Battlefield Forge

Legality

Format Legality
Noble Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic Origins Rare
Magic 2015 Rare
Tenth Edition Rare
Ninth Edition Rare
Apocalypse Rare

Combos Browse all

Battlefield Forge

Land

: Add to your mana pool.

: Add or to your mana pool. Battlefield Forge deals 1 damage to you.

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ORI

M15

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Battlefield Forge Discussion

trey12321 on Sliver EDH

6 days ago

For anyone looking for budget lands, the Battlefield Forge set of lands is a lot easier to get your hands on, and the tri-color tapped lands such as Arcane Sanctum are even cheaper than that..!

Virulent Sliver can be added for an additional win-con, and works particularly well with other slivers like Shifting Sliver and Brood Sliver.

Ice Cave seems to be staple for any 5-color deck, and particularly here since both Root Sliver and Quick Sliver work perfectly with it. It also helps avoid those board-wipes after a Primal Surge, since all of your slivers will have both haste and the ability to tap for any color of mana, so it gives you the perfect ability to counter any threats.

Cryptolith Rite is a third Gemhide Sliver/Manaweft Sliver, and one that's not taken care of with Doom Blade and such. If you want to be a little more mana stability, Druids' Repository is a card I'm fond of as well, but might not fit this deck perfectly as the 2 green might be too much for too little here.

Tranquil Grove is a solid answer for many decks and should be in any deck with green, but without reliance on enchantments.

One with Nature is much more relevant in 60 card decks where you can stack Galerider Sliver and Winged Sliver, but many people don't seem to know of this card and I personally very much enjoy it as it's budget mana ramp+fix, plus being a permanent is always a plus in my eyes, so I thought I'd throw it in here!

Oloro_Magic on Boros Aggro - Competitive Humans & Tokens

1 week ago

I never sided in Angel of Jubilation so you know but sure I'll run through the other decks to give you an idea of what you faced.

  • U/B Turns

I really have to chalk this one up to experience, I just play turns a lot and know how to play it. Grand Abolisher would slow me down but wouldn't hurt me, I could Fatal Push it or just Gigadrowse and Exhaustion main phase. The Eerie Interlude plan would work but resolving Thing in the Ice  Flip isn't a huge deal as you blink and then can't attack and I combo off next turn. Your deck is definitely fast enough to beat turns but I just have a good understanding of how I want that deck to run against agro.

  • G/W Death & Taxes

List --> G/W Ramunap Death & Taxes

Death & Taxes, also known as Hatebears, is at its heart a white control deck that aims to "tax" it's opponent by making it difficult for them to play magic with cards like Thalia, Guardian of Thraben, Flickerwisp, Ramunap Excavator, Qasali Pridemage, and Leonin Arbiter. I play Collected Company for extra value in the deck. It is a versatile deck that mixes land destruction with all out agro and control.

  • Titan Shift

List --> https://www.mtggoldfish.com/archetype/modern-titan-shift#online

Titan shift is a peculiar deck that aims to win through Valakut, the Molten Pinnacle triggers, basically they ramp to play Primeval Titan and fetch the lands they need and then Scapeshift to sac those lands and play mountains or additional Valakut's for a whole bunch of triggers killing their opponent in one turn. Seeing how Lightning Bolt can't kill Primeval Titan no it wouldn't be better, in fact removal is generally pretty bad against this deck until it tries to combo off and when it does that you are probably dead anyway.

  • Grixis Shadow

Shadow isn't going to care about Grand Abolisher, it will just play less risky and not go down to a life total where Boros Charm is lethal. Honestly this was just a case of Shadow being faster.

  • Oath of Nissa Bant Superfriends

As someone who plays Superfriends I can say that your list is one of the lists I dread seing on the other end of the table, it generally means I have to move quickly which can be difficult, this was a good matchup for you, side out most removal and play more agro.

  • 4-color Aikido

So my list is not on here but this list on the site has a similar idea --> Salt Sisters

That list goes very light on protection but uses the lifegain/drain engine that I find effective (though I feel it plays too many of those effects), I have more pillow fort stuff like Luminarch Ascension and Sphere of Safety as well as Selfless Spirit's in my list but if you want the engine that list does a better job explaining it than I ever could.

  • Mono White Flicker

Torpor Orb would kill this deck as Lone Missionary, Wall of Omens, Thought-Knot Seer, and Genesis Chamber are needed for the many combos.

  • Eldrazi Tron

Though very different from my test list this is a sample list --> https://www.mtggoldfish.com/archetype/modern-eldrazi-tron-26966#paper

"Tron" refers to the Urza lands, Urza's Tower, Urza's Mine, and Urza's Power Plant, which tap for a ton of mana together. Basically tron decks get these lands and then play big things that kill you quickly. Blood Moon is great against this deck, and to answer your question, Eldrazi Tron is a variant of the tron decks that have been around for a while, and it is the best of the bunch.

  • U/B Faeries

Here it kinda came down to a lack of interaction on Faeries part game 2 or else you likely would have lost. Once you have a big creature though like Champion of the Parish with a ton of buffs, Hanweir Garrison, or Student of Warfare this matchup is a bit easier as Faeries can't really afford to lose life all that much.

  • Merfolk

I agree with everything but the Authority of the Consuls, Merfolk moved quicker and I didn't have much removal in hand before it was too late.

Other Questions and Comments

I wouldn't add more land just redesign the mana base, really I never had mana trouble as one mana with a Student of Warfare is a keepable hand which is kinda scary.

Cards that performed very well: Student of Warfare, Champion of the Parish, Metallic Mimic, Hanweir Garrison, and Always Watching .

Whenever I had Always Watching , Metallic Mimic, and Hanweir Garrison I rested easy as the got big and so did the tokens without one having to be sacrificed in the attack, sometimes I wanted the tokens to be buffed by Always Watching but you can't have everything, the Mimic did it's job.

Cards that under performed: Eerie Interlude, good against removal but when I play agro unless its a board wipe I don't really care (when I test against control this may change). Battlefield Forge it was just painful, not bad, but painful.

Cavern of Souls

Honestly it is a great card, I had no cause in these matchups for it but against control it is great so if you have room for it play it.

Cards that didn't over performed but I was grateful to have: Boros Charm, not having to level up Student of Warfare to level 7 was nice as was the burn and protection. Path to Exile, solid removal. Lightning Bolt, same thing. Aurelia, the Warleader, flexible option in the side. Disenchant, never played it but was glad it was there.

Further Testing

I still want to do more testing against some other matchups, I'm working on testing my turns against a G/R Vengevine deck as that seems to be getting some hype, I'll test yours out to if that happens!

cerealkyra on God sent Anya and her army to destroy

1 week ago

Maybe some duals/mana fixing to help smooth the mana base out?
Temple of Triumph
Needle Spires
Battlefield Forge

I'd be scared of not hitting a 4th or 5th land with only 31 in R/W, where you lack the ability to draw cards en-masse.

I'm suprised you omitted (I assume for flavour reasons) Heartless Hidetsugu, he usually puts everyone below 20, putting Anya in full-on murder-mode with one activation. Sunhome, Fortress of the Legion should help Anya or another large flyer finish of any straglers.

Always Watching seems sweet in a deck where you tap out to slam a bunch of big angels.

CommanderNeyo on Altered Wade into Battle

1 week ago

Some cards for you to consider:

Needle Spires, Clifftop Retreat, Battlefield Forge, Inspiring Vantage, Temple of Triumph

Swords to Plowshares, Crib Swap, Return to Dust, Master Warcraft (These are good if you include Sunforger. Use Oreskos Explorer and Kor Cartographer to search for Mistveil Plains so that you can reuse those instants. If you add Sunforger, consider adding Steelshaper's Gift.)

MegaMatt13 on Hvis Lyset Tar Oss

2 weeks ago

Land suggestions:

You may want to consider adding the other two "pain lands" : Battlefield Forge and Sulfurous Springs. I like them as budget alternatives to "fetches" and "shocks". I also like the "check" lands as they often come into play untapped: Clifftop Retreat, Dragonskull Summit and Isolated Chapel. Please cut Transguild Promenade. It really slows your mana down and makes me sad lol.

MagicShamanic on Immortal R/W Giants

3 weeks ago

Dear pieguy396,

Thank you for helpful tips they're great to read. What cards might you change for those suggested cards?

I love the Boros Signet and the Battlefield Forge I was thinking about playing 3 Amulet of Vigor to make the Boros Garrison more effective but it costs a whoping 7 dollars. The same goes for Path to Exile. As much as I want to play the card it's just to expensive. I guess I should have mentioned that earlier. I would love to run Lightning Bolt or Lightning Helix maybe in my sideboard though in case I really need to pick something off. I'm thinking about going with Pyroclasm or something along those lines though. Because I feel like I would have more problems with little swift army decks.

abby315 on Land choices

3 weeks ago

Dual lands that have basic land types, like Sacred Foundry, can be found by Fetch lands, e.g. Windswept Heath. That means one fetch can find two different colors, rather than just, say, a Plains. That's why people run shocklands.

Pain lands, e.g. Battlefield Forge, come in untapped at any stage of the game, with no requirements. Decks that need to hit many different colors on curve may want Pain lands over Check lands, e.g. Clifftop Retreat, or Fast lands, e.g. Inspiring Vantage.

The most common of those 4 you listed are Shocks and Fast lands, because most formats favor having your colors early on. Most people don't play Check lands unless they have to because you can't use it to play a one-drop, or if you've played lands without a basic land type, e.g. all of the above lands besides Shocks.

Life is way less important than being able to cast your spells.

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