Blighted Woodland

Blighted Woodland

Land

: Add to your mana pool.

, , Sacrifice Blighted Woodland: Search your library for up to two basic land cards and put them onto the battlefield tapped. Then shuffle your library.

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Trade

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Want (5) Exmix , Etinifni , UnitedWeStand , RixFix , merdrach

Printings View all

Set Rarity
Commander 2018 (C18) Uncommon
Commander 2017 (C17) Uncommon
Battle for Zendikar (BFZ) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Limited Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Blighted Woodland occurrence in decks from the last year

Commander / EDH:

All decks: 0.09%

Green: 0.43%

Golgari: 0.33%

GU (Simic): 0.53%

RG (Gruul): 1.92%

BRG (Jund): 1.17%

Blighted Woodland Discussion

SwiftDeath on Lord Windgrace

1 week ago

Other notable cards could also be Borborygmos Enraged, Living Twister, Molten Vortex, Tectonic Reformation, and in this deck Dakmor Salvage would be a staple. Fetch lands are also good, they don't need to be the expensive ones but something like Blighted Woodland, Warped Landscape, and Myriad Landscape are very good budget options. Edge of Autumn, and Harrow are ones I forgot to mention as well.

Haima13 on Korvold, Aristocracy

2 weeks ago

My spoilers in the comment above arnt working for me so im trying something different. "If you want to sift through some cards you can look at each section, but I would recommend just looking at the first grouping to start with, as I went a bit too far with the other lists. Those lists are fine to just look at ideas or "good cards" but there are far too many to call them suggestions.

Headtext for first 3 entries. Show

Enters tapped but sac's for free Show

Doesn't enter tapped, cost mana to sac Show

The expensive ones Show

Cards that do similar but arnt lands Show

Haima13 on Korvold, Aristocracy

2 weeks ago

If you want to sift through some cards you can look at each section, but I would recommend just looking at "The short list" to start with, as I went a bit too far with the other lists. Those lists are fine to just look at ideas or "good cards" but there are far too many to call them suggestions.

Headtext for first 3 entries. Show

Enters tapped but sac's for free Show

Doesn't enter tapped, cost mana to sac Show

The expensive ones Show

Cards that do similar but arnt lands Show

CastleSiege on Deforestation

3 weeks ago

DivineKhaos,

Nyxbloom Ancient puts a huge target on your head without actually winning the game on its own. Dryad of the Ilysian Grove is a card I was initially excited for, but I think I have enough extra land effects and Urborg, Tomb of Yawgmoth is better for me than the dryad's second ability.

Some recent edits!

OUT:

IN:

Pray_for_Snow on Uro Commander

4 weeks ago

I'm going to sort my recommendations by type for now since the deck is still below 100 cards; once we get to a full deck list, I'll come back and suggest some upgrades if you still want some help.

Artifacts

The Great Henge is very easy to cast once you have Uro on the board, and continues to draw you cards/gain life for you as play more creatures.

Sol Ring is a classic card in every commander deck, unless your playgroup bans it.

Simic Signet is a cheap mana rock that helps you use any colorless lands you have to make some colored mana.

Arcane Signet gives you cheap mana in either of your colors.

Thought Vessel for the increased maximum hand size; you'll probably end up with more than seven cards in hand if you can use Uro more than once in a single turn.

Altar of Dementia for milling out yourself or your opponent. You can use the stack to sacrifice Uro if you cast him from the command zone.

Panharmonicon will double your Uro triggers when it enters the battlefield, plus a few of your other creatures or artifacts like Springbloom Druid.

Crystal Shard will let you re-use your enter-the-battlefield triggers on your creatures

Blackblade Reforged will help you deal lethal damage once you get your ramping done.

Lightning Greaves protects Uro or other creatures you want to keep around while also hasting them.

Creatures

Sakura-Tribe Elder will ramp you and end up in your graveyard at the same time.

Arbor Elf will untap a land you need instead of adding {G}, which is better if you're playing with nonbasic Forest cards.

Wood Elves gets you a Forest from your library, and can even get a non-basic one. You can use it to chump-block someone later on as well to add another card to your graveyard.

Llanowar Elves and Elvish Mystic are the same card but still useful to help ramp.

Birds of Paradise is a classic commander card and can help you block flying creatures when you don't need it anymore.

Hedron Crab mills as you ramp, and you can choose to mill yourself if you're trying to win that way.

Satyr Wayfinder mills you while also grabbing a land card to put into your hand.

Eternal Witness brings back a card you want from your graveyard.

Golgari Grave-Troll will help mill you while also being a rather tough blocker/beater thanks to its regenerate ability.

World Shaper will mill you and also get back lands you milled when it dies.

Laboratory Maniac will secure you a win if you're milling yourself enough.

Misthollow Griffin can be cast from exile, allowing you to use it to cast Uro with escape repeatedly, and it will even block flying creatures for you.

Genesis helps you recycle creatures as long as it stays in the graveyard.

Tatyova, Benthic Druid makes your ramp spells (and Uro) better.

Rampaging Baloths gives you tokens for land drops, helpful for trying to close a game with combat damage.

Roil Elemental steals creatures as you play lands.

Reclamation Sage hits dangerous artifacts/enchantments you don't want around.

Enchantments

Bear Umbra protects a key creature while also untapping all your lands.

Song of the Dryads and Imprisoned in the Moon are both excellent at removing a dangerous threat.

Zendikar Resurgent is excellent for this deck for the extra mana and the card draw.

Elemental Bond will draw you cards for your big creatures.

Crop Sigil will mill you when you want to mill, and get back something important.

Retreat to Coralhelm helps you scry cards or tap/untap creatures for playing lands. If you have a way to mill exactly one card, you can mill your top card after scrying it if you want it in your graveyard.

Wilderness Reclamation untaps your lands for later use, especially useful if you want to leave mana untapped during your opponents' turns.

Instants and Sorceries

Cyclonic Rift is your best board wipe.

Beast Within is your best single-target removal.

Counterspell, Swan Song, and Negate are good counterspells to leave open.

Voidslime is great and is a very useful and board tool for stopping combos.

Life from the Loam gets back lands from your graveyard, and mills you with Dredge.

Windfall hopefully refills your hand and can disrupt your opponents.

Cultivate and Kodama's Reach ramp you. So does Circuitous Route.

Finale of Devastation is a win condition, tutor, and reanimation spell all in one.

Lands

Alchemist's Refuge gives you flash on all your spells.

Reliquary Tower fixes any issues you might have with drawing too many cards at once.

Field of the Dead gives you tokens to block with, and is extremely easy to activate in this deck.

Arch of Orazca draws you cards with extra mana.

Blighted Woodland ramps you up.

Command Tower is a staple for a reason. The reason is that it is good. Play it.

Breeding Pool helps fix your mana and is a Forest card for your ramp spells.

Simic Growth Chamber fixes your mana and bounces back a land for any Landfall triggers you might want to reuse.

Flooded Grove fixes your mana.

Waterlogged Grove fixes mana, draws you a card, and ends up in the graveyard when you don't need it anymore.

Simic Guildgate is a gate that can be fetched out with Circuitous Route.

I left out some big money cards, since those can be upgrades for later. I didn't check if these additions would put you over 100 cards, but you can throw in anything else afterwards and just try out whatever seems fun.

Profet93 on A Gruuling Experience

1 month ago

I thought it was initially a budget build and you wanted any upgrade. Got you. So with budget ideas in mind....

  1. Eternal Witness - Recursion
  2. Reclamation Sage - Removal
  3. Beast Within - Permanent Removal
  4. Return of the Wildspeaker - Draw
  5. Decimate - 4x for 1 Removal, very powerful
  6. Escape to the Wilds - Can be nice, 5 mana is a lot but it reads until the end of your next turn which is useful. Extra land drop can't hurt.
  7. Ramunap Excavator - To replay lands from the grave
  8. Thaumatic Compass  Flip/Journey's Kite - Extra land drops
  9. Blighted Woodland - Ramp
  10. Reliquary Tower - To hold onto extra cards
  11. Multani, Yavimaya's Avatar - Allows you to return lands back, I'm sure there are other cards such as Mina and Den who can do the same. This is budget and can be a beater. Reach is nice.
  12. Realms Uncharted - Basically reads get 2 lands
  13. Harmonize - Stable draw

It sucks to be budget since you lose out on so many good cards, most importantly crucible and life from the loam.

Beebles on Mina & Denn's Supermassive Landmass | Primer V-THB

1 month ago

Hey ThaneGarrus.

Thanks for checking out the deck and for giving me some the tips! I gladly answer your questions:

  • Tendershoot Dryad has been on the maybeboard for a long time, and I agree it would fit the deck perfectly. I really tried to add it, but I couldn’t find a good spot for it in the end :/. I kind of stopped trying after Field of the Dead satisfied my desire to add another token maker :).
  • It is true that the deck wants to keep a low profile. However, that’s only until we are ready for a big explosive play! Omnath and baloth both provide that ability for explosiveness that I want with this deck. On average you should be able to get 2 lands out the turn you bring them out, which is already decent value if someone should indeed take it out. But their ceiling is pretty high combined with something like Scapeshift or Traverse the Outlands. So those 2 landfall creatures are not going anywhere :).
  • I wrote about why I did not include Elvish Reclaimer in my M20 update. Short answer: it takes 3 turns before you can use the land you want, and that is too slow for what I want with this deck. I don’t think it compares that well with crop rotation, which gives you any land right now, untapped.
  • Nissa's Pilgrimage is a bit too taxing for this deck as I only run 9 basics, and I don’t like that it doesn’t fix. In a similar vein, I valued Blighted Woodland over Myriad Landscape in this build, and there are no lands I want to cut for it atm.
  • Castle Garenbrig is useful, but not necessary in this build. And unlike most other decks, every landslot here is super contested, so “useful” isn’t good enough to make the cut unfortunately :). Also, I don’t run that many creatures here.
  • I don’t think Living Twister is all that good tbh. I agree that a commander deck should also function well without the commander, but that doesn’t mean it should always be able to do what the commander does. This deck has many paths to victory that do not require Mina and Denn.
  • I got asked about Tempt with Discovery before. It is a fun card, but I personally don’t like that it is not reliable. Sometimes you might get lucky and get 4 lands, but most of the time I would get only one, ór my opponents do what they shóuld do and search for a strip mine and destroy the one land I actually wanted to get. The point is that there is no way to tell what you will get and I prefer reliability in my tutors.
  • I used to run Kessig Wolf Run for a long time, but I removed it to test other lands. I assure you, the deck has plenty of staying power late game ;), but I agree it is a strong card to have access to. Maybe it will find it’s way back someday.

Thanks again for sharing your thoughts! I’ve been thinking to add a section to the primer to talk about cards that I did not include. Maybe I will start that soon :). I will also have a look at your modified deck list at a later time.

AnonymouSAvatar on arixmethes underwater

1 month ago

Cut Kraken Hatchling , Scattering Stroke , Thassa's Rebuff , Bident of Thassa , Kruphix, God of Horizons and Nykthos, Shrine to Nyx .

Return of the Wildspeaker , Prime Speaker Zegana , Rishkar's Expertise , Rush of Knowledge , Shamanic Revelation , Finale of Revelation , Praetor's Council, Feed , Soul's Majesty , Colossal Majesty , Elemental Bond , Guardian Project are good at drawing cards in this deck.

Your deck wants to ramp heavily, try adding a balance of early game ramp that costs 2-4 CMC and late game ramp that costs 5+ CMC, some good early ramp options include Farseek , Rampant Growth , Grow from the Ashes , Skyshroud Claim , Circuitous Route , Myriad Landscape , Burgeoning , Blighted Woodland . Good late game ramp options are Traverse the Outlands , Boundless Realms . Since your commander is CMC 4 you want any 1 or 2 CMC ramp to get it out on turn 3 at the latest but after that artifact ramp is much more fragile than land ramp so try to avoid it.

Note that Simic Guildgate is a good addition if you include Circuitous Route.

Fierce Empath can tutor any of your giant creatures.

Elvish Piper is another Quicksilver Amulet and Mosswort Bridge is a free addition that can cheat in a lot of big creatures.

Displacement Wave and Inundate are both other synergistic board wipes.

Lurking Predators can make it really scary for opponents to play any spells.

Leyline of Anticipation , Alchemist's Refuge and even Yeva, Nature's Herald are really good since they give your creatures pseudo-haste and protect them from sorcery speed removal for 1 turn.

With enough ramp, X spells can be particularly impactful, Finale of Devastation can search for any creature and it's not hard to get X=10+ to win the game, Genesis Wave is one of the premier green X spells,

Freed from the Real and Pemmin's Aura both create infinite with your commander. It's your choice if you want to include these cards though, they're not for every playgroup and don't fit the theme of your deck.

Here is the gatherer search for sea monsters there are enough of them that you should be able to have all of your sea monsters have some impact on the board, there are also some that might be better than the ones you currently have.

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