|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Common|
|Commander 2016 (C16)||Common|
Combos Browse all
Search your library for a basic land card and put that card onto the battlefield tapped, then shuffle your library.
Threshold — If seven or more cards are in your graveyard, instead search your library for three basic land cards and put them onto the battlefield tapped, then shuffle your library.
Far Wanderings Discussion
3 weeks ago
Funkydiscogod good point about losing species identity.
cdkime good eye on the druid; I didn't do the math on that. At 3 it's more comparable to a Far Wanderings with threshold, which on turn 2 is downright abusive. As for the blue one, remember it's draw+discard so copare to a Merfolk Looter which is perpetual, I don't think 5 is too high.
As for the green card drawing, to be sure all colors 'ought' to have card drawing. That blue has grown to have a de facto monopoly on card-drawing is a travesty IMHO; not only does it give the color pie imbalance but it also doesn't make sense flavor-wise. Black gets card drawing because it trades anything for power a la Necropotence , Dark Confidant , Minions' Murmurs and the like. Red being the color of power, chaos, and resources has its own mechanics like Wheel of Fortune and Browbeat . White 'ought' to have its own if it reflects the idea of patience being rewarded with blessing or soemthing to that effect. Green has traditionally had its own in cards like Natural Selection , Sylvan Library , Wall of Blossoms , Recycle , Ohran Viper and even Harmonize . The idea being the abundance of resources, renewal, refreshing, and regrowth. It does fit. As for the farmer, I patterned him after Merfolk Looter but I do see your point about the shuffling. Perhaps bottom of library instead.
I forgot about Imperiosaur . It's been a while.
Yes, I agree with you Gleeful Pyre is a terrible way to showcase the design mechanic.
The issue with the book, now that I think about it, is that thi scard doesn't reflect what the thing actually does, from a flavor perspective. The Book of Knowledge was held in the City of Hoffu after the great uprising in which the demon Onawantue was imprisoned and mortals won their freedom. Shortly thereafter, it became lost and at the same time, the Guild grew seemingly out of nowhere. The way it works is that when you read a page, you gain knowledge but you also imprint a page of knowledge onto it, so that anyone who reads the book after you can gain your knowledge. The Guild initially consisted of the Guildmaster and the six Guild Wizards. But they shared the book among themselves and in so doing grew extremely powerful. Too powrerful for the Guildmaster to control and so he sparked division among them that tore the region apart. The most powerful of them all was Meekay (, but he was also profoundly schizophrenic. Meekay had discovered the Guildmaster's plan: to use the Book of Knowledge to gain the key to unlocking Onawantue, the evil nasty demon that he secretly served so that she could re-enslave the mortal world. And so, the Guildmaster destroyed Meekay's thought receptacle which had previously allowed him to function more or less normally.
Centuries later, the original six became known as gods: Raojan the god of Fire, Norina the goddess of deception, you get the idea. The Guildmaster still needed minions to carry out his whims, but instead of talented mages he chose common folk with a propensity to greed and kept their knowledge on a tight leash---allowing them just enough knowledge to spark but not enough to challenge his control.
Boza if the requirement is that the card will eventually see print else don't bother why do we even have this forum? Is this a secret wotc R&D lab that I don't know about? The point is as with anything else with this game: to entertain and have fun.
As for being unreceptive to criticism, please understand that I thank all of you for your feedback. Thank you. Sincerely. If I come across as aggressive that's because I'm an asshole in general and I'm too old to apologize for that.
1 month ago
FIND ALL THE USEFUL MOONFOLK!!!
all generic ramp
Serum Visions - ?
Psychosis Crawler - maybe
Ulvenwald Hydra - maybe
Zendikar's Roil - maybe
INSTANTS - replace counterspells bad ones
2 months ago
So far we have:
I will need to consider adding in the two hex boots to protect Gishath from instant removal. Not quite sure yet, but I might have to.
2 months ago
A pretty common suite of ramp is just Cultivate , Kodama's Reach , Sylvan Scrying (more of a color fix, but it can grab you your karoo land or a temple of the false god), Harrow (note that the lands enter in untapped, so you actually go even on mana with this spell), Golgari Locket , Golgari Signet , Sakura-Tribe Elder , maybe a Drover of the Mighty (its a budget birds of paradise!)
And probably number one for golgari, Far Wanderings (3 lands for 3 mana)
Just adding in your locket, signet, a kodama's reach, a harrow, and a far wanderings will really improve your ramp.
3 months ago
Going down to 22 lands seems to work fine. Between dredging Dakmor Salvage , recurring lands with Crop Sigil and Loam , and finding them with Grisly Salvage and Primal Growth , I never had issues making land drops.
3 months ago
Yes! I knew someone would do it! Maybe Far Wanderings ?
3 months ago
Some suggestions you may want to look into could be Apocalypse Demon or Lord of Extinction as high power creatures to sac with Jarad for a win. (Apocalypse demon is especially budget friendly which is nice).
Another option is Corpse Connoisseur to tutor creatures you want to reanimate into your graveyard. And Necromancy is a great reanimator spell to include. Also Krosan Grip is great removal and something I like to include in most green decks. Additionally Thran Dynamo and Gilded Lotus are a bit higher curve but end up being excellent rocks in a slower meta.
Lastly if you are putting a lot of cards into your graveyard then Far Wanderings can make for some really great ramp. Also if you are putting lands into your graveyard to get back Jarad then Splendid Reclamation could be nice for getting them all back into play.
(I also think it's worth mentioning Life from the Loam and Crucible of Worlds as good options for a Jarad deck even though they're a bit less budget friendly but certainly solid cards to pick up at some point)
Anyway I quite like the deck you've got here and I hope my suggestions are of some help! +1 upvote from me!
3 months ago
I have a few suggestions.
Toss in Root Sliver.
Since you're in 5 colors you don't need Chaos Warp.
Since you are in Black consider adding in tutors (also green tutors for creatures).
Training Grounds would really make your slivers' abilities that much cheaper to activate.
For extra fast mana you can always run some mana dorks like Llanowar Elves or Birds of Paradise or run some spells that let you search for lands such as: Land Tax One with Nature Attune with Aether Caravan Vigil Lay of the Land Traverse the Ulvenwald Crop Rotation Rampant Growth Edge of Autumn Farseek Into the North Land Grant Sylvan Scrying Cultivate Far Wanderings Harrow Harvest Season Kodama's Reach Explosive Vegetation
Far Wanderings occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%