|Commander / EDH||Legal|
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|Rivals of Ixalan (RIX)||Uncommon|
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Enter the Unknown
Target creature you control explores.
You may play an additional land this turn.
Price & Acquistion Set Price Alerts
Enter the Unknown Discussion
1 week ago
Helm of the Host would be an entertaining addition, allowing you to duplicate non-legendary versions of Nicol Bolas, the Ravager Flip. Enter the Unknown for could smooth out your mana curve a bit. You could do so much more with Thran Temporal Gateway, you could drop a Zetalpa, Primal Dawn in to beef up the Drover of the Mighty or add any of the Elder Dragons for to trigger the Dragon's Hoard more.
1 month ago
I really like how you've focused on enchantments in this deck. Not many decks do that nowadays.
I was both amazed and excited to see Courser of Kruphix in the deck. Let me explain why. In two of my decks, both Decree of Life and Fountain of Might, I have employed the Oracle of Mul Daya which essentially does the same thing as he does. But I didn't know the existence of such a card, and the Oracle costs anywhere upwards from $30.00 in the States (£22.70)! Quite a lot and not really in my budget, not to mention it is only legal in modern and below. Needless to say, I will probably use that card in my decks.
I also like your use of enchantments such as Exploration, (though that card is rather expensive), to bring in mana. I am kind of a mana junkie myself, that's why I like cards like Courser of Kruphix, Oracle of Mul Daya, and Enter the Unknown.
I do have a question. Your deck is primarily a deck, or so it seems, and you only seem to have white and green lands. Sounds all fine and good, but how do you pay for the in the mana costs of Progenitus? I assume there is a way somehow, otherwise you wouldn't put that card in the deck. How would you accrue that mana? Gain control of other people's lands? Maybe something like Chromatic Lantern? It's definitely something to consider. The only way I could see it working as it currently stands, is if you have Mirror Entity on the board acting as a hydra, and then you use Descendants' Path to draw Progenitus, and play it without paying its mana cost, but that's the only way I can see it working.
Otherwise, it's a great deck and I am excited to see how it plays out! Oh, also, I appreciate you taking the time to check out and upvote my Death and Deception - Mill deck. I've been writing decks on TappedOut for months and you are the first person other than myself to upvote my deck, and I got really excited. I hope to be more involved in the community and get my decks recognized, cause I think I have some good ones. I can tell that you do, and I will check out your other decks and see what I can say about them. Good work with this deck!
1 month ago
Hey, consider a two drop? If you're building for post rotation then consider Merfolk Branchwalker, Thorn Lieutenant or Druid of the Cowl for more ramp. Some combination of two of these is what I recommend. For your current build I suggest Druid for more ramp. The avg. CMC is too high you're creature base as too high of a mana curve without more ramp. Currently if you can't play turn one or two Llanowar Elves as well as have it survive then you're going to end up with a hand of creatures you can't play until the mid to late game. It's not realistic to count on consistently having Llanowar as a turn one play every game.
Enter the Unknown is a bad card because it requires that you have a creature in play to cast it. It's not something you want when all your creatures are so big. Consistently you will not get to cast it until turn three which is not worth playing.
Consider this post rotation creature base:
- 4x Llanowar
- 4x Druid of the Cowl
- 3x Lieutenant
- 4x Champion
- 4x Goreclaw
- 2x Ripjaw
- 3x Gigantosaurus
- 4x Tyrant
- 1x Aggressive Mammoth
These example changes give you more ramp, more ways to consistently have a mana dork turn one or turn two. Another two drop to fall back on if you don't get a mana dork. Lieutenant is a very good two drop curves nicely into Champion into Goreclaw for green.
Good luck with your deck.
1 month ago
TheTrueSchmamook Thanks for the advice! There's already a few cards in place to address some draw power. Driven is a nice 2 drop that can really ramp your draw in a turn, along with hitting face for a few points. Enter the Unknown can get you that explore to more or less scry, plus played with an additional land in hand gets you that mana advantage very early. If you need more draw power, you can go ahead and sideboard in the Fungal Plots. With Slimefoot, the Stowaway out on the field, your draw will also do a bit extra.
Root Snare is a nice idea to protect against Goblin Chainwhirler, but unfortunately it won't work, seeing as how it's protection again COMBAT damage. Chainwhirler's ETB ability isn't combat damage. A few ways around it is to either Harsh Scrutiny the chainwhirler, or just have one of your lords out to beef your sappy bois.
Gruesome Fate on the other hand, I like that idea. I'm gonna try to find a spot to fit 2 in and see how it runs.
I like your Sacroling deck quite a bit, but I can see the differences between yours and mine. Yours is about generating and using them for bigger things while mine is just flooding the field with all the little bois and manipulating with them. It would be very interesting to see the two fight each other hahah.
1 month ago
I would recommend more cards that add +1/+1 counters, like Enter the Unknown, Ancient Animus, Kujar Seedsculptor, Scrounging Bandar, Metallic Mimic, Durable Handicraft, New Horizons, Animation Module, Fabrication Module, Path of Discovery, Savage Stomp, Hunt the Weak, Lifecrafter's Gift, and Strength of the Pack.
1 month ago
I think that you could pull that off but you will need to play Ramp that adds more mana, lands, or cards. One idea is to play Ramunap Excavator with Evolving Wilds and cards that let you play multiple lands per turn like Wayward Swordtooth and in the new set there will be Crucible of Worlds you could also play Enter the Unknown. those are just some ideas I am sure there are better ones I hope you can find a way to get things to work out!
1 month ago
I think personally I like Explore better tan Enter the Unknown despite the extra mana, since the counter doesn't necessarily help you that much. You're also running a low amount of lands, so you don't have such a high chance of getting one while exploring, but the draw from Explore will be a draw regardless.
And, I mean, with a perfect hand every deck is perfect, but it's still a good idea to prepare for when you don't get that perfect hand, or to try your best during deckbuilding to make sure most hands can be at least "good enough".
RE: Sprout. I like it, and it might be what you need, but maybe think about Tukatongue Thallid. It can't be sacrificed for mana right away, but it gives you a chump blocker to help you stay alive longer before your combo is up.
Finally, just a quick tip from someone who's played with Life and Limb before: you should always make sure you can play Sporemound on the same turn, or play it the turn before. If you allow your opponent to get a full turn in while all your forests are 1/1 saprolings, there's a very good chance you'll lose them all to some low-power boardwipe, and that's just not fun. I'm speaking from painful personal experience here.
1 month ago
Because I'm a dummie and read it as a saproling. Tearing them all out for more forest now.
A perfect hand can easily still drop the combo turn 3, If you have enough saproling to sacrifice. I shuffled things around and added Sprout to give a little more options on turn 2, though turn three all your efforts should be put into getting out Life and Limb then tapping your remaining saprolings and sacking everything for a Sporemound. If you dont draw the cards you need then turn 2/3 can also be used to to dig for them and you easily have all the mana you could need turn 4.
Also thoughts on Enter the Unknown?