Forbidden Orchard

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Rare
Zendikar Expeditions (EXP) Mythic Rare
From the Vault: Realms (V12) Mythic Rare
Champions of Kamigawa (CHK) Rare

Combos Browse all

Tokens

Forbidden Orchard

Land

: Add one mana of any color to your mana pool.

Whenever you tap Forbidden Orchard for mana, target opponent creates a 1/1 colourless Spirit creature token.

Price & Acquistion Set Price Alerts

C16

V12

CHK

Ebay

Forbidden Orchard Discussion

Monti_Jones on Time Lord Mizzix

1 week ago

Hello there! Love to see any Mizzix deck as a Mizzix player myself. You say you want this deck to have a "tournament level" competitive approach, maybe I can help you out a little. With all due respect, I want to be frank and I don't think your deck can be called competitive at all right now. I don't know your budget situation, but I will try to break it down as much as I can and give a wide array of options.

- Mana situation: Let's start with the basics, namely your basic lands. As you can see on the nice pie chart, your cards are about 2/3 blue and 1/3 red. Still you have your lands almost at 50/50 islands and mountains. Only 4 lands can produce both and , consider City of Brass, Reflecting Pool and Forbidden Orchard. Moving on, your ramping mana rocks could be better too. Any cheap rock - cheaper than Mizzix herself - let's you cast Mizzix earlier and is a huge benefit to finishing faster. On top of that they can help you cast those big spells should your commander not be around for some reason. Consider any rock that costs 2 or less. Another way to solve the mana issue involves ritual effects. Cards like Seething Song or Turnabout, just to name a couple, give you a sudden burst of resources but demand a combo oriented setup and play style. Although if you want the fastest way to win, rituals are the way to go.

- Curve: Overall your spells are quite expensive. Now I know Mizzix makes casting big spells almost trivial, but if you really want to field this deck in a competitive environment, you should not count on having her out at all. People will target you, just because of your commander. Consider cards with lower cmc to stay relevant when you are under pressure, even if that means giving up on splashy spells. Many cards you are playing now, could be replaced by strictly better ones. Especially look out for cards with as few and in their casting costs as possible.

- Bulk goods: Some of your cards weigh down on your deck like a boulder. I myself like to call them "do-nothing-cards". Cards like Eye of the Storm or Thrummingbird do nothing on the turn you play them and after that only do something your deck already does on it's own. It's almost like you are playing an extra turn for your opponents. Cutting those kind of cards will streamline your deck and minimize awkward turns where nothing happens to progress your position.

- Win conditions: If you want to go for a competitive deck, having your deck trimmed towards as few win conditions as possible is of utmost importance. The most common ways to win with Mizzix are storm, burn, infinite mana & draw and taking turns (all of them). Pick 1 or 2 ways to win but build the whole deck around them. If one way to win supplements the other, even better. But spreading yourself thin over too many ways to win only slows you down.

- Key cards: I see you aren't playing some of the most played and best cards in any Mizzix deck. I'll list some, in no particular order of importance. Merchant Scroll, Gamble, Expropriate, Treasure Cruise, Dig Through Time, Fact or Fiction, Frantic Search, Faithless Looting, Reiterate, Mizzix's Mastery, Past in Flames, Mystic Retrieval, Increasing Vengeance, Chaos Warp, Bonus Round, Goblin Electromancer, Epic Experiment, Aetherflux Reservoir.

- Budget: Just as a heads-up, if you really want to make your deck competitive, you have to consider investing a good amount of money. Most of the time the best cards are the most expensive ones. While you can get by with some budget replacements here and there, at some point only the best cards are good enough. This isn't something you need to force right from the start, but can work towards over time.

Finally, I really hope I gave you some helpful advice and that you are not intimidated by my wall of text. Mizzix is a great commander and if you want, you can transform the deck into a fearsome weapon. Cheers!

Mr_Pendulum on Dragon Age (5-Color Dragons)

1 week ago

I don't know what your budget going forward for this deck is but I recommend getting rid of those tapped lands asap. some good replacements would be Exotic Orchard, Forbidden Orchard, City of Brass, Mana Confluence, Reflecting Pool. Keeping on lands your runnig shocks so the fetch lands would help with the mana fixing and Skyshroud Claim can grab two shocks for one more mana than Cultivate. I think once your mana base gets figured out you'll have a deck that can hold its own against the usual competion.

This is my version of the deck

goblinguiderevealpls on Muldrotha, the „Fun“ in „Funeral“

2 weeks ago

ok so a few things to note.

if the deck isnt suited for cEDH, please don't falsely advertise it as competitive just because you have a Mana Crypt, cradle, and LED does not make it so. you need to update the categories and remove competitive so you dont mislead so many competitive players.

firstly, a cmc average of 3.78 is EXTREMELY high for competitive play even for green and even with ramp, infinite mana combos or Reanimate cheating, so you might want to lower that to at LEAST 2.75 or 3..

secondly, the main reason you're deck is 20% casual according to tappedout is your LANDS.

generally speaking, "'land' enters tapped" and competitive play are not related. if you wanted it 100% competitive your land base would look like this:

3 dual lands

3 shock dual lands

9 fetch lands

1 island

1 swamp

1 forest

1 urborg

1 strip mine

1 wasteland

1 Ghost Quarter

1 command tower

1 ancient tomb

1 phyrexian tower

1 gaea's cradle

1 City of Brass

1 Mana Confluence

1 Forbidden Orchard

1 Reflecting Pool

= 30 lands, you wouldn't need 35 lands with mana dorks or artifact ramp, and you shouldnt have 2 of any basic lands because in theory you should be running Tainted Pact for cedh and opposing effects hurt a lot more

lastly, if you want this to be truly competitive it needs more staples, yes they arent permanents but they can easily be Eternal Witness or Archeomancer targets

Demonic Tutor Vampiric Tutor Yawgmoth's Will Entomb Animate Dead Brainstorm Mana Drain

all of that aside, i would recommend Birds of Paradise, Deathrite Shaman, Bloom Tender, as well as the 3 guild signets and Talisman of Dominance for more recurrable ramp effects as well as Sensei's Divining Top and Yawgmoth's Will as an edh brainstorm effect staple and a secondary, cheaper cmc and better backup muldrotha respectively.

SynergyBuild on Group Hug and/or Politics in ...

2 weeks ago

Dude... Forbidden Orchard is the most hilariously political land there ever was. I have actually won many games from tapping a land and not spending the mana because of it! Homeward Path can be uaed politically too!

Skullwinder and the advocates are also super political!

SynergyBuild on Never make a manabase again?

2 weeks ago

Never get the reveal lands, much too inconsistent unless you are 2 colored. Pain lands are budget value 101, amazing in decks from the most casual to most competitive. Bounce lands are Okay, If you are WR the scry land is okay, but the rest are kind of bad, because they are too slow. Slow fetches are generally weak unless you are a very budget 4/5-color control deck, used with cards like Canopy Vista.

The Tango/2 Basics Needed lands are sweet BTW, if you are 2-3 colors. All of the lands you linked are sweet, as are City of Brass, Mana Confluence, and occasionally Gemstone Mine or Forbidden Orchard (political win!) dependent on the deck and budget.

Basics are the best budget land, really, and up to 3 colored decks can run 2/3s of their lands as that as long as Niv-Mizzet, Parun isn't their main gameplan.

mistarilledawn on Larcenic Mercury

4 weeks ago

At first glance, the first thing I'd suggest is to add in Silent-Blade Oni. That card is super cool, and it does exactly what your deck wants to do. The only bad point is the cmc, but it does have Ninjutsu, if that changes anything. Also, Baleful Strix. It's a fantastic staple in any UB deck.

Quicksand and Saprazzan Skerry are also some lands I'd cut; I'd suggest maybe Sunken Ruins or Dimir Aqueduct over Skerry, maybe even add one or both of the vivid lands for your colors (Vivid Marsh/Vivid Creek).

Thaumatic Compass  Flip, I'd say, is a great upgrade to Quicksand. Maybe switch Dimir Locket for Thaumatic Compass, and switch Quicksand for, say, Command Tower, Temple of Deceit, or Reliquary Tower. I'd also cut Rhystic Cave - maybe replace it with Exotic Orchard or Forbidden Orchard.

Morphic Pool, too, might be good to add, but that's sorta dependent on your playgroup.

SynergyBuild on Ramos, charm engine

1 month ago

Okay, so I understand your plan, but proper support is necessary, I would suggest making the deck more streamined, running more untapped lands, like basics, Tarnished Citadel, City of Brass, Mana Confluence, Forbidden Orchard, Reflecting Pool, etc. as well as more ramp, such as Nature's Lore/Farseek and the shock-lands/og-duals. Additionally, the shock/og-dual+fetch land landbase is a great addition. Birds of Paradise needs a spot as well.

After that, I would attempt to abuse cascade and other effects like it to build up counters on Ramos faster. Grafted Exoskeleton, Inquisitor's Flail, Duelist's Heritage, Lightning Greaves, Swiftfoot Boots, etc. will help the voltron strategy out.

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