|Commander / EDH||Legal|
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|Commander 2018 (C18)||Uncommon|
|Commander 2017 (C17)||Uncommon|
|Battle for Zendikar (BFZ)||Uncommon|
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: 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
3 weeks ago
Hey, interesting concept for a tribal deck. Consider expanding on the strategy of Soulcatchers' Aerie? What makes this card shine with Birds and Derevi are sac outlets. With sac outlets you can sac Derevi to put a counter on Arie and then using Derevi's activated ability to put her back into play without playing Commander tax. This is one reason sac outlets are pretty busted with Derevi. Sac outlets to consider adding:
Skullclamp is great with sac outlets and is also good with all the 1/1 Owls/Familiars/Tokens.
Consider Reveillark + Guide combo? It's excellent with sac outlets as a reanimation engine. There's many Birds here who when in the graveyard have 2 or less power who Reveillark can reanimate. This combo by reanimating and sacing Birds can put a lot of counters on Aerie or draw a lot of cards with Skullclamp. Sacing and reanimating Reveillark and Guide can put a lot of counters on Soulcatcher since both have flying.
Mimeomancer + Kangee, Aerie Keeper is a good Bird interaction. Kangee cares about feather counters; Mimeomancer can at your upkeep put a feather counter on Kangee. Quest is good with Crookclaw Elder and Keeper of the Nine Gales. Tap two Birds to draw a card or bounce a permanent; when have four counters on Quest untap all your Birds during your opponents turns.
Witness can recur any card and be reanimated with Reveillark; it's a powerful card with Reveillark. Consider Yisan? Because of the low budget you can't play a lot of expensive price creature tutors. Yisan is a budget repeatable creature tutor that puts the creature right onto the battlefield. Birds have a nice curve of CMC creatures (1 drop all the way up to six drop).
As far as the five nonBird creatures you're allowed to play I suggest: Emeria Angel, Reveillark, Karmic Guide, Eternal Witness and Yisan.
Other Birds to consider adding:
- Mirror Entity: it's a Bird.
- Battle Screech
- Owl Familiar
- Palace Familiar
- Raven Familiar
- Lieutenant Kirtar
Budget lands to consider:
- Seaside Citadel
- Yavimaya Coast
- Canopy Vista
- Prairie Stream
- Exotic Orchard
- Port Town
- Fortified Village
- Irrigated Farmland
- Scattered Groves
- Blighted Woodland
Cards to consider cutting:
- Coat of Arms
- Illusionist's Bracers
- Crystal Ball
- Fable of Wolf and Owl
- Gravitational Shift
- Favorable Winds
- Sphinx's Revelation
- Explosive Vegetation
- Wing Shards
- Cloudfin Raptor
- Skymark Roc
- Oketra's Attendant
- Aerie Mystics
- Aven Wind Guide
- Windbrisk Raptor
- Arctic Aven
- Sunpetal Grove
- Glacial Fortress
- Temple of Enlightenment
- Temple of Plenty
Good luck with your deck.
3 weeks ago
You might consider Skyshroud Claim, Circuitous Route Explosive Vegetation, Blighted Woodland and Krosan Verge for further ramp. Sungrass Prairie and Exotic Orchard can help you casting all those spells.
3 weeks ago
Agreed with the first three. Khalni Gem could be alright, but it's also kind of a karoo.
I don't like: Undergrowth Champion, Tunneling Geopede, Tornado Elemental, Phytotitan, and especially Geyser Glider, Grove Rumbler, Sylvan Awakening, Embodiment of Fury and Embodiment of Insight. That's most of your elemental and landfall synergy. I don't think those are worth building around at all, since nearly your only payoff is your commander and the cards are pretty awful without him (and even with him they're not great.)
I'd suggest: Ramunap Excavator, Mina and Denn, Wildborn, Perilous Forays (this especially combos really well with Omnath), Harrow, Ulvenwald Hydra, Terramorphic Expanse and Evolving Wilds, Goreclaw, Terror of Qal Sisma, Ranger's Path, Thaumatic Compass Flip, Goblin Bombardment, Blighted Woodland, Temple of the False God
4 weeks ago
@Kruxian You are correct, I think Primal Surge is indeed the surperior option. I don’t think Tooth and Nail is a bad choice for the deck since it’s aplication is boundless in this deck, but the ability to dump the entire deck on the field is game ending.
I also didn’t even consider Nykthos, Shrine to Nyx. For the longest time I’ve wanted something something better than Zendikar Resurgent cause there were times where it was in my hand and couldn’t put it in the field cause there was usually something better to play. I’ll give Nykthos a shot :) thanks for the advice.
I don’t think I excluded mana dorks, I just think that I put a bit more emphasis on cards that ramp into lands for a more permanent mana-base. We have Farhaven Elf, Wood Elves, Sakura-Tribe Elder, Burnished Hart, Oracle of Mul Daya, and Solemn Simulacrum to work along-Side our mana-dorks such as Gyre Sage, Karametra's Acolyte, Shaman of Forgotten Ways, Somberwald Sage, Grand Warlord Radha etc. Not to mention that some of our lands ramp us into lands as well: Blighted Woodland and Myriad Landscape. Also Sol Ring and Gruul Signet. So I dunno, I feel like there’s a lot of ramp in this deck already.
1 month ago
(-) Temple of Plenty, Temple of the False God, Gateway Plaza, Blighted Woodland, Survivors' Encampment, Selesnya Guildgate, Krosan Verge, Tranquil Expanse (+) 4x Plains & 4x Forest; For more basic lands to get from Karametra, God of Harvests
1 month ago
many of your card choices for wincons focus on creature counts like craterhoof or having a lot of cheap spells and nonland mana sources like Paradox Engine, I'd suggest applying an elf ball into the list (the mana dorks, with maybe Priest of Titania and Elvish Archdruid). Also elves can hold big weapons too.
Now atm the deck is quite lacking in interaction, I would suggest running some amount of removal like Beast Within and Naturalize effects(not the actual naturalize, but any of the much better options), without interaction your playgroup can quickly learn they just need to answer your occasional threats as you cast them and they can assume you won't be able to stop their plans, be it a game ending combo or for the most part just hitting you with their big voltron commander.
Now for the most part it might be expensive, but I'd suggest playing the forest finding fetch lands, they give you extra triggers of landfall (at instant speed!), let you shuffle your deck so you can see a better top of deck, and they're a land intended to go to the graveyard for that excavator. Hell for these uses you could probably run Evolving Wilds, Terramorphic Expanse, and Blighted Woodland as a budget solution with only a small power down over the non budget (running them with the non budget fetches might be good too, get that critial mass). there is also the abundance of Cultivate like spells that can get you going in a similar manner.
1 month ago
Ramp is super important in EDH, but Muldrotha opens up less traditional options that end out being far superior when Muldrotha is in play. Cards like Font of Fertility and Wayfarer's Bauble may be sub-optimal in most decks, but in Muldrotha decks their value increases ten fold. You can use them in the early game for ramp, then use them over and over in the late game for ramp, as they are permanent cards that Muldrotha can cast from your graveyard. Here's a few more that I use in my budget Muldrotha deck: I already mentioned Font of Fertility and Wayfarer's Bauble; Coiling Oracle, Dawntreader Elk, Diligent Farmhand, Sakura-Tribe Elder, Silverglade Pathfinder (most discarded cards can be played from the yard with Muldrotha), and most importantly Hermit Druid and Song of Freyalise. Let me explain why those are the two most important pieces of ramp for Muldrotha. Hermit Druid doesn't ramp per-say, as the basic land only goes to your hand. What it does do for you though is mill the hell out of your library if you keep your basic land count down. This means that when Muldrotha hits the battlefield, you'll essentially have a 20+ card "hand" in your graveyard. Song of Freyalise turns all your little x/1 dudes into mana rampers for two turns, then allows you to attack all out. This means every third turn all your creatures are Indestructable, Vigilance, and Trample; letting you plan around it for some crazy turns.
The same thing can be said for most aspects of the deck. Here are some great removal pieces tied to either creatures, artifacts, or enchantments: Seal of Doom, Seal of Removal, Executioner's Capsule, Bone Shredder, Merciless Executioner, Fleshbag Marauder, and sort of Baleful Strix (it has deathtouch). Here's some good artifact and enchantment removal: Seal of Primordium, Acidic Slime, Caustic Caterpillar. Here's other various good things that are re-usable from your graveyard: Diplomatic Immunity for keeping your commander safe, Swiftfoot Boots for the same reason. Elephant Grass means you can pay 1 mana per turn to have this effect in play by sac'ing it and playing it again, rather than the escalating cumulative upkeep, Mystic Remora is also great for the same reason. Lotus Petal provides re-usable free ramp. Dawnstrider gives you repeatable fogs. Siren Stormtamer is a repeatable counter to keep your team safe. Spore Frog is one of the core pieces of the deck, letting you fog every turn for 1 mana.
One thing you'll want to do with Muldrotha is make sure your creatures, artifacts, enchantments have somewhat even distribution, so you can play many cards from your graveyard per turn. A lot of these effects are tied to creatures though, so in my Muldrotha deck I like to gain additional benefit from sacrificing these creatures or permanents. Cards like Dictate of Erebos/Butcher of Malakir force all your opponents to sac a creature whenever you lose one. Since you're sac'ing for the creatures effect anyways, you get to double dip a bit. Other cards that help here are: Catacomb Sifter for scrying, Grim Haruspex for draw, It That Betrays for some fun shenanigans, Sifter of Skulls for ramp + more things to sac, Smothering Abomination for more draw and a sac outlet.
If the sacrifice route tickles your fancy, then you probably want to run some sacrifice engines. Here's some good ones for Muldrotha: Altar of Dementia is a free sac engine that fills your yard, perfect here. Skullclamp is both a sacrifice and a draw engine. Lots of creatures that are good with Muldrotha are x/1, so Skullclamp becomes crazy efficient, especially since you can replay the lost creature.Grimgrin, Corpse-Born is another free sac engine that powers himself up and lets you use his removal ability. Hell's Caretaker can sac a tiny creature to return something awesome from your yard when the commander isn't around, or if you dont have the mana to play it from the yard. Izoni, Thousand-Eyed comes into play with lots of sacrifice fodder, and for [b][g] you can sac a creature and draw a card. Jarad, Golgari Lich Lord can use his ability as a win-con, especially when paired with Grimgrin, Corpse-Born.
My absolute favorite card with sacrifice focused Muldrotha decks hands down is Mazirek, Kraul Death Priest. All your x/1 sacrifice fodder turns into a terrifying army with this guy. The best thing about him, is his ability triggers whenever you sacrifice a perminant. That means things like Executioner's Capsule and Seal of Primordium will trigger his ability, and more importantly cards like Terramorphic Expanse, Evolving Wilds, Blighted Woodland and Myriad Landscape. Everything you sac increases the power of your army, and every time you sac something you're getting a ton of value. The Gitrog Monster pairs really well with Mazirek. Sac a land every turn, draw more cards, play more lands, trigger the +1/+1 counters on all your creatures every turn. Tons of synergy.
Anyways, sorry for the wall of text. I just finished doing a ton of research for my Muldrotha deck to make it as good as I could for around $100. Hopefully some of my research will help you in your efforts :)
eliakimras on Meren
1 month ago
A Blighted Woodland becomes ramp when you have some mana available. Viscera Seer can sacrifice a creature of yours that is going to be exiled, so it goes to the graveyard and you can bring it back again.