: Add to your mana pool for each creature you control.
|Have (2)||lorddarkstar ,|
|Want (4)||Euphyllia99 , grygs , VillarrTheBastard , rpabis101|
Printings View all
|Urza's Saga (USG)||Rare|
|Promo set for Gatherer (PSG)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Gaea's Cradle occurrence in decks from the last year
Commander / EDH:
All decks: 0.05%
Gaea's Cradle Discussion
6 days ago
HI Pikobyte! I will definitely do so! Just waiting on the replacement cards to arrive. Hoping to get all but one (has yet to be shipped!) by tomorrow. I figured if it was a land I could just fill that slot up with a basic etc. but it's Hostage Taker so I'll wait for that one, before I start playing with it. I ended up cutting a forest out for the Triome. And I was wondering about something else. I read your comment with regards to replacing Gaea's Cradle for a regular forest. Which I have done as I don't have GC. But what about swapping it for Growing Rites of Itlimoc Flip?
2 weeks ago
Boza There is no way that card A and B has no plausible mana cost. Concentrate draws 3 for 4 mana. Put either of A and B into a 4 CMC and it will never see play. That means for it to be worthwhile it would need a CMC of 3 or less. Now a 2 CMC draw 3 is almost certainly too good, riding dangerously close to Ancestral Recall, so I'd think 3 CMC is where these would be at.
Card C, I agree on 3 CMC, be it or . It rides close to Remand but is borderline a functional reprint of Lapse of Certainty or Memory Lapse. You will almost always shuffle and draw, while the opponent will have to value the countered card against card draw.
Card D. Cheap is where it's at. You provide your opponents with additional options and only if they take advantage of it do you gain a benefit. Only other situation is when you Braingeyser a player to push for lethal.
Actually the more I think about it, the more it seems like a Nekusar, the Mindrazer card where you just want to wheel and make people draw with Teferi's Puzzle Box to mill them out if the damage plan doesn't work out.
Card E: I would go for a 4 CMC. Vigilance and Deathtouch are a powerful combination and losing Deathtouch (for all creatures, not just yours) in trade of a card seems like a fair trade in many situations. The wording would have to specify that the controller of Card E draws a card - otherwise the opponent who activates it draws the card.
"All creatures lose deathtouch until end of turn and Card E's controller draw a card. Only your opponents can activate this ability and no more than once each turn."
Since deathtouch is very much a black/green ability and vigilance is present in white/green, you can go for either a monogreen version or a combination of black and white or black and green. I would never make it green and white as it doesn't have the right flavor. That color combination is often more about building up, community and society - not tricks (outside stat buffing combat tricks). To me the black and white pairing is the most flavorful, as black grants the deathtouch but is also willing to trade an advantage/resource for power - hence the card draw. The flavor in a monogreen seems a bit off. So I would go with .
Card F, I don't like the specification on the owner instead of controller of the equipment. If an opponent yoinks it with say Grip of Phyresis, they don't get any benefit from the card's abilities. I would make it somewhat like this:
Card F Show
Artifact - Equipment
Equipped creature has hexproof, indestructible and can't attack you or planeswalkers you control.
Equip - Discard a card.
: Attach to target creature you control, Card F's controller draws a card. Only any opponent may activate this ability, they may only activate it during their turn and at any point where they could cast a sorcery, and only once per turn.
This is more a shared Lightning Greaves for the protective measures it grants than any offensive capabilities like Assault Suit - I view in the perspective of multiplayer. I doubt it'll do more than allow people to save a creature they control when they decide to board wipe. The opponents will immediately realize (hopefully) that if they fight for use of it, they'll give the controller way too much value, so they'll just ignore it. At least that's my take on it. But then again I've been in plenty of games where people take the offer of Tempt with Discovery and I facepalm every time, when the caster goes to find Cabal Coffers, Urborg, Tomb of Yawgmoth and Gaea's Cradle or similar.
2 weeks ago
DecadeFire I am glad that you like my deck :) between Nissa and Garruk, the latter is far more strong IMO, given the fact that you could generate a lot of mana with Gaea's Cradle. If I had to make room for it in the list, I would probably cut some other non creature card that is not a tutor. The Great Henge would by my most likely choice, I believe.
2 weeks ago
Gaea's Cradle is great. I think Natural Order is good because you can use it to get Craterhoof Behemoth. Heritage Druid helps with ramp. Green Sun's Zenith can be used to get Dryad Arbor for one mana which is pretty powerful.
3 weeks ago
I think Gaea's Cradle should be on the restricted list. It would be kinda unfair for mono green elf decks to have access to it every game.
3 weeks ago
I'm not really a CEDH guy, but if budget isn't a concern, Gaea's Cradle feels important.
4 weeks ago
king-saproling - Ah, a well-knowledged player!
When I reworked this deck, my goal was to make it rely less on the commander and thusly removed pieces such as Knight of New Alara and Lovisa Coldeyes, but there are some here I really like. I really only cast him with Evolutionary Leap, Purphoros, God of the Forge, or Gaea's Cradle.
I am not too fond of cards that merely ramp lands with X in the cost, especially if it may get not value. Animist's Awakening, though can be impressive, there is better I can do with my mana.
Lotus Cobra is one I own but isn't in here. It probably should be.
Stone-Seeder Hierophant is one I have never heard of, one of my avocations being perusing older sets for unseen gems. Though it can be powerful and is findable with Imperial Recruiter, it's ramp with summoning sickness on turn four, having but one toughness. Lotus Cobra seems more idoneous.
Avenger of Zendikar is quite literally perfect for this strategy. The only reasons I do not run it is because I do not enjoy having multiple of the same finisher across my decks and it's arguably a strictly better version of my commander. I couldn't do that to Hazezon. xD
Impact Tremors is more difficult to tutor version than Purphoros, whilst being far less impactful on its own.
This deck already has quite a few tutors, and it doesn't actually make that many tokens afore turn five. The value in Enlightened Tutor and Imperial Recruiter is that they can find setup pieces early due to the low cost and have value later. Oracle of Mul Daya early, Ulvenwald Hydra later. I am not too fond of the high cost of Chord of Calling here, also because the deck has a fair amount of tutoring as is.
I have also tested with Safe Haven, though it was just far too slow.
Divine Visitation can get out of hand very quickly, but I have it as a finisher in tokens. Best not to end the games the same way as other strategies, in my eyes at least.
I used to love Shields of Velis Vel. Oh, the blowouts it bestowed. I cut it when I made the deck less reliant on the commander, but I would love to use it again.
Walukut would be fun to include, though the lands slot is rather tight, and I refuse to remove Hammerheim. (It's never done anything. Not yet, anyway.)
Thank you for the comment. You obviously know the game well, and I'll have to look at some of your decks. :)