Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition Common
Duel Decks: Elspeth vs Kiora Common
Worldwake Common

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Explore Discussion

hoardofnotions on Conspiracy of Clan Punishing Burn

4 days ago

This looks like a really cool deck, lots of fun combos hidden in here.

Spinerock Knoll could find a place in the deck I think.

Karametra's Acolyte could be another combo piece with Temur Sabertooth and a haste outlet

Blasphemous Act and the like are really good with Vigor

do you like Explore over an actual ramp card? or do you like the versatility of drawing cards?

I have a budget gruul deck Radha, Butcher of Keld that I'd really appreciate hearing your thoughts on if you have the time, Thanks!

Tardigrade_Cain on Nissa - Learning to Ramp?

5 days ago

i like what you're going for here with the sidetheme of deserts in a mana hungry deck. But sadly unless you make a perfect deck revolving around the mechanics of deserts, deserts dont serve much use, often delaying you mana ramp before you can get to better creatures, and the same thing with energy, both good mechanics, but only if you build the deck around it.. If you're new to the game you probably want some budget ramp and beatdown creatures i would recommend Explosive Vegetation andExplore and for some late game beatdown cards like Nimbus Swimmer i also like the idea of avid reclaimer but if its included youll want more than one nissa. Also if you're looking for mana dorks (creatures that tap for mana) in a blue green deck i would get a Gyre Sage love the idea! just needs some tuning

eLLIPSIS666 on I'm the reason people hate Child of Alara

2 weeks ago

UpperDeckerTaco Land Tax is a card I've been seriously thinking about, and same with card's like Exploration and Burgeoning. My deck runs a loooooot of ramp, and land tax seems like it may not do a whole lot if i'm always ahead of curve. My fear is that their usefulness will fall rather short because of my tendency to ramp into a child on turn 4 or 5 followed instantly with sacrificing child to clear the board and discourage my opponents from winning. And those cards are extremely powerful early game. It's something I will have to test and see how effective it is versus a sorcery like Explore or Urban Evolution which i can very easily recur with Archaeomancer,Izzet Chronarch,Mnemonic Wall. But Eternal Witness and Noxious Revival can grab anything. So I think it is something that will just come down to testing.

Oloro_Magic on Drag-on more creatures

2 weeks ago

Elvish Piper is simply broken and adding green would also give you access to ramp like Birds of Paradise, Sylvan Caryatid, Rampant Growth, Explosive Vegetation, and Explore.

Atavistic on Horde of Notions: Tribe of Elementals

3 weeks ago


Wow, that's a lot of suggestions. My first point of note from it is this: why on Earth am I not running the BfZ Check Lands? They are substantially better than the Amonkhet Cycling Duals as there's a really good chance of them entering untapped more often than not. As for the other Tri-Lands, I will have to agree that they are more useful than the Vivid Lands, so that will be a swap I aim to make once I figure out what other land to remove to make room for all five of them (as I'm currently only running four of the Vivids).

Other than that, I honestly had no idea the Mirage Fetches existed, so I'll definitely consider at least a couple of them, if not all of them just to give me more options (I doubt I need more than three or four fetches in one deck really, but maybe I'm just being naive). If I just have them replace Evolving Wilds and Terramorphic Expanse, that's probably good enough for now.

Amulet of Vigor is one that I really want to playtest first to see how useful it actually is before deciding to cut it or keep it. I know I'll definitely get rid of it once I get the Shock Lands, but whether I do so before then is another matter entirely. The same applies for most of that ramping stuff you suggested, although I will note that Explore is only included until I can get Exploration into the deck. I know that Manalith isn't exactly fantastic, but I wanted to have five mana rocks (including Chromatic Lantern, although that's there more for colour-fixing), so it'll have to do until I can find a better mana rock able to generate mana of any colour.

I absolutely agree with Coat of Arms very much being a double-edged sword, but unless there's something similarly useful for tribal decks that doesn't benefit the opponent, it will have to do for the time being. I also agree on Avenger of Zendikar, as that seems like it could be a brilliant win-con.

Of the rest, there are a few that, while excellent cards, are way out of budget, but thanks for pointing out Buried Alive; cards like that could be fantastic once I get Horde of Notions out, although that does require a balancing act to avoid attracting too much hate. Grave Sifter is there as it's recursion that I can repeat thanks to my Commander, although its inclusion is more of an alternative way to protect my graveyard from a mass exile effect such as Tormod's Crypt.

I've been on the end of the Karmic Guide and Reveillark loop very recently in fact, but I personally don't like or intend to run infinite combos because they're uninteractive just takes away the fun of the game, both for me and everyone else (and I largely play Commander because I find it fun and interesting).

As for the rest of your suggestions, I appreciate that you are making them from your own experiences, but I want to actually test the deck out as-is first and then see if there's much that needs to change. Then again, Bane of Progress and Greenwarden of Murasa are both excellent cards that I could utilise, but I may just use Eternal Witness instead of the Greenwarden because it helps keep my mana curve at a manageable level.

hoardofnotions on Horde of Notions: Tribe of Elementals

3 weeks ago

First off I want to say I love the deck! I had one for the longest time and enjoyed it quite a bit!!!

So lets talk card choices,

I think i like the rest of the tri-land cycle (Savage Lands) over the vivid cycle. They always produce different color mana and can't run out of charges.

If you want budget fetch lands look at the mirage cycle (Mountain Valley) They might be better than Evolving Wilds/Terramorphic Expanse. especially once you add the check lands Canopy Vista

Once you start upgrading those options Cascading Cataracts might be a cut. It doesn't allow you to cast Horde of Notions on curve and the mana fixing shouldn't be such a concern once you upgrade a bit.

I'm not convinced Amulet of Vigor is necessary either. If you're just running it to untap ETB tapped lands it's effect is kinda wasted i think. Haven't played it like this so if you have good experiences with it keep it in!

Animist's Awakening, Explore, Shard Convergence, Manalith, Sylvan Caryatid, Embodiment of Spring, Brighthearth Banneret, seem like bad ramp spells.

Destructive Revelry could be Hull Breach

Hoofprints of the Stag is soooo slow

Metallic Mimic is a small effect in a big game

is Stigma Lasher necessary?

Coat of Arms could bite you, like against Avenger of Zendikar (which by the way is an elemental you should run!)

Malignus is just a big beater, no extra effects

Grave Sifter could be cut for a cheaper card

Gaea's Revenge and Supreme Exemplar are just more big dudes that aren't good enough in my opinon

Now onto the possible additions!!

Frost Lynx, Wispmare, Forgotten Ancient, Nevermaker, Spitemare, Ingot Chewer, Lord of Extinction, Whisperwood Elemental, AEthersnipe, Bane of Progress, Greenwarden of Murasa, Rubblehulk, Chameleon Colossus, Crib Swap, Nameless Inversion, Taurean Mauler,

Haakon, Stromgald Scourge-really clever with changeling spells like Nameless Inversion and Crib Swap.

Buried Alive is like a triple tutor.

Karmic Guide is a loop with Reveillark.

mana doublers are good too, Mirari's Wake, Mana Reflection,

other recursion could be good too, Meren of Clan Nel Toth is a beast, Phyrexian Reclamation is cheap and good.

sac outlets are cool with repeatable reanimation, create some loops. some good sac outlets are Goblin Bombardment, Disciple of Griselbrand

You could do with some more mass creature kill i think. 4 mana Wrath of God, Day of Judgment and Damnation allow you to cast them then your commander on back to back turns. plus they're cheap enough to cast then cast something else. Aura Shards is really good too

if you want to add a bunch of nonelementals you could add Ashes of the Fallen to make them elementals. If you go this route maybe add Eternal Witness as a cheaper greenwarden

Rings of Brighthearth is better than Illusionist's Bracers i think because it copies any activated ability, like fetch lands and plansewalkers.

You could upgrade some of your ramp to Cultivate and Kodama's Reach

samuelmood11 on Bolas And Ugin, The Gatekeepers

3 weeks ago

Explore could also replace Summer Bloom

Gareth98 on Mono-Green Beast Creature Type Deck

4 weeks ago

legomanalec I asked on reddit for help also and another guy said the Urza lands should be taken out too. So I was going to remove them, I actually was going to put Exploration into the deck but I saw that it wasn't legal in Modern, unless what I saw was wrong? That's why Explore actually ended up in there haha. Which creatures would you recommend I sacrifice to introduce more lower drops? I was going to (after the advice I got on reddit) play 4 Kalonian Tusker and 4 Leatherback Baloth and take out Garruk's Packleader and Garruk's Companion and try and take out a couple of the bigger ones while adding more copies of one or two of them.

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