Cultivator's Caravan

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Kaladesh (KLD) Rare

Combos Browse all

Related Questions

Cultivator's Caravan

Artifact — Vehicle

: Add one mana of any color to your mana pool.

Crew 3 (Tap any number of creatures you control with total power 3 or more: This vehicle becomes an artifact creature until end of turn.)

Price & Acquistion Set Price Alerts

KLD

Ebay

Recent Decks

Cultivator's Caravan Discussion

JoeBlondie on Voltron-with-a-Senior-Edificer (Sram Equipment)

19 hours ago

Hi! I see that your list is way more all-in on the voltron route than mine.I'll start by asking how some of your cards have performed

O-Naginata I considered this one in the past, but I don't like the fact that Sram can't wear it without help. I often play 1v1 where the first turns are crucial

Sword of Light and Shadow I can see this one in my list but in yours it doesn't seem very strong since you have very few creatures. Do you run it just for protection (it's probably the best sword for that, admittedly)?

Batterskull How does this one perform in EDH? I feel like the lifelink is not that relevant and when the germ dies it becomes very inefficient

Bloodforged Battle-Axe, Trepanation Blade, Golem-Skin Gauntlets, Conqueror's Flail, Sword of Vengeance I don't like these ones, they seem too weak. The first two are too gimmicky and unreliable in my opinion. The gauntlets require too much effort to be relevant, the Flail can be good but I did cut Grand Abolisher in the past and I don't regret it, although I can see that your gameplan relies more on the big swings with Sram and you don't like to be interrupted. The sword is just inefficient, half of the keywords that it provides don't really matter most of the times.

Leonin Abunas I often consider this one, but every time I decide that it is unnecessary. With the amount of equipments that you have, you sholdn't be scared by targeted removal, since you should have a flow of card-draw superior to your opponents anyway. I could see it if its cmc was lower, but in my opinion 4-cmc slots should be taken by cards that immediately bring a presence on the board. However, if it permorms well for you, maybe you should consider Indomitable Archangel to have more redundancy of the effect in the deck(?)

Cultivator's Caravan I tried this one but I didn't like it. The cantrip is nice but I found that most of the times it ends up being just a mana rock, and I really don't like 3-cmc mana rocks. You don't really want Sram to tap for letting your mana rock attack or block usually..

I like Dowsing Dagger  Flip and Empyrial Plate, maybe I'll try to find room for them in my list.

I'm also interested in your pseudo-storm package: Semblance Anvil, Cloud Key, Gonti's Aether Heart and in your land destruction package, which I'd really like to find room for.

I also like your mana base but I don't quite have the budget for it now. We agree on the 33-land count though.

Minihorror227 on Meatalwork Colossus Artifect U/R

5 days ago

As AUAIOMRN, the One With the Wind and Slither Blade are decent early game cards, but when going for Metalwork Colossus you will be going into the late game most of the time.

There are a couple of things that i would suggest, however i do not know how "simple" they would be to use for a beginner so if you feel like testing them out but dont fully understand it feel free to ask.

  • First thing i would suggest is possibly going with Aetherflux Reservoir and Paradoxical Outcome. These cards together with all of your artifacts you have can do amazing and you would be surprised how easily you can get up to that 50 life. This can then be used as an alternate win condition.

  • Next suggestion could be to use Farm / Market over the Divine Verdict for a cheaper removal and more card draw late game

  • another would be to use the Puzzleknots. Since you are using Prophetic Prism and the Cultivator's Caravan, you can have access to any color of mana. with this, you can use the Metalspinner's Puzzleknot for extra card draw. you can also do the same thing with the Implements. Implement of Improvement is a cheap card that give you some life gain and also card draw while Implement of Examination costs a little bit more but also give more card draw instead of life.

i hope these suggestions are at the least a little helpful

JoeBlondie on Sram - Dwarf Enchantress

1 week ago

big changes in the deck!

In no particular order:

OUT:

Strata Scythe : too high of a cost for just +X/+X, even if it can win some games

Godsend : same as before, too high of a cost and it functionally says "+3/+3 unblockable", except it is not unblockable when it matters. Can stop some big threats for a while but too situational. I love the card tho.

Prowler's Helm : just wanted to cut some redundant unblockable effects. We already have enough + tutors. You only need one of them when you want to win. Choice was between this and boots and I feel that walls are more common than only-basics

Paradise Mantle : seems amazing until you realize that we don't always have a creature doing nothing on the board that wants to tap for mana

Lightning Greaves : does't help to win, and we usually don't rely just on Sram to kill the opponent, so protection is not that important

Loxodon Warhammer : this cut is done just because the swords are better. Having a tutorable single source of lifelink can save some games tho, so better to still take this in consideration.

Cultivator's Caravan : I tried it, I didn't particularly like it. Sure, good versatility. However, most of the times its just a 3 cmc rock, not that great. The ability to attack is mostly irrilevant since its very incefficient to put equips/auras on it, and blocking still requires a creature to tap for it.

Smuggler's Copter : same issued as the caravan, plus its not versatile. Too much effort to just draw and discard occasionally. All considered, I preferer to run 0 vehicles.

Stasis Cocoon : too narrow. Sometimes can be great (can target breya, fast mana and other things), but other times its a dead card with no relevant targets.

Pacifism : a lot of problematic creatures don't act through the combat phase. Therefore this card is in the weird spot of being outclassed by 3cmc alternatives (prison term, arrest) and darksteel mutation, while also being often functionally equal to Kirtar's desire for double the cost.

Holy Mantle : there are better things to do with 4 mana. Putting it on a spirit dancer is sweet tho.

Faith Unbroken : seems a good combination of pump + draw + removal, until you realize that you are just setting up a very bad 3 for 1 later on. Not terrible thanks to Sram, but there are better plays at 4 mana.

Kor Sanctifiers : the card is ok, however the lack of recursion potential makes so that there are better alternatives.

Stone Haven Outfitter : I was excited for this card being a sort of second mini-skullclamp. Then you realize that this guy passive +1/+1 actually makes skullclamp useless and you really don't want him on the field.

Drifting Meadow : having increased the number of colorless lands, we really don't want too many tapped lands. This gets cut because of the 2 cost of cycling, worse than steppe

Disenchant : here you can cut demystify instead, your choice. Disenchant is more versatile but more costly. Usually I find that enchantments are more problematic than artifacts and I really don't want to face a Stasis with the need of 2 mana open. But I can see it useful when you sit in front of a sharuum/breya/memnarch. Its up to you. You still probably want one of them for the insant speed, for sorcery speed alternatives is better to have recurrable permanents.

IN:

stensiagamekeeper on Combo

1 week ago

Just thought of another one: Aetherflux Reservoir and Paradox Engine with a Greenbelt Rampager in hand and a non-summoning sick Servant of the Conduit. Also a Cultivator's Caravan and a Aethersphere Harvester/Deadlock Trap could replace the Servant of the Conduit and either of those could be the third thing brought out or both if you already have one of the other artifact combo pieces on the field.

stensiagamekeeper on The zombie sass deck

1 week ago

By the looks of things your'e going for cards that are fun and you want to play with over a powerful or tempo based strategy which makes my job (providing feedback so I can post a deck after yours) a little tricky. Nevertheless here's some cards I think might be fun in this deck.

  1. Gonti, Lord of Luxury is fine as he's a death touch blocker that decentivizes your opponents from attacking you letting you can get to the later turns and lets you steal stuff from your opponents which is cool. Same with Gifted Aetherborn although he's a little more expensive.

  2. If you like stealing things Entrancing Melody and Kefnet's Last Word can troll your opponents and there's also Confiscation Coup which works a little better with Wildfire Eternal than melody.

  3. Ramping into your bigger spells is probably necessary if you ever want to cast them. It's hard in your colors however my suggestions would be Manalith or Cultivator's Caravan but mainly Pirate's Pillage as it lines up perfecly with a turn 4 pillage into another land turn five and a seven manna spell like Nicol Bolas, God-Pharaoh, Swarm Intelligence and God-Pharaoh's Gift.

If you want to increase the power level without breaking the budget my suggestion would be to just pick a theme. You have Wildfire Eternal, and Swarm Intelligence with 19 creatures. Also a GPG with no way to cheat it out or throw your own creatures into the graveyard. Mirage Mirror and GPG don't make sense as the creatures you're building around are legendary. I'd go all in creature re-animator, all in zombie tribal or all in spellcasting but idk obviously if your just playing casually with your friends none of this paragraph is relevant.

kohldampfer on Overrun with vehicles

2 weeks ago

During the last weeks, I made several changes to this deck. First of all, I have to handle spells, which can be dangerous for me, so

+4 Cancel

+3 Duress

To be faster, I removed vehicles with bigger cost:

-2 Demolition Stomper

I also removed the vehicles / creature cards, which are weaker in my opinion

-1 Cultivator's Caravan

-2 Foundry Screecher

I also removed a card, which wasn't really helpful during game

-2 Morbid Curiosity

x12721 on Get Sweept

2 weeks ago

There's a few vehicles that you might like for a consistent early Ghalta: Consulate Dreadnought + Peacewalker Colossus and maybe Cultivator's Caravan. I would remove a couple Renegade Rallier (or at least move it to the side) and also Skysovereign, Consul Flagship.

S1ayerMonkey on Æther Assault

2 weeks ago

Have you considered Torrential Gearhulk ? You can use it and other cards like it to recast an instant from your graveyard, which can reduce the amount of instants you need.

For mana ramp, I see you have Sol Ring and some fetch cards, but consider using Opaline Unicorn, Manalith, Prophetic Prism, and Cultivator's Caravan. You can reduce both your fetch cards and some land cards with the con of having removable permanents. With the same mana idea in mind, other great cards for coloured mana are Elvish Mystic, Arbor Elf, Satyr Hedonist, Voyaging Satyr, Zhur-Taa Druid, Cabal Coffers, and other cards along those lines.

Great looking deck regardless of anything I've said. I actually had a hard time coming up with suggestions.

Load more