Crop Rotation

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Duel Decks: Nissa vs. Ob Nixilis Common
Urza's Legacy 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.

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Crop Rotation Discussion

illumfolly on Oh you're so Nathty

1 hour ago

I think you mean, "Oh, that's nathy" (le cleveland faec)

May want to get a totally affordable Dark Confidant in here as well.

Would recommend adding Crop Rotation

Sgtpopnfreash on Weeb Lethality

3 days ago

Also You have a birds of paradise but you dont have any of the other cheaper 1 drop mana rampers? 39 lands is a lot. One land could be Wild Growth. Another could be Crystalline Crawler that should be in every aatraxa deck I think. Your 1/3rd green so adding an Elvish Mystic and Llanowar Elves seems good. You also can run alot of cheap 2 drop rocks. You have 4 colors add the signets. All of them, seriously they are the best rocks for the price. Also White super friends usually = Oath of Gideon.

You really only need 32-34 lands unless your curve is busted to all hell and yours looks pretty good. The lands that enter tapped are un-ideal but if your playing casual it works. You need some ramp though man. Rampant Growth and Crop Rotation are good if you need a color your missing.

smiffdemon on Ishkanah Stuff

3 days ago

Hi Guint!! Here are some suggestions I think you could utilize for Ishkanah. So far it looks good!

The things we want to make sure you have in this deck are ways to activate delirium, as well as ways to activate Ish's tribal effects. Let's start with the spiders themselves~

Now onto the Delirium Mechanic. Making sure your own cards into the graveyard can seem counterproductive but a lot of things benefit from it. So first, how do we self mill?

Now for some super fun cards that benefit from a graveyard presence.

Now lets talk about Black and Green as colors in EDH. Black/Green has a few things that it needs to run undoubtedly. One of its major problems is card draw, so you're definitely going to want to auto-include Harmonize and Phyrexian Arena. I would also consider Lifecrafter's Bestiary.

Removal: Putrefy, Murder, Hero's Downfall, Abrupt Decay, Krosan Grip, Golgari Charm, Toxic Deluge, In Garruk's Wake, Acidic Slime, Beast Within. Dictate of Erebos to be used in conjunction with a sacrifice outlet like Ashnod's Altar (sac your extra tokens for mana!)

Protection: Asceticism, Swiftfoot Boots, Lightning Greaves, Heroic Intervention

Tutors: Green Sun's Zenith, Diabolic Tutor, Demonic Tutor

Ramp: Cultivate, Kodama's Reach, Solemn Simulacrum, Sol Ring, Explosive Vegetation, Thran Dynamo, Commander's Sphere, Golgari Signet, Cryptolith Rite, Harrow, Crop Rotation, Sakura-Tribe Elder, Yavimaya Elder.


The only other thing I want to say about your deck is that you should probably up your land count to at least 36. 30 is usually too little for most EDH decks in my experience. Unless you're going super aggro, you'll find yourself short on a lot of land drops.

If you wanted to upgrade your lands, here are some relatively inexpensive things you could add:

Golgari Rot Farm, Command Tower, Jungle Hollow, Temple of Malady, Woodland Cemetery, Overgrown Tomb, Llanowar Wastes, Tainted Wood, Grim Backwoods, Bojuka Bog, Hissing Quagmire, Temple of the False God, Drownyard Temple, Ghost Quarter, and any lands that Cycle in your colors :)

JaceTheSwagSculptor on Uril's Revenge

6 days ago

Lol I can't tell whether you're being sarcastic or not about the "amateur" thing, but "curving out" would mean playing something on each turn. I would want lots of 1-drops because it ups the chances I will be doing something during the first turn of the game, then less two drops, and so on and so fourth. Ideally, this means we are likely to things like play a 4-drop on turn four, two 2-drops, or one 3-drop and one 1-drop because the curve is structured so we are less likely to see cards of increasing costs. This means we are building the deck such that it will perform as efficiently as possible on each turn of the game with as few lands as possible. Is this a sufficient explanation?

We ideally want to maintain the "decreasing staircase" curve, so if we were to remove something like Constant Mists we could not replace it with Choke without removing an additional 3-drop and adding a 2-drop. If we don't follow these kind of procedures when building a deck that is excels during the early turns, we promote the chances of getting awkward openers and poor subsequent draws.

That being said, the effectiveness of Red Elemental Blast and Constant Mists depends on your meta. Are you the fastest, most oppressive deck? Then, Constant Mists probably isn't necessary because if you get too far behind then you probably already lost. Most competitive decks experience a lot of blue in their meta's, so cards like Choke and Pyroblast are quite commonplace cards.

We ideally want to keep your aura count in the range 18 - 20, this will result in the lowest variance so you were correct in calling me out on one of the previous posts.

Cyclonic Rift, Toxic Deluge, and Arcane Lighthouse are the most commonplace answers to our strategy. Since you know this, Nevermore is a much more useful card. You should always be naming Rift or Deluge if blue or black is at the table. You unfortunately also have to worry about sacrifice effects, which is why I encouraged you to include Dryad Arbor awhile back as fetching it up can save you in a pinch. The most commonplace sac-effect you will have to be weary of is more than likely Living Death. It's difficult to account for sac-effects though as they warrant the addition of very narrow cards like Tajuru Preserver or Angel of Jubilation, which we don't want. I guess what I said was a bit roundabout, but Nevermore is probably the best option to stop people from playing the aforementioned problematic spells. Nevermore should rarely be a dead draw you either name a problematic commander or one of the aforementioned cards.

I think if you make the changes from my previous post, you should be fine. If you want to include Choke/Nevermore, we could make the following changes...

I have no idea what "Timmy player" means, could you elaborate? Recommending an "interesting" deck to someone is difficult because everyone has a different idea of what is interesting. If you enjoy quality decks that perform consistently, then the cEDH tier list has plenty of examples of decks that do just that. I can't really vouch for how interesting they are though. I guess some of the one's that I found to be more interesting were an angel of glory's rise + child of alara combo deck, a captain sisay paradox engine storm deck, a combo-control grand arbiter deck, and a pretty standard sliver overlord deck.

Finally, it would really help me with future suggestions if you could be more vocal about what proposed changes you plan to act upon otherwise it feels as though I am trying to read between the lines and find how exactly you intend to change the deck (which effects the curve, which in turn effects the cards I suggest).

zamiero on A Michael Bay Film, Omnath: Age of Explosions! v2

6 days ago

Since you say you're the early threat and one opponent holds countermagic for you, may I suggest Autumn's Veil? Playing my Titania, Protector of Argoth deck I win countermagic wars with it... they always keep just enough mana open for Cryptic Command or Mystic Confluence. They never expect it!

I have the same problem with Titania, Protector of Argoth in that I attract early attention and the attention of the table. I have yet to find an appropriate solution (either with cards or politics).

I approached Omnath (with little success, so please take this advice with caution) using free or super-cheap ramp spells that can be activated the turn I cast Omnath: Sakura-Tribe Elder, Dawntreader Elk, and Perilous Forays. I noticed you already have the Forays in the deck. If you want more Landfall triggers and the ability to find Homeward Path at a moment's notice, then Crop Rotation is for you. I'm waiting for the day I can settle on a R/G commander, then pull out an instant-speed Kessig Wolf Run or Winding Canyons.

Speaking of which, if you have the extra mana then Winding Canyons allows you to force the control deck to react at a time of YOUR choice (instead of the other way around). Yeva, Nature's Herald also allows the same, but in a much more limited fashion.

However I don't know if any suggestion I've made is as good as the card it would replace in your deck.

Sgtpopnfreash on Kruphix, God of the big and the dumb

1 week ago

If I had to pick cards other than land I think should go they would be Archetype of Imagination, Frost Titan, Hornet Queen&Hydra Broodmaster unless you added some token doublers like Doubling Season, Jin-Gitaxias, Core Augur and maybe Lorthos, the Tidemaker but I can see him working ok. Rishkar, Peema Renegade can just become a cheaper mana dork however if you keep him I like Avenger of Zendikar. I would also take out Worldspine Wurm you dont need multiple things that stop milling and you have Ulamog, the Infinite Gyre already. Leyline of Anticipation is cute but Alchemist's Refuge is better so if you want that affect more often change leyline into Crop Rotation. Sandwurm Convergence should go for the same reason as Hornet Queen&Hydra Broodmaster. Clash of Wills should be Spell Pierce dissalow is cool but with all the 1 and 2 drop counter spells just use those... Swan Song is another I forgot. Id also rather have a Pongify or Rapid Hybridization over Plummet every time.

Drain Power seems awesome... Until you realize that your opponents can just tap all their land in response and you get nothing.

Winterblast on Force of Nature

1 week ago

Mj3913 I've be thinking about soul of the harvest already, it could be interesting...with making the deck faster I meant acceleration though. How to get the most possible mana in the earliest possible turn (without mana artifacts, because I play Null Rod and Titania's Song).

The deck's plan is to destroy my opponent's mana artifacts in the early game and then killing quickly either by commander dmg, infect or even by making all creatures big enough to deal 40 dmg. Before or at the same time when the first mass removal realistically hits the table, which means turn 4 or 5. I can get enough mana with a start like Llanowar Elves, Voyaging Satyr and Crop Rotation to search for Gaea's Cradle but I feel like I have too few one and two drops to get the needed speed reliably. Ittoo much a game of chance for my liking, I want it to be as consistent as my other decks are with mana artefacts.

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