Crop Rotation

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Nissa vs. Ob Nixilis (DDR) Common
Urza's Legacy (ULG) Common

Combos Browse all

Crop Rotation

Instant

As an additional cost to play Crop Rotation, sacrifice a land.

Search your library for a land card and put that card onto the battlefield. Then shuffle your library.

Price & Acquistion Set Price Alerts

DDR

ULG

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Crop Rotation Discussion

sten94 on how much impact do people ...

13 hours ago

the problem with putting cards like Groundskeeper and Pulse of Murasa in just to enable foil means that you are taking up slots in your 75 just enable on card in the deck if Groundskeeper and Pulse of Murasa have other synergies in the deck the it could work. the issue is that off the top of my head I can't think of any cards that synergies well with basic land been put into the yard at common. Pulse of Murasa is a bit diffrent as that is generally just a good card in certain deck like tron that you mentioned.

The only other card I can think of is Crop Rotation and that is only really half decent in a tron deck where you don't really care about getting the land back from it too much because you have hopefully made tron with it. also the tron mana base seems pretty strict on its mana base and don't know if it can afford to run a density of islands to make Foil worth it

hkhssweiss on Intet of Infinite Dreams (Combo)

2 days ago

JohnnyCRO

Hey thank for checking out my baby!

In regards to your question on the ramp, I am a bit confused by that as I am running quite of ramp in the form of Farseek, Nature's Lore, Rampant Growth, Cultivate, Kodama's Reach, as well as Search for Tomorrow. I also have the fast mana rock ramp in the form of Chrome Mox, Mana Crypt, and Sol Ring. I currently don't have Mox Diamond in the build due to it being swapped over to my Kess deck. In addition there is another form of ramp with lands with Exploration and Oracle of Mul Daya. Not to mention Carpet of Flowers as well. That's 12 instances of ramp and more than adequate as this is not a ramp.net deck, we only use the most efficient form of ramp. The only one that would be missing is Three Visits but I don't own one currently as of yet.

In regards to the lack of counterspells, this actually has quite of a history behind it. In the original V1 of this deck I used to run spells like Counterflux, Stifle, Misdirection, etc. however it doesn't help me to win. It just stalls this deck and slows down the speed of the combo, our main focus is to abuse Intet's ability and paying 2U to flip into a free cast counterspell is a feels bad. Most of the time we are tapping out quite a bit unless we have untappers in the form of Nature's Will or Bear Umbra or running tool box control. In the V2 I decided to go anti-counterspell route and that has actually worked out perfectly, in this iteration came in the package of Vexing Shusher and Boseiju, Who Shelters All along with tutors that can grab them reliably ex. Crop Rotation or Green Sun's Zenith. This improved the chances from our spells getting countered. The current iteration in V3 I was finally convinced that Mana Drain should be added in this deck no matter what as my friend convinced me that it is a ramp spell essentially and lo and behold it is the ONLY counterspell to make it in the deck as of now. There can be arguments where Pact of Negation can be fit in here, but when your going off on extra turns the paying 5 to protect your combo next turn is a detriment. Force of Will is actually not really good as well as most of the blue cards we are reluctant to pitch away whereas in the protection we only have to pay mana to make it uncounterable or life.

I play in a hyper competitive meta with optimized and tuned decks, this is the result of what I have currently for a "competitive" Intet deck. She is not a true competitive commander, but the deck build is competitive enough to go against other "true" commanders in a pod. She is easily cast on T3 or T4 but you have to be aware of the mindset as well, the turn you cast her, can you protect her? That's why we have cards like Autumn's Veil and Heroic Intervention. Our goal is to go off with Intet and one turn is all you need when you have any extra turn tutor in hand. We play with combat tricks and set up is important. All our early game plays is to set up overwhelming advantage and out value your opponents while disrupting them as well. We can play the long game as well, the Seasons Past combo takes 12 mana to execute, Intet short cuts this to 9 mana and we can easily achieve that by turn 4-5. Piloting Intet and decision making is also a core part of playing the deck as well as when your in the control pod you will go for the more stable route instead of burst.


I hope that clarifies some points for you, I'm always tuning and brainstorming to see how else I can perfect her, I still feel there is a better way to optimized her as I am still not fully satisfied with her yet like how I am with my Teneb deck. So I am open to any and all suggestions. This is my first EDH deck and it's been a wild ride refining her to this point. As of now the spellslinger/combo route is what I came up with as the most "optimized" version of Intet.

Pikobyte on Hapatra, Poison but Tasty

5 days ago

Thank you Reliquarian.

My meta has pretty heavy artifact removal, so I try to go without rocks as far as possible in every deck with green. Reach and cultivate work better here for me.

Played the deck with Expedition Map and Crop Rotation before but decided to remove them. Cradle is nice but too broken in here. If I draw it it’s fine, but I try to never tutor it up here. For sure those cards make the deck better but they also kill the fun if the game goes totally bonkers on turn 4 already.

hkhssweiss on Not sure what to call it yet

6 days ago

Lombardi

Hey welcome to EDH!!!

You are right in adding in a lot more ramp cards to trigger more land fall effects, cards I can think right off the top of my head that can accelerate you are Exploration, Burgeoning, Oracle of Mul Daya, Wayward Swordtooth, Mina and Denn, Wildborn, The Gitrog Monster, and Azusa, Lost but Seeking.

Mana dorks are efficient as well, and I would highly recommend Orcish Lumberjack as it pairs super well with your commander! Aside from that I would also incluse the efficient land ramp cards like Nature's Lore, Farseek, Rampant Growth, and Kodama's Reach. For some more triggers that can be amazing for a finisher would be Titania, Protector of Argoth. There are some cards that would synergize well with her and your deck such as Lotus Cobra!, Sylvan Safekeeper, Crop Rotation, Scapeshift, and Natural Balance.

One last card I would definitely recommend for your land package would be Realms Uncharted super amazing card for a land deck! Hope that helps and feel free to ask for more help if ya like!

hkhssweiss on Seismic Activity

1 week ago

KomboKing57

I like the deck, it's mostly tuned all the way from what I see. I'm curious as you don't run much tutors except for Realms Uncharted. Is there any particular reason why you wouldn't run Demonic Tutor or Vampiric Tutor? I also would consider running Green Sun's Zenith as it can stack up at all points of level in the game, especially since you would ramp up a bit faster than the other players.

Some other cards that may be of interest:

Hope that helps!

resplendentobscurity on Emmara, Soul of Beauty [enchantress]

1 week ago

Sorry for the late response - I've been overseas.

Thanks for the comment and suggestions!

We've played this a few times, and I would say it plays pretty well. I'm quite happy with my card selections, particularly with going the enchantress route. Given there are so many enchantments that can help tap Emmara, plus the anthems, I think she can naturally lend to that play style. Though, Karametra is probably objectively better?

Earthcraft is NUTS but its also $60 and I don't have one... soooo it's out of the question at the moment ;P.

I've currently opted for Regrowth, E-witness, and Sun Titan for recursion since they they get more than just enchantments - whether or not more is needed, we'll see in time.

Old Emmara fit the 'pretty' build around requirement, and I was curious to see how'd she run. So far not super impressed - that 7 mana is a REAL cost...

My only complaint at the moment is that is has a HEAVY reliance on its commander. She is only 2 cmc, but when you start having to pay 8-10 to recast her it feels bad. I played a game where everyone just kept removing her, and I literally did nothing. Looking at trying to get some redundancy, or more protection via Privileged Position since I have one lying around and Lightning Greaves. Also potentially something like rootborn defences because board wipes are a huge blowout - I just fear having too many cards dedicated to protection...

Divine Visitation has been a HOUSE. On average, we've been making 2 angels the turn it comes out, with a huge potential, especially with Seedborn Muse type effects.There could be an argument for running both, given I'm trying to have some redundancy.

One card I'm running that isn't on this list is Crop Rotation, because we actually have quite a few lands we'd like to go search for -Reliquary Tower if needed, Holdout Settlement/Survivors' Encampment, Wirewood Lodge,Windbrisk Heights, Krosan Verge if we want some ramp - Emeria, The Sky Ruin if we have it online (considering replacing it / adjusting my basic land count to make it more usable). I think when we have 2 or more enchantresses, having essentially two ways to get no hand size is worth it - we'll see, though :).

hkhssweiss on lands and men

1 week ago

frenchcanadian

Hey welcome to EDH!

Lord Windgrace is a fun commander to start out with. There are a couple ways you can go in building him, but since you are just starting I would recommend to abuse the ability of playing as much lands as possible and use cards that can benefit from playing a lot of lands!

Here are some budget cards that should be under $5 to help you refine your deck a bit more!

Crop Rotation, Courser of Kruphix, Wayward Swordtooth, Regrowth, Sylvan Safekeeper, Underrealm Lich, Deathrite Shaman, Orcish Lumberjack, Genesis Wave, Bane of Progress, Dragonmaster Outcast, Realms Uncharted, Krosan Grip, Nature's Claim, Chaos Warp, Torment of Hailfire, Sylvan Scrying, and Retreat to Hagra.

Hope that helps!

hkhssweiss on Undercity's Killing Glare (EDH Tribal Series #25)

2 weeks ago

Darkshadow327

I like the idea and concept, here might be some suggestions that might help. I would add in a land ramp, Damia helps you refill your hand but she is quite costly. So cards like Burgeoning, Azusa, Lost but Seeking, Oracle of Mul Daya, will definitely help you increase the package. If you are basing your wins off Torment or Villanous Wealth, I would also suggest Exsanguinate as your third possible go to finishers.

Now in addition to ramp package you need mana, fast. I see that you already included a Cabal Coffer/Urborg package, so maybe a Crop Rotation, Sylvan Scrying, or Hour of Promise can get you there quicker. Not to mention that early game seems a tad bit on the weaker side, you can use CA spells like Rhystic Study or Mystic Remora to pre-emptively stall them out further to not give you draws. Or just straight up Phyrexian Arena.

Lastly protection suite, some cards I would suggest would be Heroic Intervention, Delay, Arcane Denial, Misdirection, Swan Song, or even Negate. If you have the budget I however do recommend the direct upgrades such as Mana Drain, Force of Will, Flusterstorm, and Pact of Negation.

Hopefully these suggestions help! Lemme know if ya need any additional advice, always happy to deck build :P

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