|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||None|
|Commander Anthology Vol. II (CM2)||Common|
|Rivals of Ixalan (RIX)||None|
|Iconic Masters (IMA)||Common|
|Commander 2017 (C17)||Common|
|Commander Anthology (CM1)||Common|
|Commander 2016 (C16)||Common|
|Conspiracy: Take the Crown (CN2)||Common|
|Commander 2015 (C15)||Common|
|Battle for Zendikar (BFZ)||Common|
|Duel Decks: Zendikar vs. Eldrazi (DDP)||Common|
|Magic Origins (ORI)||Common|
|Modern Masters 2015 Edition (MM2)||Common|
|Dragons of Tarkir (DTK)||Common|
|Duel Decks: Elspeth vs. Kiora (DDO)||Common|
|Commander 2014 (C14)||Common|
|Duel Decks: Speed vs. Cunning (DDN)||Common|
|Magic 2015 (M15)||Common|
|Commander 2013 (C13)||Common|
|Duel Decks: Sorin vs. Tibalt (DDK)||Common|
|Magic 2013 (M13)||Common|
|Dark Ascension (DKA)||Common|
|Duel Decks: Ajani vs. Nicol Bolas (DDH)||Common|
|MTG: Commander (CMD)||Common|
|Rise of the Eldrazi (ROE)||Common|
|Promo Set (000)||Common|
|Promo set for Gatherer (PSG)||Common|
|Magic Online Promo Cards (MOP)||Common|
Combos Browse all
, Sacrifice Evolving Wilds: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
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Evolving Wilds Discussion
3 hours ago
Fuel for the Cause will not work well in a mill deck--mill is an aggro deck, not a control deck. Control requires domination from the very beginning, either through counterspells or removal. Mill requires aggressively playing your mill cards early, trying to kill an opponent before you die yourself. Late-game counterspells mean nothing--by turn 4, your opponent has already set up their board--they can happily kill you with what they have. Even if you disrupt their turn 4 play, their turn 1-3 plays were still fielded completely unchecked.
Also, just a general advice, Crumbling Necropolis, Evolving Wilds, and other lands that enter the battlefield tapped are far too slow for Modern. Modern is often considered the turn 4 format--on turn 4, an aggro deck should be poised to win; a combo deck should be comboing off; and a control deck should have locked down the opponents' board. There's just no time to waste on a land you can't immediately use. Frankly, that's true in pretty much every format, though tapped lands can be effectively used in more casual, non-competitive commander games.
As for the colourless lands, there are not really enough creatures in this deck to benefit from Holdout Settlement, and the Crabs are really better off as blockers for any 1 drops/tokens. Crumbling Vistage is fine the turn it is played, but there are too many spells that only require coloured mana for it to be effective long-term.
Continuing my slight land digression, if you need three-colour-fixing in Modern, the best way to go is a mix of Fetch/Shock lands and some rainbow lands (Mana Confluence, City of Brass, Cavern of Souls if tribal, etc.).
4 hours ago
You can run cards like Fuel for the Cause for proliferating, and if that is too much mana you can run Braid of Fire, Seething Song, or Simian Spirit Guide. And for the mana flexibility, you could use Crumbling Necropolis, Evolving Wilds, Crumbling Vestige, or Holdout Settlement.
5 hours ago
I did some playtesting using your current list, and came up with the following suggestions:
I think you should get rid of Evolving Wilds. Modern is far, far too fast for lands that enter the battlefield tapped. Instead run Watery Grave. I was having problems in my playtest of receiving the colours that I wanted to play, which Watery Grave will fix. I would also cut two of your Islands to run a full playset of Watery Grave--making sure you have the colours you need as quickly as possible is critical (particularly if you want by turn 2).
I don't think Ipnu Rivulet is a big enough impact to be worth playing. It's three mana to mill four cards, and puts you down a mana for the rest of the game. Instead, consider Flooded Strand or other Black/Blue fetch lands (Flooded Strand is currently the least expensive, which is why I suggested it in particular). Flooded Strand can be used to fetch Watery Graves, ensuring you have the mana you need by turn 2 (and also mill for a total of 6 with Hedron Crab).
I was not impressed how Blink of an Eye worked. There were a couple instances where it helped remove an enemy creature or protect a Hedron Crab, but I almost always found myself wishing I had another mill card. Same goes for Jace's Phantasm.
1 day ago
Nice deck! As for suggestions, I would do something like this: -4 Evolving Wilds -4 Ghitu Chronicler -1 Dismissive Pyromancer +4 Sunscorched Desert +4 The Flame of Keld +1 Viashino Pyromancer I believe these changes should make the deck more competitive and possibly even good enough to go 3-1 or even 4-0 at your LGS. +1!
4 days ago
Hey Boza and thank you for the criticism it helps that other people give their thoughts.
What I have played (which is not much) yes the mana base can be little bit off and many times Counterspell would been better than Mana Leak. Because the deck has stuff like Ponder and Brainstorm to me it feels that the deck needs shuffle effects and I don't know other good shuffle effects than lands and that is why I play Evolving Wilds, Terramorphic Expanse and Ash Barrens.
I just have to say that the deck splashes black for Gurmag Angler and Terminate because the deck is based on Izzet Delver decks that I modified little bit with black. Just made sure that you know when you stated "getting access to terminate and lightning bolt" and to me it felt that you thought that this deck splashes red.
5 days ago
I just wish they had been willing to at least put an Evolving Wilds and Terramorphic Expanse in each precon... Seriously though, the land base is the worst it's ever been this year, and we have a lands matter deck.... and raising the MSRP by $5!
6 days ago
Nice deck! Also quite an... interesting name you've got for it xD. I do agree with Dragaan's suggestions of Trading Post and Springjack Pasture though, and I really don't think Evolving Wilds is necessary in a mono color deck. +1!
6 days ago
Odysseus_97/VexenX: Another thing to consider with Mountain Valley vs Evolving Wilds is the timing of them. Both have the same timing as far as mana usage, as you will take a turn off before you have access to said mana. However, one can net you two tokens in one turn while the other will only net you one.