Expedition Map

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
PreDH Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Expedition Map

Artifact

, , Sacrifice this: Search your library for a land card, reveal it, put it into your hand, then shuffle.

FadingReality on Necroblooomin

1 month ago

Swap these cards:

Demolition Field for Wasteland

Fabled Passage for Prismatic Vista (The true fetchland equivalent for basics)

Overkill for Swords to Plowshares (This swap will also lower your deck's avgerage cmc!)

World Map for Expedition Mapfoil (I'd still try to keep world map too but if you can only have one or the other, expedition map is superior)

Wrath of God for Damn (strictly better and more versatile) (I would still try to also include wrath of god but if you can only pick one, damn is better)

Profet93 on Ultima (Lemme Suck Ya Lands)

2 months ago

ImNotTylerAllen

Thanks for the shoutout in the description, I appreciate it. On that note, you state Winter Orb but then reference winter moon (from a previous deck iteration), might wanna change that when you get a chance.

I will say, with a relatively high cmc (colorless deck so understandable), more ramp would serve you very well. Perhaps replacing some of your high CMC creatures and swapping them for additional ramp and/or simple eldrazi swaps for a more cohesive/unified build with more relevant abilities that can assist you in the destruction of your opponents hopes and dreams that they foolishly cling to.

From my perspective (correct me if I'm wrong), your deck is moderately-commander reliant given all of the equipment + trigger doubling you have. Getting quicker access to your commander in the early game can be crucial for locking opponents out, forcing removal and applying pressure. Ramp is crucial for this, especially with your high avg cmc.

Mana Vault - Turn 2 commander is strong

Expedition Mapfoil - Help find urza lands or utility lands like marit lage combo.

Mind Stone - Ramp when you need it, draw when you don't.

As far as other misc suggestions go, here are some to tickle your fancy.....

Unwinding Clock - Untap more than 30% of your deck. Works best with more mana rocks, especially useful with your flash engines to be able to "be like the blue player." Not an entirely serious suggestion but worth noting should you wish to optimize the deck by cutting high cmc cards that aren't greatly impactful and leaning towards the strengths of the deck. More playtesting is probably needed to see which direction you wanna take the deck in.

Sword of Feast and Famine - Pro black removal, pro green creatures, very common colors in EDH. Untapping lands and discarding is great.

Idoneity on Affinity for Rubber Chickens (Chiss-Goria EDH)

2 months ago

Love this list. It's very silly and it's very cool. That's enough for my +1.

However, what sort of commenter would I be if I were to abstain from imparted recommendations? Tribute to the Squeaky Mister.

Imma be mindful of budget. Welding Jar is a fantastic piece of utility that furthers your affinity plan. They do substantially less, but Mishra's Bauble and Ichor Wellspring each act the same in that regard.

It's no artifact, but Spiteful Banditry poops out treasure tokens when and after it wraths.

Something I did in my artifact list to increase artifact count is replace lands with Traveler's Amulet style effects. For the same reason, I also run Wanderer's Twig, Renegade Map, Mycosynth Wellspring, and Expedition Mapfoil.

For your big squeakies, I couldn't recommend Ruin Grinder more. It's easy to slot in because it's secretly a Mountain, and it let's you draw in a pinch.

I'm sure you know Portal to Phyrexia, but I figured I'd mention it.

One of the best artifacts in the past few years is Brass's Tunnel-Grinder  Flip. It's just good. I've never been displeased with one in hand, as it always minimally replaces itself and card filters.

A final recommendation that forgoes budget concerns is Memory Jar. It's one of the best draw effects an artifact deck can muster. A one-sided, one-turn wheel is as good as it gets, especially when it's cast with affinity.

Of course, all of these suggestions are brought about by a different mind, so employ only what you see fit. You know which squeakies he likes best, so not all of these may be up to snub.

Love the deck! Stay silly!

DubMC on 32 - Colorless - Jank Junk

3 months ago

I know it's expensive to buy, but Darksteel Forge and Mycosynth Golem would be amazing. Expedition Mapfoil would be another helpful way to get your Urza lands. Fun deck!

DatShepTho on Prossh's Pit - EDH

4 months ago

I think you would enjoy using some more efficient deck smoothers such as:

for ramp:

for card advantage:

for removal:

...by cutting less mana efficient cards such as...

I also recommend trying custom tags to separate card purposes. Apart from lands, ramp, draw, and removal, I would make the other categories "enablers" for cards like Awakening Zone and "payoffs" for cards like Dictate of Erebos

You might notice you're not running too many ways to generate enough tokens and a tad too many sac outlets or payoffs that aren't triggering often enough.

zapyourtumor on Can you even *read* a map??

5 months ago

no Expedition Mapfoil 0/10

Btw you could make an actual ok legacy deck from this theme if you look at legacy lands and depths decks and include some utility lands.

CommanderNeyo on Cosmic Horror

5 months ago

I know the Urza's lands have already been discussed, but strongly recommend you add them only because then you can add Urza's Workshop - which means you can get extra ramp without having to hit all the Tron lands. You already have Cave and Saga, so Workshop might be worth adding on its own.

Also Expedition Mapfoil and/or World Map to grab Eye of Ugin? Not sure what you would cut, but Eye is so strong...

CommanderNeyo on Invaders from Beyond

8 months ago

Because of how strong the Urza's lands are, I would consider adding cards to help you find them, such as Ancient Stirrings, Malevolent Rumble, Sylvan Scrying, and/or Expedition Mapfoil.

Stirrings and Rumble also help you find your big bads, which is quite useful.

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