|Commander / EDH||Legal|
Printings View all
|Guilds of Ravnica (GRN)||Uncommon|
Combos Browse all
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle your library.
Circuitous Route Discussion
1 week ago
The plan is usually cast Golos as quickly as possible. Then it's blink or clone him as much as possible to get gates on the battlefield. I don't think there's much I'd change about my deck, but it's also tuned for my play group. The last game I played with it, two gates got exiled, so I had to switch strategies and shifted to Dark Depths and Thespian's Stage to get a Marit Lage out. Field of the Dead also put in a ton of work. So there's backups to the gate strategy, but it can happen very quickly. Something like Rite of Replication gets you halfway there by itself. Circuitous Route into a Dualcaster Mage isn’t bad either.
2 weeks ago
You only have 5 possible targets for Isochron Scepter . Personally, I would take it out and add some more ramp. Speaking of which, you're playing green but no land ramp? I'd take Rampant Growth , Farseek , Nature's Lore , Cultivate , Kodama's Reach , Explosive Vegetation , and Circuitous Route over these artifacts any day. Especially since these can be copied with Riku in the late game. I've been playing Riku for a few years. He's really mana-hungry, and every land you can get out helps a ton.
3 weeks ago
you can replace Explosive Vegetation with Circuitous Route , and replace Blossoming Sands and Jungle Hollow for guild gates that can be more effective to ramp with the aforementioned Circuitous Route . for this 3-color deck, Golgari Guildgate , Selesnya Guildgate and Orzhov Guildgate .
4 weeks ago
Another tip for possible cuts, I usually recommend 36 lands. So because of that you can cut a swamp or forest to maybe squeeze in a <1 dollar card. Also bolas citadel isn't really the best card in the world unless you are building a combo deck and this deck seems more beat/stax then combo. So that should also help with budget and help ya squeeze another <1 dollar card. Also instead of harrow, consider Circuitous Route (1 dollar), Rampant Growth (40 cents), Search for Tomorrow (30 cents), Nissa's Renewal (50 cents), Khalni Heart Expedition (34 cents), and Explore (25 cents). I run all of these in my vaevictis deck( Jund Ramp/Jund stax). Very good ramp spells and a lot more better suited for this deck than harrow. Harrow is a lot better in a lands matter type deck. I really shill explore because you can draw and play an extra land, but if ya want a land tutor I would go circuitous route and/or khalni heart expedition cause they can tutor two basic lands.
4 weeks ago
1 month ago
ShadowAblaze I am not sure I'm ready to commit to my lands coming into play tapped. I think I prefer Signpost Scarecrow to fix my mana if needed. That being said, I think he and Faeburrow Elder are the cards I could see replacing with better options.
1 month ago
Haha, thanks for tagging me here. I think land base shouldn't stop you and I believe you can find your way into a solid mana base here.
Danielisaias is certainly right is the idea that guild gates may be a good approach but there are certainly many ways to get the mana base right. IF you want to go the guildgate path, here is the cards you want for that build.
Lands Now I am not entirely sure, but I believe that around 10 gates is the best way to build this. Since our ramp and mana fixing is primarily green, we will include 1-2 copies of all gates that include green. Then add 0-1 of the other gates as relevant. IF you were to run all of the following ramp, you will most definitely not need more than one copies of most gates. In addition Gateway Plaza is a great gate that effectively taps an additional land when it enters. You can probably run 4x Evolving Wilds and put in mostly forests and 1-2 of each of the other basics if you want.
Open the Gates - A land of your choice that you can play the next turn. Like a wildcard land
District Guide - Will build a board presence and get you a extra land of choice
Circuitous Route - Terrific ramp straight onto the battlefield and includes gates
Support creatures and spells
Gatebreaker Ram - Powerful when 2+ gates are in play
Gateway Sneak - Ok card draw, guaranteed when gates are played
Guild Summit - Great way to refill hand late game and good set up in the early game
If THAT wasn't enough, here's more!
If you don't want to build a gate deck, you are already almost there. All the "land fixing" cards from the gate build are still relevant here but not as good without the synergy.
Mana Geode - This is a simple card, effective for ramp into any color and scry can fix your draw.
Beanstalk Giant - Not only is he mana fixing/ramp but he is also a giant threat!
Deathsprout - Harder to build in, but is a awesome combination of removal and ramp!
Whisper Agent - in this deck would simply be a pseudo-removal while draw fixing
Faeburrow Elder - I haven't played with him before so I don't know how good he is. Seeing as he can only ramp you mana you already have access to he is hard to judge. However, know that cards like Whisper Agent or Sphinx of the Guildpact will give Faeburrow Elder substantial bonuses.
… I think I went overkill with suggestions. Sorry ;)
1 month ago
My good sir, 35 lands and 7 ramp spells?! That's nothing!! You should be running ~45 combines lands and ramp cards. My recommendation would be to add 3 lands (2 mountains, a plains), Rampant Growth , Search for Tomorrow , Explore ,and replacing Circuitous Route with Peregrination or Explosive Vegetation .
Circuitous Route occurrence in decks from the last year
All decks: 0.35%
Commander / EDH:
All decks: 0.04%