Clear the Land

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Mercadian Masques (MMQ) Rare

Combos Browse all

Clear the Land

Sorcery

Each player reveals the top five cards of his or her library, puts into play tapped all land cards revealed this way, and removes the rest from the game.

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Clear the Land Discussion

invigorate_berserk10 on The Macho Man

1 year ago

How effective has Clear the Land been for you. I have my own list that I've been working on for some time now and this might be the first time I've actually seen the card.

BroDoMeAFlavor on I'll Meet You At The End

1 year ago

Schnuppi

Thanks for the feedback, I've been actually meaning to get a couple more Maze's End. My local card shop just seems to be out when I try to get them. T.T (Probably just order them online.)

Amulet of Vigor seems extremely vital. A playset seems like it would work really well. I also really like the Batwing Brume. A redirection of sorts. I can see the utility in that for sure.

Isochron Scepter and Silence is a pretty legit combo. Silence alone is one of the most evil cards ever and being able to do that every turn is just nice.

The main reason I run 4 copies of those specific gates is due to the amount of green I have. Otherwise I find myself missing that one green mana for half the game. I was planning on dropping those down to 3 each once I procured my other copies of Maze's.

So instead of trying to play an aggro sideboard, switch to control? I can see that being better more often than trying to rely on a bunch of aggro cards early on.

How do you feel about the Door to Nothingness? I feel like it could be viable since I have to get a bunch of lands for the Maze's anyways, and have a second back-up insta win con.

So in turn,Drop:

Entire side board

-4 Moment's Peace (Non-Modern Card)

-4 Clear the Land (Non-Modern Card)

-2 Exploration (Non-Modern Card)

-2 Riot Control

-1 Tanglesap

-1 Selesnya Guildgate

-2 Simic Guildgate

-2 Urban Evolution

-2 Rites of Flourishing

-4 Animist's Awakening

Add:

+2 Maze's End

+4 Amulet of Vigor

+4 Batwing Brume

+4 Silence

+2 Isochron Scepter

+2 Door to Nothingness

+2 Elixir of Immortality

+4 Negate

multimedia on Miss Nissa

1 year ago

SaniTheCat, I think you need some cheaper land ramping spells to give you a better chance of hitting seven lands faster to flip Nissa. This deck is playing a very high Avg. CMC, having some spells that can get lands faster into play would really help to play your big creatures. Your deck doesn't appear to be budget so my suggestions will not be budget options.

I will first list all my suggestions and then explain my reasoning. Some cards to consider are:

Exploration, Burgeoning, Gaea's Touch, Explore, Summer Bloom, Nature's Lore, Three Visits, Rampant Growth, Primal Growth, Clear the Land, Yavimaya Elder, Sylvan Ranger, Skyshroud Ranger, Sakura-Tribe Scout, Thawing Glaciers

  1. Exploration, Burgeoning, Gaea's Touch all these enchantments are green and cheap, letting you play more lands a turn in the early game is what you want to be doing.
  2. Explore, Summer Bloom cheap sorceries that let you play more lands a turn.
  3. Nature's Lore, Three Visits, Rampant Growth, Primal Growth cheap good land ramping.
  4. Clear the Land for three mana you can potentially put up to five lands into play.
  5. Skyshroud Ranger, Sakura-Tribe Scout one mana creatures that can put lands from your hand onto the battlefield.
  6. Yavimaya Elder, Sylvan Ranger cheap creatures that can get lands into your hand.
  7. Thawing Glaciers can guarantee you get a Forest onto the battlefield each turn.
  8. Another creature that could be quite good with your overall strategy is Baru, Fist of Krosa. He can give all your creatures a recurring source of trample as well as pump them.

Good luck with your deck.