|Commander / EDH||Legal|
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Land — Swamp Forest
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|Have (3)||Azdranax , tragic_slip , MagnaAura|
|Want (13)||Sasuin , Roadhog , Poptartz95 , Ocheyo , Vergil_Redgrail , MindAblaze , gamerhat , SpottedGee , LTmiller , pskinn01 , Spinalripper , ryuzaki32667 , CampbellStev|
1 week ago
The "one of the 99" approach makes recommendations a little tricky, but I think we can remedy some of the speed issues in broad terms.
Twilight Mire for starters. The filters are among the most versatile of the dual lands, allowing you to turn into . I don't see any mention of a strict budget so I can't help but recommend Bayou, though I doubt I'm cluing you in on any hot tech there. Verdant Catacombs can pull your shockland (or Bayou), which is another slot helping with all those triple blacks and double greens.
Your current ramp suite is pretty much just the 3 most efficient ramp spells, Ring, Elder, 2 semi-ramp highly killable critters in Deathrite and Ghast, and two situationals in Ashnods and Ritual. 9 may seem like a fair chunk of your deck, but in reality it's 5 true ramp slots, which is pretty anemic. You aren't really counting on ramping at all when you shuffle up, it's just something you luck into in a timely manner sometimes.
Myriad Landscape is steady ramp in a land slot. Dryad Arbor can turn Green Sun's Zenith into a cheeky first turn ramp spell. Skyshroud Claim is the strongest of 4 drop ramp spells not named Tempt with Discovery. Scapeshift can pull out Urborg, Tomb of Yawgmoth and Cabal Coffers in one turn. Ulvenwald Hydra can pull nonbasics on top of providing a body.
Mana Crypt and Worn Powerstone are real powerhouses. Double colorless might seem unhelpful on paper with a general with 4 colored mana symbols in his casting cost and half a dozen spells, but I'm sure I don't have to tell you how amazing it is to have Sol Ring out there.
Without building to combo out and with at my disposal I'd lean even harder into ramping than I've described above, but this seems like good start toward getting this deck rolling more consistently in the mid to late game. 10 suggestions with half of them being land slots is about as painless as you can get, but I can go on if there's any other area you feel the deck could be bolstered in.
1 month ago
Glad to hear you're enjoying it! Lake of the Dead is, at the end of the day, not that hard to activate because we have so many fetchlands handy, but it does require some planning in advance. Just get both Bayou and Overgrown Tomb off of any green fetches you draw, and the regular swamps off of black fetches. On the turn you go off, having just two swamps is enough, as you won't be needing them anymore after sacrificing them. With Life from the Loam, it also becomes usable over multiple turns.
Even in the worst case, if you don't have any swamps handy, it is a free cantrip that uses a land drop for the turn with Gitrog on the field, although I personally fetch swamps actively enough for this to happen less often.
2 months ago
Hey there !
I would suggest you some ramps spells like Rampant Growth, Nature's Lore ( my personnal favorite ), Farseek ( even if the fact that you don't include Bayou or Overgrown Tomb makes it less effective ), Kodama's Reach and Cultivate have the advantage of not being turn two drops so you can get your commander on the table and next turn start to ramp.
I really don't like the Tempt with Discovery and I usually am not tempted when anyone plays a card like it. It is way too expensive even if, in the right condition I get it, that cards goes bonkers and trim your deck. Also even if Harvest Season is a great card on paper, you want to ramp early, even if you didn't miss a drop you can only hope for a 3 lands spells on turn three. Considering you would need a Sol Ring in your hand, a basic of each color, Thrull Parasite, Sakura-Tribe Elder AND Noose Constrictor in your opening hand. That's a real struggle I think. You would rather have a 1-2 ramp spell most of the time.
I love the inclusion of Uncage the Menagerie but it only has 5 targets at X=3 ( if you didn't draw any yet ) and 5 at X=4, I think it would be interresting to work on that and change a bit your curve. I would prefer going for more 3CMC cards, as I think casting more cards is better than casting a big one each turn.
Some good 3 mana creatures that would fit your deck are :
Banewhip Punisher : Good cheap removal that gets often overlooked.
Serrated Biskelion : Two snakes in a turn if Hapatra is on the battlefield.
Another great creature that I would love to include in my deck if the format was 101 cards is Tenacious Hunter pretty budget and a killer in 1v1.
Sorry for the long comment, hope this helps in case you were seaching for some new cards to look at for your deck that seems already fun to me :) Have a nice day !
2 months ago
3 months ago
Maybe some of these?
- Command Tower
- Reliquary Tower
- Reflecting Pool
- Rogue's Passage
- Mosswort Bridge
- Treetop Village
- Gavony Township
- Horizon Canopy
- Windswept Heath
- Temple Garden
- Verdant Catacombs
- Overgrown Tomb
- Marsh Flats
- Godless Shrine
- Grim Backwoods
- Tainted Wood
- Llanowar Wastes
- Caves of Koilos
- Svogthos, the Restless Tomb
- Urborg, Tomb of Yawgmoth
- Temple of Malady
- Temple of Plenty
- Temple of Silence
- Westvale Abbey Flip (especially if you run a Mycoloth)
3 months ago
So.... if you take out all those lands like Scrubland and Bayou and whatnot, this deck is less than $200. If you want this deck, but at a lower power level and MUCH lower cost, cut these:
3 months ago
I'm new to canlander but just for upgrades Primeval Titan, Dark Depths, Gaea's Cradle, Crop Rotation, and Bayou probably aren't bad additions. hexmage goes well with Dark Depths, as well... which you are already running. I'm assuming some of these have been left out due to budget but I figured I'd throw it out there.