Blighted Woodland

Legality

Format Legality
Pre-release Legal
Limited Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

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

Combos Browse all

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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Blighted Woodland Discussion

sylvannos on Mono-Green Superfriends

5 days ago

@colton815: You can cast everything in the deck off of Utopia Sprawl, Fertile Ground, and Oath of Nissa. So it's pseudo-mono-green?

The land count is about right. I'm debating on if I want to cut Blighted Woodland for more Nykthos, Shrine to Nyx. You only need 1 Forest + Arbor Elf/Utopia Sprawl in your opening hand to get the ball rolling. The deck ramps really quickly once it has either (or both).

If I decide to maindeck Blood Moons, I'll up the land count. Playing a turn 2 Blood Moon off of Utopia Sprawl into turn 3 planeswalker can auto-win a lot of games.

Triton on Mina and Denn, Landborn

1 week ago

Glad to see many people like the twins! Mina and Denn were my first EDH deck, and I still have the list here! I took it apart and rebuilt it into Omnath, Locus of Rage, however.

Some lands that are super fun to play are Glacial Chasm and Gruul Turf, since they provide you with extra lands to play, and Drownyard Temple + Glacial Chasm is a hilarious interaction. Would also recommend Ramunap Excavator and if you have the money, Crucible of Worlds to play alongside Glacial Chasm.

That's the most notable land base,the rest I'd recommend lands that fetch others, such as Evolving Wilds and Blighted Woodland to help with landfall. Also include duals that help with color fixing, of course. :)

That's all I can think of for now, hope this helps!

sylvannos on Are Treefolk viable in Modern?

2 weeks ago

One of my buddies built Mono-Green Treefolk and it's a great metagame call.

A lot of your creatures dodge the format's removal, except Path to Exile. They're too big to hit with cards like Pyroclasm. You get a lot of value from the Treefolk you do play.

Just from memory (so I'm not sure if this is the exact list), he plays something like:

4x Cavern of Souls
4x Blighted Woodland
16x Forest
---------------------------------------------------
24 Lands

4x Bosk Banneret
4x Dauntless Dourbark
4x Dungrove Elder
4x Leaf-Crowned Elder
4x Seedguide Ash
4x Timber Protector
4x Treefolk Harbinger
---------------------------------------------------
28 Creatures

4x Lignify
4x Rootgrapple
---------------------------------------------------
8 Other Spells

Sideboard:
2x Beast Within
1x Choke
2x Creeping Corrosion
3x Nature's Claim
3x Relic of Progenitus
2x Scavenging Ooze
1x Thragtusk
1x Woodfall Primus

I'm not sure if this is his exact list or what his sideboard looks like. I don't remember if he plays much mana ramp (Search for Tomorrow and Sakura-Tribe Elder both help a lot). I think that's a decent recollection of what his sideboard looks like, but I'm not positive on that either (just that it had the usual green hatecrap found in Modern).

multimedia on It's Flubber!

3 weeks ago

Hey, this looks good, but consider focusing more on Omnath?

He's better as the top of the mana curve because he's an army in a can once he gets going he's all you need. All other cards in the deck have lower casting costs and be support to ramp him into play as fast as possible, draw cards from his landfall or once he's in play support his landfall ability.

All my suggestions are budget because I'm not sure of the total budget this deck is going for.

Two, three drop and more land ramp to consider adding:

Going nuts with adding land ramp spells and creatures who ramp is a fine strategy because they all support ramping first into Omnath. Drawing land ramp spells after getting Onmath is also good because then these spells are making Elementals. It's a win/win with these cards. Traverse is especially great when Omnath is play, tons of land drops many landfall triggers, making a ton of Elementals.

Consider these to support Omnath once he's in play:

Safekeeper and Excavator make a landfall engine that also can protect Omnath or other creatures. Sac lands with Keeper get them back from the graveyard with Excavator giving a better chance of making a land drop for the turn. Safekeeper is also busted with Titania, Protector of Argoth and Splendid Reclamation.

Excavator alone is excellent with Wooded Foothills and other Fetch lands getting to replay a Fetch from the graveyard each turn. Tracker and Bond can be a draw engines with land drops and Elementals.

Consider these utility lands that give you more land drops for a turn:

Good luck with your deck.


TaegukTheWise on Roon Blink Shenanigans

1 month ago

Dissolve, Counterspell, Dismiss, Bant Charm is a personal favorite, especially when it protects your finishers and stops the Torpor Orb menace and its creature counterparts, Cancel, Broken Concentration, Draining Whelk pairs nicely with restoration angel and Eldrazi displacer, Dream Fracture, Faerie Trickery is good in a faerie-less meta, Familiar's Ruse can put a blink target back into your hand so its not a downside per-say, Hinder, Render Silent, Rewind, Scatter to the Winds, Spell Swindle , Void Shatter are cheaper alternatives. If you're looking for cool or niche cards, or cards that you don't know/remember use Scryfall, its basically Gatherer but better that's where I found a lot of these.

My first couple of cuts would be Gilded Lotus (you're in green, you can ramp for the mana you need if you put in more basics with cards like Explosive Vegetation and Blighted Woodland) so cutting a bunch of the non fetch able lands would be where I would cut, so the scry lands and cards like Port Town (but not the pain lands, those work with your Eldrazi displacer since you don't have Wastes, which I recommend for you 2 regardless, you can fetch for them while the pain lands can provide you with fixing and colorless mana) and if you do add those basics ignore my other suggestion about taking out either farhaven or solemn. Minion Reflector, Fabricate, and Enlightened Tutor to help put the combo together, Birthing Pod and Felidar Guardian are absolutely nuts regardless of your win con, you can go from a 2 drop into a 6 drop in a turn! If you're keeping Brago then you really don't need Momentary Blink, Ghostly Flicker, or Eerie Interlude, you could put either more creatures (or counterspells, which is my suggestion) If you want to keep vorinclex you will need that birthing pod and felidar, I would also say you would need either Mirari's Wake or some way to discard it reliably and cheat it back into play with karmic guide and figure out some way to protect it, namely with counterspells, but if you want to control the table there are better ways, like with Thought-Knot Seer to remove answers as you build your board state and gain an ally with its LTB trigger. Avenger of zendikar is a fantastic late game threat but obviously you need to get more lands in play, so that's the other reason I say add more basics, its pretty inopportune to use another threat to power another threat in this specific capacity, its alright with sun titan since he can also attack to get you a fetch from your grave instead of needing to enter play.

Roon is a toolbox deck, so you need to focus on either progressing your board state rapidly as you accrue more value than all of your other opponents and/or stopping your opponents from having their board states, so for combo your finishers would be locking out the table with dead-eye, and/or creating an infinite army with reveilark, karmic guide and minion reflector, you already have mystic snake, and you already know how to go make infinite mana with karmic guide and reveilark. Later down the road I would recommend using that dead-eye with Thought-Knot Seer to take away your opponents answers.

Hopefully this gives you more than what you needed, but I would need to know how you would like to finish your games in order for me to help make other cuts, do you want to stomp your opponents into submission? Or would you like to combo out while their pants are down? Or would you like a bit of both, because each of these are possible, I just need to know what direction you would like to take this control build.

multimedia on Mazireks 1ups!

1 month ago

Hey, for a first Commander deck this looks very good.

I suggest expanding on the make every player sac something strategy:

Deathreap Ritual seems very good here potentially drawing you a lot of cards since it triggers for every player's end step. Tireless Tracker can make clues which can be a continuous amount of permanents to sac for draw and counters and she has counters interaction.

I suggest adding Golgari Signet, Mind Stone and Commander's Sphere. Both Stone and Sphere can be sac later on for draw and counters.

Some sac lands to consider are:

Good luck with your deck.


xyr0s on How to turn modern?

1 month ago

Your project here is probably going to be incredibly frustrating, since even the cheapest budget decks in modern will win every game against you, as long as they don't get manascrewed/flooded. A deck that's simply modern-legal is going to teach you next to nothing, apart from how to lose games with grace (hopefully), because it would be extremely inconsistent, and have very few cards that are modern playable.

I'm sorry to tell you this, but if you want to play modern, you need to get a modern deck. Not necessarily an expensive deck (because... they're expensive). I have a real cheap one here: kuldotha 8whack. It's not great, in any way, but it's consistent - it tries to do the same thing every game, because the cards have overlapping functionality. You always draw a hand that tries to spam creatures and tokens, and kill by turn 4.

You have a couple of good cards, but consistency is really central. Consider Leonin Arbiter. It goes really well with something like Ghost Quarter, in a deck with a lot of cheap creatures. But it does most of its work in turns 2 to 4 (where you opponent would like to use fetchlands). Drawing it in turn 8 is close to irrelevant, unless your opponent is crazy about searching his library. So, decks that play it, tend to have 4 of them (or split 3 and 3 with Aven Mindcensor). It's also extremely rare to see Leonin Arbiter in the same deck as search effects - like Blighted Woodland or Evolving Wilds, since it also hits its own controller.

With budget-decks, you can often find something that you like - a certain synergy between cards, and then just go with it. For example, if you like the cheap green and white creatures and their piles of utility, you could assemble a bunch of the best 2 cmc creatures, make a deck from them (4 of each, of those you really like to have every game, as much as possible, 3 of each if you always like to have 1 but extra copies are redundant, 2 or 1 copy if you like them to come up every now and then but they are peripheral to your game plan). Then you add Immortal Servitude (a full set), and a couple of Return to the Ranks (for consistency - but it's not so good with your plan as immortal servitude). Good 2-drop creatures could be Elvish Visionary, Qasali Pridemage, Fleecemane Lion, and so on - but mostly look for creatures that do something when they "enter play/the battlefield" or which have an ability, that requires them to be sacrificed. And then your gameplan is something like: "Play a lot of small creatures, as fast as possible. Use them to trade 1-for-1 with opponents cards in play or for attacking. When you have enough mana, and run out of creatures on hand, you cast a mass-revival spell and the whole thing runs again". Honestly admitted, it's not a strategy that has won anything noteworthy. but it's an affordable deck with a coherent strategy, that teaches you a lot about magic and modern.

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