|Commander / EDH||Legal|
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Basic Land — Forest
(: Add to your mana pool.)
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|Have (20)||Mousemke , acbooster , TrackerD , LegendDeer , raymaverick97 , mtgmanatee , ZombieFood , NOGzFTW , maR2307 , , NorthernCrow , Mogar , xXThormentXx , Fiolek , Oskani , TheRealPeaches , tlhunter07 , kpral , 2austin5 , Pylioz|
|Want (4)||Turtlelover73 , Mousemke , hwagner , Jelatinator|
2 hours ago
Mainboard: +Lotleth Troll, +Dakmor Salvage, -Westvale Abbey, -Sequestered Stash, -1Mortal Combat, -Spider Spawning, -Gnaw to the Bone, -4Forest, +Balustrade Spy, +Stinkweed Imp,(maybes but expensive) +Life from the Loam, +Vengevine, +Bloodghast, +Gravecrawler, Fetch and Shock Lands (reduces lands in deck, which is an advantage for Mortal Combat).
1 day ago
When it comes to Commander one thing I've learned is that Ramp is important. The sooner you can play your big spells the better off you'll be, so as a norm it's good to have a good 10 cards dedicated to Ramp. Playing green means you can have the best ramp spells available, and not rely on artifacts like other decks do.
Also, I'd also suggest checking out www.edhrec.com as they give you good information on what other people are running.
Rampant Growth - 2 Mana Ramp
Into the North - 2 Mana Ramp, will need a snow forest or 2
Nature's Lore - 2 Mana Ramp for forest
Kodama's Reach - Awesome Ramp
Cultivate - Awesome Ramp
Explosive Vegetation - Sweet Ramp
Seek the Horizon - too costly, and doesn't bring them to the battlefield
Edge of Autumn - it's too conditional for it to be good.
Moss Diamond - 2 mana ramp spells based around land are better
3 x Forest - I think 38 lands it's a good number to run.
6 days ago
It should look a little something like this...
Channel fireballs deck of the day R/G energy
1 week ago
I really would try to find a slot for Thespian's Stage. It gives you a second copy of your favorite utility land (or your opponent's), and is a win-con fetchable off of Tempt with Discovery. Cutting one more basic Forest can't hurt TOO much ;) or possibly Ghirapur Orrery? That seems like an odd card unless I'm missing an infinite combo...
1 week ago
I would do this with your mana base:
That should give you the most chance of avoiding colour screw, while making things as fast as possible.
I don't mind helping with decks but I dislike being asked to set up parts of them from scratch.
In future you could try to set up a mana base yourself, and THEN ask others to take a look at it.
1 week ago
No problem, This might be a little long winded but I hope you find it helpful. 1) Breeding Pool gives the player the option to have the land enter the battlefield untapped at any point during the game. Other dual lands will have conditions that won't always be as easy to meet. For example, Botanical Sanctum will only really be good in the first few turns (before you play more lands). While Hinterland Harbor requires you to have another land already on the battlefield to enter untapped. Breeding Pool and the other shocklands give the player the power to choose if it's worth 2 life for an untapped land without any other costs. Addionally the shocklands like Breeding Pool (which is both and Island and a Forest) have basic land types and that allows players to put them onto the battlefield with cards like Misty Rainforest. Whereas cards like Botanical Sanctum and Hinterland Harbor can't be searched for because they lack the basic land types.
2) A shockland is the cycle of lands like Breeding Pool (or Temple Garden, or Steam Vents, etc...) that can enter the battlefield untapped if a player takes 2 damage. It's a nickname for those lands because when a player has the land enter untapped it's almost like they have hit themselves with a Shock spell.
Sorry about the lengthy post but I hope it was helpful. Feel free to ask more if you want. Welcome to Magic, always nice to see more players joining the game.
1 week ago
I'm a big fan of the update, the deck has come a long way. However there still are a few things that I think would make the deck better still:
Rounding out the curve so that it has the look of a descending staircase. To do this we need to replace a 3-drop with either a 1-, 2-, or 4-drop. Snake Umbra is definitely the weakest 3-drop.
Holy Mantle could still probably be replaced. I still find this card to be really unimpressive at 4 mana.
Lastly, Grasp of Fate is still missing. This card is really hard to pass up.
I don't want this to get lost in translation over multiple posts so I'll try to fix the curve and you can either agree or disagree with my adjustments...
You mentioned getting rid of the color fixing enchants like Abundant Growth and Unbridled Growth, but those are there for multiple reasons. They add to enchantment count (for both Ancestral Mask & Ethereal Armor), can filter and/or draw cards, and provide early game fixing. There is not really a need to remove them as they actually do more than you think.
The lands that I suggested were...Grove of the Burnwillows, Horizon Canopy, City of Brass, Mana Confluence, more fetches, and Okina, Temple to the Grandfathers. They will be better than the speed lands and with the replacement of more basic lands, better than the check lands as well. I definitely would not get rid of all your basics though.
My suggestion for your ideal land base would be...
1x Ancient Tomb
1x Arid Mesa
1x Marsh Flats
I also love that you have this deck tagged as "casual," this deck is a far cry from casual. Lol