I’ll see you all on down the road.
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