Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.
|Have (3)||Thunderbeard , , metalmagic|
|Want (5)||brownwaterboys , mattsfatt , chrra , mufasamike , Rabu|
Printings View all
|Commander 2016 (C16)||Rare|
|Conspiracy: Take the Crown (CN2)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Burgeoning occurrence in decks from the last year
Commander / EDH:
All decks: 0.07%
GU (Simic): 0.5%
3 days ago
Ok, Profet93, here we go on some card evaluation.
Bag of Holding : I've had this card actually do good work for me. Having the mana up to activate it usually isn't a problem, and it's easy to dump a bunch of lands in a turn, get the back, and dump them again. It's fun, and I like it, so I'll probably be keeping it. That, and getting as many effects to return chunks of discarded lands to my hand is good for this deck.
Grafted Exoskeleton : I could live without it. I thought that it would help provide another quick win condition towards the end of a game, but I think a better fit would be something like Illusionist's Bracers , which would double up the activations.
Horizon Spellbomb : Most likely was put in there as a low-budget option in the original list, and could probably be upgraded. It's low CMC, gets ammo into the hand, and can draw a card to replace itself. But it's easy to live without.
Summer Bloom : This one stays. Running this many lands, it doesn't whiff.
Rites of Spring : Open to suggestions.
Mulch : It's ok. I usually hit at least 2 lands with it, but I admit I could replace it.
Beneath the Sands : Gets one land, or draws a card, so it's never dead. But it could be better. Open to suggestions.
I do have some thoughts on adding some more draw/ramp, but I'm staying budget here, so no Exploration , Burgeoning , Oracles or that other stupid expensive elf. I'm thinking along the lines of Mina and Denn, Wildborn , Font of Mythos , Llanowar Scout , Sakura-Tribe Scout , and things like this. I do believe I will splurge for a copy of Life from the Loam .
As for card draw spells, I want to shy away from sacrificing BoBo to get the effect, since his CMC is so high to start with. Return of the Wildspeaker will be good, but more is needed. May have to get another copy of Rishkar's Expertise , and also Keen Sense . I plan on adding Creeping Renaissance , too.
These are my thoughts so far, and I'm open to other suggestions, too. Thanks for all the help!
pokey, those are good points, and worth considering, but I don't know how much I'll net land cards through his damage trigger. Wheel effects might be worth considering, though, so thank you for those suggestions!
1 week ago
I feel like maybe more card draw would help, something like Horn of Greed with all your land plays nets you a ton of cards. maybe Burgeoning for more land plays, Worm Harvest , Herald of Leshrac seems like it could be fun for you, and an indisputable I WIN button like Boseiju, Who Shelters All + Torment of Hailfire just wins. Also, since you have things to turn lands into creatures, a well-timed Craterhoof Behemoth and swing in for an alpha strike. Your Valakut, the Molten Pinnacle seems kinda weak with only 8 mountains, and the cycle lands feel unnecessary cuz you can pitch them for 2 cards each with your General for free. I'll admit Myojin of Infinite Rage + Evolution Sage is hilarious, but the sage really has a narrow use just for the Myojin, Planeswalkers, and The Mending of Dominaria (a total of 5 cards)
1 week ago
I feel like these cards are kind of excessive Burgeoning , Exploration , Land Tax . Any reason why you run these with a landbase with only 31 lands? Not shooting it down or something it just seems to me you would not realy be able to keep on ramping and could use these slot for a better card. Even if you would keep on getting lands with the parley.
1 week ago
Sure thing. These would be my cuts:
Natural Order . Requires sacking a green creature and only finds green creatures. Only around 10% of the deck is green creatures, and of them there are only 3 that I would be happy to sack (Birds, Dryad Arbor, Wood Elves).
Burgeoning . Strong card, but really only fantastic if you're drawing a ton of cards consistently, and you currently have just 4 sources of additional draw. Burgeoning also puts you at -1 card advantage.
Exploration . Same as Burgeoning.
Rhonas's Monument . You don't run that many high-cost green creatures, and this doesn't get Omnath out any faster.
Nevinyrral's Disk . Slow and would blow up a lot of your things. It's a good card when built around, like if you had a way to give all your permanents indestructible, but without support I think nev's disk is not that great.
Nature's Claim . This is just me but I'm not a big fan of single-target removal in most cases. It puts you at negative card advantage to disrupt 1 opponent. Removal has its place for sure, and Nature's Claim s a great card, but I think you have better options.
Skyshroud Claim . Definitely a good card, would keep if there was room. But I think there are much more powerful ramp effects out there.
Reliquary Tower . You don't have that much card draw so this would rarely be needed.
Oran-Rief, the Vastwood . Not that impactful in this build, and I think you can afford to lose a land or two since your general can stockpile mana.
Growing Rites of Itlimoc Flip. You're gonna think I'm crazy but hear me out. With 17 creatures in the deck, your odds of nabbing one when Growing Rites enters is about 69%. So ~1/3 of the time this will whiff. By turn 4, you will have drawn 1.9 creatures on average. Including Omnath makes that 2.9, but Growing Rites needs 4 creatures in play to flip. So it may not flip until late game. Growing Rites is a great card, but I think you would need like 10 more creatures (or a token strategy) for it to be really fantastic.
1 week ago
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.
Lurking Predators can make it really scary for opponents to play any spells.
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.
1 month ago
Thanks for the comment, KayneMarco! Manabond would be good in this deck if it were more land-heavy, but I've found that it doesn't ramp enough in this current build for it to be worth it. Burgeoning tends to be better for my purposes.
Library of Leng has been on my radar for a while now. I've left it out so far, preferring to focus on graveyard shenanigans with the stuff I discard, but it might be worth a slot.
1 month ago
Ender666666 how do you feel Exploration and Burgeoning perform for yourself. I feel like those cards are too polarizing in performance for myself. It's either an extremely high ceiling or I'm disappointed to have it because I don't end up with the lands I need to make them consistent. I'm almost considering replacing both of them for more consistent ramp.
1 month ago
I used to have a pretty competitive Tatyova. when building her you really want to focus on her ability, she is a Landfall goddess.
LANDS: 38 More Lands are needed, Terramorphic Expanse is another Evolving Wilds and triggers Tatyova twice. and what i believe is a great land card and if not a staple for this deck Alchemist's Refuge . this card with Seedborn Muse will give you practically another turn on someone else's turn.
Since you going to be bring in lands allot, your going to want other creatures that play off the "Landfall" trigger.
Rampaging Baloths creating a 4/4 beast with every land can make you quite scary. Roil Elemental Stealing your opponents creatures when a land enters will give you huge advantage. Psychosis Crawler your going to be drawing lots of cards, might as well deal some damage with it. Hedron Crab and then we have a bit of mill... actually this is scary. you can play this card fast and let the hurt begin.
INSTANTS: Krosan Grip A K-grip is always a good card to have in a deck. Crop Rotation It brings in a land. and you can find Reliquary Tower . another land card that is a must have in a deck that will have you drawing so many cards. Deprive Returning cards to your hand is a great way to play lands again. this is a cheap spell with an EXPLOSIVE result.
ENCHANTMENT: a great card for "landfall" is Burgeoning if you can get this out early is crazy ramp. if you can get it out mid to even late game is SUPER good with all the "Landfall" triggers you might have out on the table. Courser of Kruphix here is a way to play lands from the top of your library in case you don't have any in your hand. plus some extra life gain. Exploration lets you play more land per your turn. Zendikar's Roil and some more tokens per land entering the battlefield.
ARTIFACTS: once this deck starts to really take off Aetherflux Reservoir will end games fast. Alhammarret's Archive even more life and even more card draw. Storm Cauldron is a nasty card. it will stop other plays in their tracks, while giving you all the advantage.
COMBOS: There are a few combos that are optional.
Amulet of Vigor , Perilous Forays and any token generator Rampaging Baloths , Zendikar's Roil ... you can even use your opponents creatures as sac fodder if you have Roil Elemental . HOW THIS WORKS: with Perilous Forays pay sac a creature, find a land and put it on the battlefield. triggering Zendikar's Roil creating another creature. with Amulet of Vigor that land comes in untapped, allowing you to repeat this until you have all your basic land and all the triggers you could possibly want.
this is an infinite combo Retreat to Coralhelm , Walking Atlas and Simic Growth Chamber this allows you to repeatedly bounce Simic Growth Chamber to your hand and on the battlefield as many times as you want.
So here is my suggestions. just ways to energize with Tatyova. Hope this helps.