|Commander / EDH||Legal|
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|Battle for Zendikar (BFZ)||Rare|
|Zendikar Expeditions (EXP)||Mythic Rare|
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Land — Forest Plains
(: Add or to your mana pool.)
Canopy Vista enters the battlefield tapped unless you control two or more basic lands.
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Canopy Vista Discussion
23 hours ago
WotC has been really good about ensuring that some of the best dual lands are affordable by reprinting such lands; they reprinted the allied-colored checklands in Ixalan, the enemy-colored checklands in Dominaria, and, most significantly, the enemy-colored filter lands in Masters 25.
Therefore, I believe that it is very safe to presume that WotC shall eventually reprint the allied-colored filter lands, which are now very expensive, but the only question is when they shall do so.
Given that WotC reprinted the enemy-colored checklands only two sets after reprinting the allied-colored ones, I would like to say that WotC will reprint the allied-colored filter lands only two sets after Dominaria, but that cannot be guaranteed, since WotC waited for many sets between the allied-colored and enemy-colored checklands and "fastlands" (Blackcleave Cliffs, Copperline Gorge, etc.) and still has not printed enemy-colored versions of the "battle lands" (Sunken Hollow, Canopy Vista, and so forth).
I personally believe that WotC will reprint the allied-colored filter lands within the next year or two, but that is my optimistic opinion, and others may feel differently about the matter.
What does everyone else say about this? When will WotC reprint the allied-colored filter lands?
4 days ago
It is very likely that there shall be a third Zendikar block at some point in the future, as that plane is very popular with the players, so I wish to predict what may happen in such a block.
Mark Rosewater has said that, with the battle against the eldrazi concluded, WotC wishes to return to the "adventure world" aesthetic of the first Zendikar block, which is an admirable goal, but I believe that there is only so much than can be done with such a theme before the designers run out of ideas. I personally believe that a third Zendikar block would focus on repairing the damage inflicted to the plane by battle against the eldrazi, with Nissa as the main character who is helping the plane to recover.
I also think that such a block would be an ideal time for Nahiri to return, so that she will see that Zendikar has not been destroyed, and possibly relinquish her anger at Sorin.
Obviously, the landfall mechanic will return, along with many excellent lands to take advantage of it, and I would really like to see enemy-colored versions of the "battle lands" (Canopy Vista, Sunken Hollow, and so forth).
What does everyone else say about this? What are your predictions for a third Zendikar block?
1 week ago
Nice! Something I think will help but the deck and the budget is getting rid of Anointed Procession. I ran Parallel Lives for years on my Saproling deck, which made a lot more tokens, and it took me a long while to realize, but it wasn't really a helpful card. The fact you're not getting anything out of whatever you played before, on a four mana card, usually means that you're either not going to get much out of it, or that it's just going to be win-more when you'd already make enough tokens for it to make a difference. And a lot of the time it can get removed before you have the mana to actually make tokens and get anything out of it, which's really frustrating. Though I tried to do so, they're the sort of card that I can't really recommend running in a Modern deck. In my deck, Second Harvest proved to be a lot more effective (because it worked off what was already on the board), but the double green mana cost might not be good for you.
Another suggestion I'd make is to mainboard Brave the Elements - because it's not only a way to protect your creatures, but also a way to make them all unblockable. It can be an unexpected way to win the game against someone who is comfortably hiding behind their blockers.
Finally, some thoughts about mana: At five mana on a deck with no ramp, Regal Caracal seems like it's not going to see play against most faster decks, and might be a dead draw a lot of the time for you. What I can suggest is to either not run a full set of them (two might be enough), or run some ramp since you already have green - or perhaps do both. Knight of the White Orchid might help, though it's not a cat - despite the cat we're all clearly seeing in the art. heh.
And, I actually had one last thing to add: If you can afford it, swapping out Elfhame Palace for Canopy Vista will do you wonders. Same for Blossoming Sands and Scattered Groves. The best part is that not only they're better lands in general, they're also Forests for Loam Lion (and then you could reduce the number of basic forests you're running by at least one, since you have a greater need of white mana on most cases).
2 weeks ago
Thunderherd Migration is bad and much worse in every way to Farkseek unless there's a Blood Moon out and you need a basic Forest. I would run Nature's Lore over Migration since you can hit you Duals and things like Canopy Vista and it will come into play untapped. Costs the same as Migration WITH a Dino and will never be more if you don't have a Dino in hand. IF you had shock lands in the mix, it will be even better.
4 weeks ago
Hey, here's my $160 budget Atraxa deck, Nature's Horrifying Voice (Budget). Check it out it might give you some ideas.
With budget four and five color manabases I think it's better to play two dominate colors, third color less dominate then the first two and small splash of the rest. Trying to play all four or five colors as equal amounts in a manabase is nearly impossible without the Fetch land/Shock land interaction. Both these types of lands are however not low budget cards.
Green gives you the most flexibility for a budget manabase with other cards that can help you be able to make all four colors because green has the best interaction with Basic lands. Cards like Sakura-Tribe Elder, Farhaven Elf, Solemn Simulacrum these are good cards that can help you to make different colors of mana and land ramp at the same time, but they only care about Basic lands.
Lotus Cobra is now a budget green card and it's great for four and five color decks. You can't take huge advantage of the Fetch land interaction with it, but Evolving Wilds, Expanse are fine budget Fetch options. Birds of Paradise is not low budget, but it can make any color of mana as well as help to ramp into Atraxa.
Green has land ramp, Cultivate, etc which you're already playing great, but there's also Farseek. I like Farseek with four and five color manabases because it can Fetch a Battle land, in this case: Canopy Vista, Sunken Hollow, Prairie Stream. Battle lands also work well with lots of Basic lands. Nature's Lore, Skyshroud Claim, Spoils of Victory and Shard Convergence also work well with Battle lands.
Any budget four or five color manabase I make in Commander I try to limit the amount of lands that ETB tapped. Tri lands, Wilds, Expanse and creature lands such as Lumbering Falls are really the only lands I want that ETB tapped because these lands are good enough to warrant ETB tapped.
For a four color budget manabase I prefer to use Tri lands, Wilds, Expanse, Tower, both Orchards, 15-20 Basic lands with Battle lands and Check land interactions and Pain lands which always ETB untapped.
Vivid lands may be the exception with Atraxa because you can proliferate the counters on them, but If choosing to play them then I wouldn't also play Tri lands. I would choose between the two.
Good luck with your deck.
4 weeks ago
Hey, I recommend more ramp, more draw and more land.
Cards to consider adding:
- Temur Ascendancy: draw when Dragons ETB and haste for Dragons
- Elemental Bond: draw when Dragons ETB
- Kindred Discovery: draw when Dragons ETB and attack
- Vizier of the Menagerie: cast Dragons from top of library with any lands
- Painful Truths: draw three cards for three mana and three life
- Dragonspeaker Shaman: reduce all Dragons CMC by 2 is good
- Dragonlord's Servant: two drop who reduces all Dragons CMC by 1
- Farseek: land ramp, tutor for a Battle land
- Cultivate: land ramp, tutor for any two Basic lands
- Sol Ring: one of the best ramp cards for Commander
- Fellwar Stone: two drop ramp that can help to make five colors
- Commander's Sphere: three drop ramp that can help to make five colors
- Command Tower: one of the best lands for Commander, can make any one color
- Exotic Orchard
- Savage Lands: if playing tapped lands then the Tri lands are better options
- Jungle Shrine
- Frontier Bivouac
- Sandsteppe Citadel
- Opulent Palace
- Cinder Glade: Battle lands are two different land types and they work well in a manabase with lots of Basic lands.
- Canopy Vista
- Sunken Hollow
- Smoldering Marsh
- Prairie Stream
Cards to consider cutting:
- Aid from the Cowl
- Awaken the Sky Tyrant
- Blood Mist
- Dragon Roost
- Elephant Guide
- Sight of the Scalelords
- Day of the Dragons
- Durable Handicraft
- Spiteful Motives
- Vessel of Volatility
- Heroes' Podium
- Hero's Blade
- Stoneforge Masterwork
- Acrobatic Maneuver
- Crash Through
- Dramatic Reversal
- Inspiring Roar
- Death by Dragons
- Rolling Thunder
- Splendid Reclamation
- Kolaghan Monument
- Bloodfell Caves
- Scoured Barrens
- Thornwood Falls
- Wind-Scarred Crag
Dragons are already big enough with lots of power you don't need to play a lot of cards that increase Dragons power and toughness. Crucible of Fire is fine because this is a huge boost for all Dragons for only one four mana card, but other than this card you can cut all the others. Temur Ascendancy and Elemental Bond are budget three mana enchantments that can give you a ton of card advantage with Dragons. Drawing a card whenever a Dragon you cast enters the battlefield(ETB) is very good. Ascendancy also gives Dragons haste which is a nice added bonus.
I suggest adding more ramp because Dragons and your Commander, The Ur-Dragon have very high converted mana costs(CMC). Ramp can help to pay for these costs and play Dragons faster in a game than waiting until turn six or seven plus to play a Dragon. Dragonspeaker Shaman and Dragonlord's Servant only effect your Dragons, by reducing the CMC.
Land ramp is another way to ramp as well as help you find lands of the right colors to match the cards in your hand. Cultivate and Farseek are early game cards that can land ramp. Cultivate can only tutor for two Basic lands putting one of them directly into play and the other into your hand.
Farseek is two drop land ramp and it works with the Battle lands since they're two different type of lands, for instance Cinder Glade counts as a Forest and a Mountain. Farseek can tutor for any one of these Battle lands put it into play giving you more color choices.
Battle lands work well with Basic lands for a budget manabase you only need two Basic lands in your control to have any Battle land ETB untapped. This means you can use the mana from the land the turn you play it.
Sol Ring is a staple of Commander. Just about all decks play the card because it's amazing for one mana. Fellwar Stone is two drop ramp that depending on what colors your opponents are playing can make a color of mana. It can make mana no matter what, usually one of any of the five colors.
31x total lands is not enough land I suggest adding more land, 38-40x total lands. Playing a five color budget manabase means you need more land and Dragons have high CMCs. Adding Tri lands, lands that can make one of three different colors of mana help a lot for five color manabases.
Command Tower is a staple Commander card. It's a rainbow land it can make any color of mana because your Commander is all five colors. Exotic Orchard is like Fellwar Stone whatever colors of lands your opponents have in play it can make a mana of one of those colors. Like Tower it's a great budget land for a five color manabase.
Good luck with your deck.
1 month ago
Ooh, Cats. I helped build a tribal cat deck with my brother, but in Naya colors (partly for Wild Nacatl). At least in Selesnya colors, though, you still have a lot of cat-tastic options.
- Loam Lion comes down fast as a 2/3 with a Temple Garden in play, but, if you go with Loam Lion, you need four Temple Gardens. I would run more Temple Gardens in lieu of the Sunpetal Groves, though (or even Canopy Vista!), because having both of the land types is somewhat useful here.
- More Qasali Ambushers are a good option if you're running more dual lands, especially since they trade with/kill a lot of fast threats and are my favorite price of all (free).
- Run more Qasali Pridemages if possible, especially with Lantern decks everywhere.
- In the sideboard, I might consider Thorn of Amethyst to deal with creature-light decks and Rest in Peace instead of the Relic of Progenitus. You can also use Angel's Grace and Dawn Charm as a possibility to deal with insta-kills (and I'd think Dawn Charm's better than Druid's Deliverance).
- While I fully approve of Stony Silence, maybe a singleton Fracturing Gust would be worthwhile to deal with affinity and lantern: it kills all artifacts for a low price, even though it costs five mana (but, against lantern, many of the super-troublesome artifacts don't require the use of activated abilities to screw things up. Alternately, you have Kataki, War's Wage, which kinda looks cat-like...
- Ajani, Caller of the Pride is a good planeswalker, but you need to be ahead to make him work. I prefer Elspeth, Knight-Errant, as she buffs your attacking kitties and makes guys to protect you if your board is empty. (Plus, she might also fit the theme...(?))
1 month ago
Ive found that playing boggles casually at fnm is hard because the point of running this deck is being fast, like turn 4 fast. Its better to run Temple Garden , Sunpetal Grove or Copperline Gorge than Canopy Vista. this may seem not important but its terrible to have a vista on your starting hand, just running it is a bad idea.