Encroaching Wastes

Legality

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

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Set Rarity
Magic 2014 Uncommon
Promo Set Uncommon

Combos Browse all

Encroaching Wastes

Land

T: Add 1 to your mana pool.

4, T, Sacrifice Encroaching Wastes: Destroy target nonbasic land.

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Encroaching Wastes Discussion

AllhydeNoJekyll on Chancellor Palpatine

2 days ago

Themes Blue/White Good Stuff UWgud Stax Your things cost less, theirs cost more. ETB Mill Pillowfort

Cards to cut or just don't do enough Slow Motion, Stormscape Familiar, Select for Inspection (too Specific), Etherium Sculptor (Not justifiable), Mindshrieker, Burnished Hart (Look, we all love this stupid Elk, but he sits at a slot where you need to have around that much mana up for counter spells. You really only want to be spending that type of mana to reduce your costs or increase opponents costs or stop them from attacking you. Else, counterspells. Two mana ramp is what you are looking for, ideally, not six spread over two turns), Jace's Archivist(I like this card a lot, and I think it's great with things like Thousand-Year Elixir, but realistically you want to be sculpting the perfect control hand all game rather than tossing it away.), Rhystic Study(Great card, but not $8 great. Mostly priced based on popularity. Budget choice for you, you don't need it). Temple Bell (Fun card, but too beneficial for your opponents. Don't spend mana to speed other's race, that's the opposite goal of the deck.), Cataclysm (I don't see why you have this other than as a combo with As Foretold.), Entrapment Maneuver, Hindering Touch, Leave in the Dust, Sleep(Only beneficial against creature decks), Psychic Spiral(You have to devote yourself to wheel for this card to work well, and wheel arguably doesn't help your deck.), Sunder(This combos only with As Foretold), Isperia, Supreme Judge (Costs six, his only creature decks, they don't have to attack you, there is better card draw.), Sphinx of Magosi, Silent Sentinel (Requires attack and arguably not enough enchantments).

You have a pretty decent Stax and 'Don't touch me there' package going on here, but not a whole lot of direction other than that. Some mill, some land destruction, but no real win-cons. If you want to have a serious mill win con, you can take out a little of your protection package and focus it on ETB effects and pair with a card like Altar of the Brood. Is that enough justification? I don't know, but ETB effects can be very strong and already seem like a small sub-theme. You would have to make more serious cuts for it. You definitely need to upgrade your mill-win con to be more flexible if you intend on winning that way. Sitting down at the average CMDR table of at least sum(4) means that you have hundreds of cards to whittle away. Some suggestions:Aforementioned Altar of the Brood, only for considerationSands of Delirium, Memory Erosion, Jace's Erasure, Sphinx's Tutelage, Increasing Confusion, Hinder/Spell Crumple + Tunnel Vision is a particular jank combo favorite of mine. Really you want stuff that hits early and doesn't require any further effort so you can pillowfort yourself, or are huge sinks for the late game push.

If you are looking to remove some pillowfort and upgrade your stax package, check out Brago, King Eternal, Paradox Engine, Static Orb, Tangle Wire, Torpor Orb, Smokestack, Trinisphere, Thorn of Amethyst, Meekstone, Clock of Omens (This is especially useful), Dovin Baan, Inspiring Statuary.

Also, you should take out all land destruction since you don't have a real way to take advantage of it. Even with a couple of your reductions, the green player/ Mizzix player will get on board faster and annihilate you out of spite.

Also, the deck only has mill as its win-con thus far, which is tenuous at best even in the most refined EDH decks. I suggest you put some of the not-so-flashy-feels-bad-win-cons in this deck such as Approach of the Second Sun, Azor's Elocutors, Laboratory Maniac, etc.

Also, after above edits, you only have three board clears by my count. Even if I'm off, you want around 7-10 for a deck of this style that covers a multitude of fronts. Most board-wipes are just creature based, but you should include ones like Akroma's Vengeance, Consulate Crackdown, Planar Cleansing, Nevinyrral's Disk. Things that can be instant speed are also great like Rout and Evacuation.

This deck really wants to hold up its mana for counterspells, so Vedalken Orrery is a must have to avoid wasting mana, also BoNkErS with As Foretold. Consider Quicken as well.

Your land base needs a pretty big update as well. You should really only be running 10 or less of each basic for a dual colored deck, though not as important for three and up decks. But, you have quite a few double-symbol costs that your cost reduction can't affect.Fixing lands Coastal Tower, Meandering River, Evolving Wilds, Terramorphic Expanse, Azorius Guildgate, Sejiri Refuge, Tranquil Cove, Prairie Stream, Exotic Orchard.

Utility lands Tolaria West, Halimar Depths, Arcane Lighthouse, Command Beacon, Homeward Path, Myriad Landscape, Buried Ruin, Terrain Generator, Mirrorpool, Mage-Ring Network, Encroaching Wastes.

Hope this helps! :)

Tropicalkings on Dromoka of Incremental Growth

1 month ago

Low impact cards:

Abzan Advantage Giving an opponent the choice is always bad

Ainok Guide 2 Mana does nothing

Shields of Velis Vel If you play more dragons then you don't have to turn everything into dragons

Dromoka Captain 3 Mana for a 1/1 that doesn't help the board

Joraga Auxiliary Bad mana sink is bad

Longshot Squad Should have enough fliers


Mana acceleration:

Sol Ring Should have put a ring on it

Talisman of Unity Painland knockoff

Selesnya Signet Getting the fix

Mind Stone Draw never hurt anyone(except black)

Hedron Archive Go bigger

Everflowing Chalice Sometimes big isn't enough

Fellwar Stone Someone should have what you need

Dromoka Monument At least it can dragon

Llanowar Elves The Classic

Fyndhorn Elves The Sequel

Elvish Mystic The Remake

Avacyn's Pilgrim The easy fix

Rishkar, Peema Renegade Everything is a mana dork

Gyre Sage Lots of mana


Possible upgrades:

Hardened Scales Add ASAP

Sunscorch Regent Value town counters

Destructor Dragon Bad Acidic Slime

Eternal Dragon Good early and late game

Jugan, the Rising Star More counters

Steel Hellkite Removal on a stick

Gavony Township Pump the team

Frontier Siege Free mana or fights

Encroaching Wastes Bad wasteland is better than no wasteland

Mosswort Bridge Building bridges

Command Tower The EDH land

Sea Gate Wreckage Comeback king

Llanowar Reborn Some value

Oran-Rief, the Vastwood Lots of value

gallenwolf on Yet Another Relentless Rats Deck

3 months ago

I had 5 Relentless Rats and a pack rat out on the table. Opponent had about 5 creatures to block with. However, I cast Marrow-Gnawer before I swung. My rats now had fear, and my opponent had nothing that could block them. Super lucky win!

Still looking at cards to cut/add. For example, I'm going to replace Encroaching Wastes with Ghost Quarter. Still want a Swarmyard if I can find one purely for flavour reasons.

etheraldreamer on Dralnu Control

4 months ago

Learn from the Past Kind of really narrow but devastating to certain decks/matchups we may see. Also if we arent against a big graveyard based threat, it in essence has built in 1U Cycling since it cantrips. Except that counts as a cast and grows the +1/+1s. It answers something that is powerful when abused and it's ENTIRELEY worthless outside those matchups. Grim Affliction I'd argue this is an autoinclude for sure. For obvious reasons I think. Trail of Evidence not sure if this would end up worthwhile or just choke a card slot but looked interesting. Viral Drake Gives us some air blocker meat and a way for you to dump mana at their end step if you have some left and help us grow. Howling Mine was also on my list. We want spells cast we just want to them mitigate them so we are going to need the fuel/card draw to make sure we have the RIGHT answers. Baleful Strix is pure value in most any deck. Cantrips and 1 time deadly air defense. Ghost Quarter, Encroaching Wastes, Strip Mine, Tectonic Edge, Wasteland - a couple to take care of possible show stoppers like Maze of Ith against us would be nice. Not to mention all the other utility lands people run we might want gone. I have too many slots dedicated to fixing so i cant run many of these colorless only sources. (though I did still slot a Wasteland). There's a ton of land destruction at sorcery in black, but i dont want to clog too many slots with something other than removal or it's going to get inconsistent fast. Befoul is probably on point for the versatility of it. I dream of Helldozer lmao but probably not...

JaceTheSwagSculptor on Land Hate help (4 color)

6 months ago

I think it would be cool if you could pull off something akin to the legacy lands deck in EDH, complete with Dark Depths and all. Idk if that's what your going for, but it doesn't seem too farfetched. As for hate, I don't think you can play anything better than Crucible of Worlds/Life from the Loam with your choice of land that destroys other lands (Tectonic Edge, Strip Mine, Encroaching Wastes, etc.). Just use a bunch of seemingly group hug cards that let your opponents play additional lands and hurt them for doing so, yet disrupt them by constantly destroying their extra lands with LD. Eventually your opponents just won't have lands and will be at a low life total, allowing you to win by any means you see fit.

nobu_the_bard on Question for Veteran Aggro Players

6 months ago

It depends on the meta and the cards you're using and some other things. I play a lot of aggro decks.

For removal: it needs to be at least two of fast, efficient, flexible, and thorough. Swords to Plowshares is fast and thorough; Sever the Bloodline is thorough, flexible, and conditionally efficient; Hull Breach is efficient and flexible. Don't bother with stuff like Murder (only fast) or Erase (fast+thorough but negative flexibility) unless you don't have better options or they have some other absolutely perfect trait that your deck uniquely maximizes (or you just really love them... Murder has such good art...). Your removal needs to be able to blow out defenses or counter high priority threats. You can't possibly respond to everything. Just figure out what the important stuff is keeping you from winning and blow that away.
- Fast: instant speed or "faster" (such as split second)
- Efficient: low cost-to-effect ratio
- Flexible: more than one way to cast, or more than one type of threat neutralized, or alternate non-removal modes (such as Rakdos Charm)
- Thorough: not easy to come back from or not easy to stop (exile, bottom of deck, change permanent type, other weird stuff)

Most of my aggro decks run between 7-10 removal; I may run more on cards that have removal as their secondary functions. The specific kinds of removal vary a bit depending on the deck's priorities and what kinds of threats the way it is built tends to feel the most frustrated by.

Boardwipes too. You need at least 3; you may need more for Saskia depending how fast you can get going. Don't just think of them as a way of stablizing a board that's getting out of control; think of them as step 1 in getting setup when you have a higher cost aggro strategy you're going to use. Laugh at the people that used Birds of Paradise as ramp because you boardwipe on turn 4 to clear the stage for Saskia's assault on turn 5.

Land destruction - if you're going "tall" with Saskia (probably my preferred approach) you need to deal with things like Maze of Ith. Protecting Saskia is fine but include things like Ghost Quarter or Encroaching Wastes to blow away land-based tricks and defenses. These won't always see use so you want ones that also tap for mana. I typically have 1-3 of these sorts of things (mostly because of the high cost some of them come at moneywise).

Just my 2 cents in 5 minutes.

DoctorMowDown on Orzhov and Taxes

8 months ago

Surprised you aren't going super-redundant with the Strip Mine effects. No Ghost Quarter (modern D&T runs it to combo with Leonin Arbiter, and you're running that), no Tectonic Edge (also run in Modern D&T), no Encroaching Wastes, no Dust Bowl... actually, forget Dust Bowl.

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