Join Forces — Starting with you, each player may pay any amount of mana. Each player searches his or her library for up to X basic land cards, where X is the total amount of mana paid this way, puts them onto the battlefield tapped, then shuffles his or her library.
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Collective Voyage Discussion
1 day ago
Collective Voyage is a nice little bit of tech as it forces people to play land, there is no 'May' clause there...
1 day ago
Yeah, with some green spells doing Jund might not be bad. I really want to do 4c non-blue because of the amount of enchantments we have so playing the white enchantment tutors seems very powerful. The mana base gets more shaky at that point because we'd rather play dual-color lands as opposed to basics for consistency so we can't have much non-basic hate (I love playing non-basic hate if I can) but we may be able to build it to where we can play around it. I also love the idea of having any of the cards you mentioned or even Polluted Bonds and playing something like Collective Voyage. Sure, we're probably the only ones paying mana into it at that point but who cares, it then becomes a one-sided 'ramp x lands' spell.
2 days ago
If you are intending to build a landfall deck, have you considered playing Omnath, Locus of Rage as the commander and Mina/Denn in the 99? It seems to me like it's easier to ramp than dig through your deck for good landfall effects.
Regardless, one of the best Landfall effects in the game is Avenger of Zendikar. Might find a home here :)
Horn of Greed gives you a lot of land ramp: usually twice as much as any of your opponents.
You might also find some good options if you look up Azusa, Lost but Seeking decks: they're well-adapted to close out games with a lot of mana.
4 days ago
Trust me, ramp in a big mana control deck does more for you than you might ever expect.
1 week ago
As both a control player and a hugfort player i think one of the most important aspects of trying to play both is this.... Don't! over-ramp your opponent's mana base if you wanna maintain some control...if you're trying to run more than just a couple of random counterspells...don't run any (non-one-sided) mana doublers.
My deck runs 6 counterspells + Telepathy, but it's a "75% theory" casual deck...were I playing less casual I'd probably go as high as 12 counterspells. I don't mind filling my opponent's hands with cards, it keeps games from being 2+ hours long and I can save my countermagic for important spells that affect me....and I sometimes punish for card draw with Ebony Owl Netsuke and Fevered Visions (bet you wish you had red lol).
My fort too wishes to win sometimes and makes no bones about it...I chose a token swarm with a bit of pump for my main wincon...usually cleaning up the leftovers after letting everyone batter each other after hiding in my fort for awhile.
Here is my decklist... Fort Meletis, and yes it's 4c with a different commander, but the categories are pretty well balanced after playing with it for awhile. Consider the categories "Added-Value," "Swarm" and "Pump" to be your flex spots, then depending on how casual vs competitive you wanna play yours, devote more resources to the other appropriate categories. (I'm speaking in terms mostly of the number of cards per category, not specific cards in each category btw)
Anyways, gl & hf.
2 weeks ago
1 month ago
I am kinda hesitant about the cards that allow your opponents to search for lands as well. Sure, the ability to search for a massive amount of lands helps your landfall triggers go off and such, but unfortunately if they see that you are playing with Landfall, then they are going to be less likely to shell in the mana help things like Collective Voyage. Also, this extra mana you may or may not give your opponents may end up haunting you, since that could be the extra mana that they need to go off with their decks, and essentially end the game. Orzhov Advokist can also be a bit of a concern, since if they don't find you threatening, then they will take the counters to beef themselves up, but as soon as you look threatening to them, or you play a card they know is going to get out of hand, they will completely ignore Orzhov Advokist, and go straight for your face with their beefed up creatures. Maybe instead of Collective Voyage, you could run cards like Rampant Growth, Cultivate or Kodama's Reach, which get you basic land cards onto the battle field, trigger Landfall, and get you more mana without helping your opponents go off with their decks. Orzhov Advokist could be replaced by some other Landfall creature, such as Hedron Crab, Akoum Stonewaker, or even Lotus Cobra, etc. There are tons of options, the ones I gave were just low CMC, since I noticed the CMC of your deck is fairly high. Also, consider adding signets, Thran Dynamo, Gilded Lotus, or Caged Sun, so you can ramp out your creatures faster, get those Landfall creatures out and effecting the board state in your favor.
1 month ago
i love golgari looks fun i have built a few this might have some ideas for you Super Friends Of The Skullbriar in this deck you might find some of the tutor cards useful Green Sun's Zenith, Chord of Calling and Diabolic Tutor. you may want a little more ramp like Nature's Lore, Collective Voyage, Far Wanderings. Inspiring Call is good for some card draw and Sensei's Divining Top is amazing but pricey. this is my grave born deck if you want to go a different route Gravedigger. this deck may give you some great ideas for life gain Hulk Life hope some of this helps you and if you like any of the decks please up vote them