Canopy Vista

Legality

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

Printings View all

Set Rarity
Battle for Zendikar (BFZ) Rare
Zendikar Expeditions (EXP) Mythic Rare

Combos Browse all

Related Questions

Canopy Vista

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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BFZ

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Canopy Vista Discussion

multimedia on Super Defense Control! Need Help Thinning Deck!

1 day ago

Hey, the 23 cards to consider cutting:

  • Built to Last
  • Cancel
  • Essence Scatter
  • Hindering Light
  • Render Silent
  • Rewind
  • Solidarity
  • Spell Rupture
  • Elixir of Immortality
  • Simic Keyrune
  • Wildfield Borderpost
  • Luminarch Ascension
  • Sight of the Scalelords
  • Estrid, the Masked
  • Teferi, Hero of Dominaria
  • Sleep
  • Azor's Elocutors
  • Colossus of Akros
  • Gwafa Hazid, Profiteer
  • Consulate Skygate
  • Gatecreeper Vine
  • Grappling Sundew
  • Guardians of Meletis

Budget cards to consider adding:

Cards to consider cutting:

  • Suspicious Bookcase
  • Gleaming Barrier
  • Plumeveil
  • Wall of Vines
  • Wall of Nets
  • Wall of Mist
  • Fortified Rampart
  • Shalai, Voice of Plenty
  • Return to the Ranks
  • Cleansing Meditation
  • Devastation Tide
  • Nevinyrral's Disk
  • Manalith
  • Blossoming Sands
  • Thornwood Falls
  • Tranquil Cove
  • Woodland Stream
  • Temple of Enlightenment

Good luck with your deck.


greeb1957 on Naya Dino Tribal

2 days ago

Something I have found to work with my Dino’s is Farseek plus Canopy Vista and Cinder Glade. I put a fair number of Basic Forest in for them (I’m leaning mainly G/R+w). I’ll often find if the game is going much past turn 6, I’ll have two basics out for sure and then those dual “battle” lands come in untapped.

Another interesting land choice I am loving is Desert. Ping Ripjaw or Ranging, ping their creature each turn. Lots of versatility for that card in this specific deck.

Creature wise I have many thoughts on that front. For now I would try 4 Thrashing Brontodon. It’s a great body being a 3/4 and with your heavy lean towards Dino cost reduction, will likely be just GG every game. Then in the pinch you have that convenience of sacking to get rid of a problem artifact or enchantment.

I’ve got many other thoughts on this deck type from my testing. Last but not least, one of my newer testing cards Skarrg, the Rage Pits.

greeb1957 on Hua-Hua Dinosaurs

3 days ago

Something I have found to work with my Dino’s is Farseek plus Canopy Vista and Cinder Glade. I put a fair number of Basic Forest in for them (I’m leaning mainly G/R+w). I’ll often find if the game is going much past turn 6, I’ll have two basics out for sure and then those dual “battle” lands come in untapped.

Another interesting land choice I am loving is Desert. Ping Ripjaw or Ranging, ping their creature each turn. Lots of versatility for that card in this specific deck.

Creature wise I have many thoughts on that front. For now I would try 4 Thrashing Brontodon. It’s a great body being a 3/4 and with your heavy lean towards Dino cost reduction, will likely be just GG every game. Then in the pinch you have that convenience of sacking to get rid of a problem artifact or enchantment.

I’ve got many other thoughts on this deck type from my testing. Last but not least, one of my newer testing cards Skarrg, the Rage Pits.

greeb1957 on Naya Dinosaurs

3 days ago

Something I have found to work with my Dino’s is Farseek plus Canopy Vista and Cinder Glade. I put a fair number of Basic Forest in for them (I’m leaning mainly G/R+w). I’ll often find if the game is going much past turn 6, I’ll have two basics out for sure and then those dual “battle” lands come in untapped.

Another interesting land choice I am loving is Desert. Ping Ripjaw or Ranging, ping their creature each turn. Lots of versatility for that card in this specific deck.

Creature wise I have many thoughts on that front. For now I would try 4 Thrashing Brontodon. It’s a great body being a 3/4 and with your heavy lean towards Dino cost reduction, will likely be just GG every game. Then in the pinch you have that convenience of sacking to get rid of a problem artifact or enchantment.

I’ve got many other thoughts on this deck type from my testing. Last but not least, one of my newer testing cards Skarrg, the Rage Pits.

multimedia on Enbantment

3 days ago

Hey, consider more Enchantresses and more lower mana cost enchantments? The avg. CMC of the deck is 4.2 that's pretty high when you want to be playing a lot of enchantments each turn to take advantage of Tuvasa's pump and draw from Enchantresses.

Budget cards to consider adding:

Budget lands that can ETB untapped or interact well with lots of Basic lands:

Cards to consider cutting:

  • Spawning Grounds
  • Omniscience
  • Mind's Dilation
  • Silent Sentinel
  • Zendikar Resurgent
  • Bruna, Light of Alabaster
  • Epic Proportions
  • Heavenly Blademaster
  • Krond the Dawn-Clad
  • Phyrexian Rebirth
  • Celestial Archon
  • Elderwood Scion
  • Kruphix, God of Horizons
  • Octopus Umbra
  • Patient Rebuilding
  • Spectra Ward
  • Arixmethes, Slumbering Isle
  • Clone
  • Kumena's Awakening
  • Reclamation
  • Blossoming Sands
  • Meandering River
  • Thornwood Falls
  • Tranquil Cove
  • Tranquil Expanse
  • Woodland Stream
  • Temple of Enlightenment

Good luck with your deck.


multimedia on Derevi

5 days ago

Hey, saw your forum topic. If you want to abuse tap/untap and disrupt your opponents with Derevi then consider expanding on the Stax/hatebear theme? But like Bchong said if you're playing the Stax theme then you want to limit the amount of high CMC cards because you will not be able to consistently have enough mana to cast these cards.

You say you don't have mana problems, but I find that hard to believe because there's a lack of ramp here with only 33 lands. There's no one mana dorks, only one two drop mana rock (Vessel) and no land ramp spells (Into the North, Farseek, Nature's Lore, Rampant Growth, etc.)? Mana dorks and land ramp are the main reasons to play green in Commander.

If you're tapping down lands then consider adding mana dorks? Mana dorks are not effected by effects that tap lands therefore they can still make mana. Other cards that are helpful when you can untap lands with Derevi/dorks are the enchant land ramp enchantments. Most mana dorks are one mana 1/1 creatures who can also attack when you have your opponents locked down. These dorks can attack, do combat damage to an opponent and be used to untap a permanent with Derevi. Edric, Spymaster of Trest and/or Nature's Will can make attacking with dorks or hatebears very beneficial.

Ramp to consider adding:

More set-up that your opponents cards become tapped consider these cards:

There's a hatebear theme here consider expanding on it:

Budget lands to consider adding:

Consider Yisan, the Wanderer Bard or Birthing Pod? Both are very good with having the ability to untap a permanent with Derevi. They can give you a repeatable way to tutor for and put a creature right onto the battlefield, paying only one, two or three mana; this is helpful with the Stax/hatebear themes. As far as high CMC cards Sun Titan is one I suggest because he can reanimate a Stax/hatebear card especially good with Stasis or Tangle Wire.

An equipment strategy is not good in Commander unless going all out playing Voltron with a ton of equipment, cards that care about equipment and cards that can protect your creatures while being equipped. My advice is cut the equipment strategy (Helm of Host, etc.) and focus more on expanding ramp and Stax/hatebear strategies.

I will help you make cuts to add these cards if you like some of these ideas.

Good luck with your deck.


multimedia on atraxa

6 days ago

Hey, good start, nice Doubling Season :)

To begin to make upgrades I suggest first focusing on the manabase. When playing a four color Commander you want to consider more dual lands because mana fixing from lands is very important to have the right colors when you want them. Lots of Basic lands in this case is not the direction to go with the manabase. You still want some Basic lands for cards like Cultivate, Kodama's Reach and Battle lands, but dual lands should be priority. There's several budget duals in Atraxa's colors.

Budget lands to consider adding:

These are Rainbow dual lands. Called Rainbow because they can make one mana of any color. Command Tower is one of the best lands in Commander for any Commanders who are more than one color and Tower is budget. Exotic Orchard is not as good as Tower, but when playing four colors it's pretty unlikely that you'll be in a game where this land doesn't make a color of mana you want. Opal Palace is a good land with Atraxa because it can make any one color of mana while also giving Atraxa a +1/+1 counter which is great with her proliferate.

If you're going to play lands that ETB (enter the battlefield) tapped then the Tri lands are your best budget option because they give you one of three choices of colors which is good for mana fixing.

The Pain lands are good budget dual lands because they always ETB untapped and can make either colorless mana or colored mana. You don't have worry about the one life loss to make colored mana in Commander especially since Atraxa has lifelink.

These dual lands are one or two different land types that's good for land ramp spells Farseek and Nature's Lore. Two of the best land ramp spells in Commander because they can tutor for and put a dual land directly into play. Ramp that lets you put a dual land into play is very good when playing four colors. The Battle lands (Vista, Hollow and Stream) are two different land types, for instance Canopy Vista is a Forest and a Plains. This means Farseek can tutor for it because it's a Plains and Lore can tutor for it because it's a Forest.

These are Rainbow mana rocks. Lantern is a good artifact to play when playing four colors because it really helps with mana fixing since any land you control can make any color of mana. It's also ramp since it can tap to make one mana of any color. Fellwar is a two drop and like Exotic Orchard it cares about what colors of lands your opponents have, but this is fine since you're playing four colors, it will be pretty rare that you can't make a color of mana you need with this rock.

Good luck with your deck.


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