|Commander / EDH||Legal|
Printings View all
|Duel Decks: Nissa vs. Ob Nixilis (DDR)||Common|
|Urza's Legacy (ULG)||Common|
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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
2 days ago
Budget green staple Commander cards to consider:
As far as finishers it's pretty hard for your opponents to beat a fast Jin-Gitaxias, Core Augur.
4 days ago
Good list! After perusing it and a few other Land-based decks, I decided to make a series of changes.
Over all, I think these changes give me better Landfall triggers, more potential for Land Sacrifice + Recursion, and just simply better value. There were a few cuts in there that I didn't really want to make, but I think it's worth it in the end.
1 week ago
Will update with results after next FNM. Still very much in love with this deck, I feel the twin altars is the way to go for main wincons so far.
1 week ago
My son is working on a lands list. I love Maze's End builds.
Have you tested with Crop Rotation?
You can also set something up with The Gitrog Monster or another sac outlet for your lands (or just be prepared for an Armageddon by looping Splendid Reclamation with Creeping Renaissance and recursion like Eternal Witness, Noxious Revival, Reclaim, and/or Regrowth.
For example, you could tap out, sac your lands, bring them back, repeat another time or two, and then cast a brutal Torment of Hailfire or anything for X, really.
Expedition Map might be a helpful land tutor here.
Glacial Chasm might buy you time to set up.
1 week ago
Those are all very valid upgrades! Thanks for taking the time to lay all of that out!
I really do like the combo of Crop Rotation and Maze of Ith paired with Mirri. With that basically no one would be able to do combat damage as long as I keep on attacking with Mirri, Weatherlight Duelist only one creature can attack me per turn, then I can just negate that damage of the single attacking creature with Maze. It's absolutely brilliant!
I have a few cards in my deck that would benefit from being brought into the battle field multiple times so Fleetfoot Panther would fit in perfectly~
I was also thinking of bringing the Kladra set into this deck. Those cards being Helm of Kaldra, Sword of Kaldra and Shield of Kaldra. These cards are impressive (to me at least) on their own besides the fact that they are pretty mana heavy, but I think I can work around that. If I am able to get them all on the field than I would a pretty beastly Kaldra token that is 9/9 with first strike, trample, haste, indestructible, and has the ability to exile each creature she attacks! What is everyone's opinion on this combo?
1 week ago
I wouldn't say it's the runt of the litter so much. You just have to pick a theme. The three generals pretty much tell you exactly how to play the deck in one of three ways, so it's a matter of deciding which you like better and swapping out less helpful cards for better ones.
I chose to stay with Arahbo, Roar of the World but I'm sticking with the Equipment theme. It's mostly still tribal with the inclusion of guys like Stoneforge Mystic and Puresteel Paladin, as well as some specific tutors. I could just as easily chose Nazahn, Revered Bladesmith as my commander instead, but I like Arahbo's free Giant Growth.
But since you have Mirri as the lead, she doesn't lock you into a tribal strategy, so you can totally drop in token makers like Mycoloth (who just loves all the Ajani planeswalkers), Rhys the Redeemed, and the like. Honestly at that point I'd just rather run Rhys as the commander though.
Arahbo and Nazahn provide better utility overall, I think, unless you want to try to Crop Rotation a Maze of Ith with Mirri, Weatherlight Duelist as your go-to combo. But that's my biggest suggestion if you want to remain tribal.
On that note, I recommend Fleetfoot Panther and Sabertooth Nishoba. The former has flash and can either save a creature, let you reuse an ETB, or even bounce itself for a 3cmc removal when paired with Qasali Slingers or Aura Shards. The latter is just a good beatstick with good evasion - a bit lesser known. Also, a monsterous Fleecemane Lion equipped with Worldslayer has won me nearly all my matches.
Anyway, my deck has served me well, so feel free to check it out for ideas if you want.
1 week ago
List of things that could be better.
1.) Better Early Ramp Play more of the low cmc mana dorks like Boreal Druid, and Elvish Mystic. Then the noncreature one mana ramp like Utopia Sprawl and Wild Growth. 2 mana dorks like Bloom Tender and Priest of Titania. Also Probably a good idea to only play one of the four mana accelerators like Vizier of the Menagerie, Oracle of Mul Daya, and 3 cmc Courser of Kruphix as the early ramp that the one cmc dork provide is much faster.
2.) Evaluate what impact a card has when played (General rule is 4 cmc or higher should put you at a significant advantage or outright win you the game)Remove the cards that dont provide significant advantage and are just general goodstuff value like Thragtusk, Vedalken Orrery replaced by Teferi, Mage of Zhalfir, Portal Mage, Mnemonic Wall replaced by Jace, Vryn's Prodigy Flip, Nissa, Steward of Elements probably should probably be another combo piece or some sort of draw/protection.
3.) More and Better Counterspells Use better counterspells than Disallow. Like Counterspell, Remand, Unsubstantiate, Daze, Spell Snare, Swan Song, Muddle the Mixture, Mana Drain, Mental Misstep, Delay, Dispel, Spell Pierce, and Negate. Your counterspell package should really be large so you can play Baral, Chief of Compliance and get more Rashmi, Eternities Crafter Triggers on other players turns while searching for you combo.
4.) Better Lands
Off color fetches like Flooded Strand, or Wooded Foothills are still better than Evolving Wilds. Other cards like Crop Rotation can fetch Gaea's Cradle or Nykthos, Shrine to Nyx or even help fix you mana early on. Along those lines if you still feel you need more fixing Nature's Lore and Skyshroud Claim can grab fetch lands and get untapped lands which is much better. Lands like Simic Growth Chamber, Temple of the False God,and Seat of the Synod should be replaced by lands like City of Brass, Mana Confluence, and Ancient Tomb or other off color fetches to more reliably get you mana base set.
5.) Better Draw and top deck manipulation
In the category of better "draw" or more honestly hand manipulation cards like Frantic Search, Baral, Chief of Compliance, and Jace, Vryn's Prodigy Flip are great at giving you the ability to toss tech cards like Manglehorn or Reclamation Sage when they are not needed and get better stuff. Now in straight card draw cards like Pull from Tomorrow, Fact or Fiction, and Gitaxian Probe either offer massive draw or knowledge of another opponents hand. You should play Preordain for more draw and top deck manipulation.
6.) Some combos are just better Some of the best most consistent methods of making your opponents not win the game.
c.) Seasons Past + Hurkyl's Recall This one requires more artifact mana rocks and is usually a backup plan to Dramatic Reversal being exiled somehow. Same strategy as the last combo with a set of rocks as follows: Mox Diamond, Simic Signet, Mana Vault, Grim Monolith, Mana Crypt, and Sol Ring.
Start off by tapping or playing any rocks that generate you mana then play Hurkyl's Recall on yourself.
Cast these rocks and generate 3 colorless 2 blue and 1 green mana.
Now use Hurkyl's Recall again on yourself going to 1 blue 2 green in pool.
You can repeat this to generate infinite colorless mana and then cast Simic Signet in the loop to generate inifinite colored as well.
Winning the Game with inifinite mana
d.) Seasons Past + Beast Within + Reality Shift - use Beast Within to destroy a permanent then Reality Shift the beast to make them manifest a card. Then use Seasons Past to loop this until all opponents have no decks.
f.) Beast Within + Swan Song-Beast Within all of their stuff then bounce it with something like Cyclonic Rift Then start playing permanents that can be destroyed and Beast Withining your own permanent. Loop with Seasons Past to create infinite beasts. This also works with Swan Song by countering your own spells and looping with Seasons Past.
The combo you use depends heavily on what you have available in your deck once you achieve infinite mana. The goal is to have a diverse enough list that not everything you need can be exiled.
Hope this helps out.
1 week ago
Had another good playtest session, playing in 3 and 4 man pods. I managed to win one of the games with a huge Debt to the Deathless while I had Exquisite Blood in play. The other game I lost was largely due to my opponents doubling up on me. Even by teaming up, they struggled to kill me due to the incredible level of control afforded by having Squirrels Nest tokens to sac to Ashnod's Altar with Dictate of Erebos in play.
I was able to dig through my deck pretty quickly with between one and three Enchantress + Abundance in play. I found the deck to be resilient to board wipes, and also fairly powerful in terms of the variety of removal at my disposal.
The only awkward moments were when I was trying to hit a token generator but couldn't find one, also a few moments when I really wanted Serra's Sanctum to be in play but didn' have it. Considering Crop Rotation and Bitterblossom.
One issue I have noted is that I feel like I could use some sort of life-gain. I often use life as a resource in addition to taking a lot of hits from creature aggro I can get below half my starting life quite fast. Perhaps Authority of the Consuls?