|Commander / EDH||Legal|
Printings View all
|Guilds of Ravnica: Guild Kit (GK1)||Common|
|Commander 2018 (C18)||Uncommon|
|Commander Anthology 2018 (CM2)||Uncommon|
|Iconic Masters (IMA)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Commander 2015 (C15)||Common|
|Modern Masters 2015 Edition (MM2)||Uncommon|
|Commander 2013 (C13)||Common|
|Duel Decks: Izzet vs. Golgari (DDJ)||Common|
|MTG: Commander (CMD)||Common|
|Ravnica: City of Guilds (RAV)||Common|
Combos Browse all
Golgari Rot Farm
Golgari Rot Farm enters the battlefield tapped.
When Golgari Rot Farm enters the battlefield, return a land you control to its owner's hand.
: Gain .
|Have (22)||ironax , Fleshxandxbone , marcus638 , mziter501 , SirFowler , webdokkeren , redlegs_17 , REV666 , EliGjerdingen , switchkill65 , LoneCrusader399 , joshw335 , frederiklw , Reliva , superdude2431 , Melmo , Epidilius , The_Munchkin , Va1mar , FALLEN-X-ANGEL , mazrimtaim , Horizon97|
|Want (3)||vashaclarens , helium2 , binarysecond|
Golgari Rot Farm Discussion
1 week ago
2 weeks ago
The most easy upgrade would be for your lands, there's a ton you could add such as Dakmor Salvage , Svogthos, the Restless Tomb , Hissing Quagmire , High Market , Command Tower , Overgrown Tomb , Woodland Cemetery , Westvale Abbey Flip, Bojuka Bog , Evolving Wilds , Grim Backwoods , Tainted Wood , and Golgari Rot Farm .
I will think of more things at another point when I have more time, if you in turn have any suggestions feel free to give any of my edh decks a look, perhaps my Meren of Clan Nel Toth decklist might give you some ideas in the process.
3 weeks ago
Thanks for the feedback!
For mana fixing: I've found that a lot of the success of the deck comes from redundancies in the land. You may not always get the Golgari Rot Farm needed in a clutch play, but a Rakdos Carnarium works just as well as the key bounceland in a pinch to put a land into hand for pitching to Lord Windgrace or to reset a Glacial Chasm . There are some slow starts, but if a single green source is present in the opening hand plus any mixture of ramp or other accelerant (even something like a Amulet of Vigor + bounceland). Personally I've found the Amonkhet cycling lands (expecially Canyon Slough ) to be a little unnecessary, especially with access to the single mana cycling lands like Tranquil Thicket and Barren Moor .
I've had a think over explore with potential additions like Path of Discovery because it functions particularly well with Avenger of Zendikar or Worm Harvest but I've found in a surprising amount of games (well not surprising given the deck numbers) there have been very few creatures hitting the board. This is because often other decks that focus around creatures will often overrun anything played by this deck unless you're exceptionally lucky. If anyone's had success with it I'd be more than happy to check it out.
A further addition might be Vampiric Tutor , but I'm waiting to trade off my visions version for an EMA before I modify the paper deck.
In a few recent games the amount of lifeloss has really start to hurt the deck, and there's been consideration about including Radiant Fountain as a source of repeatable lifegain.
Windgrace's Judgement - Usually in the wrong place at the wrong time, hitting too few of the necessary targets to dig this deck out of a tough spot. However it is a broad answer, which is essential to any removal suite in commander.
Borborygmos Enraged - This deck rarely has a large amount of land in hand unless it has precisely Life from the Loam or a mixture of Lord Windgrace + Rites of Flourishing . That said this turns terrible late draws into bolts for creatures, but I cannot recall the last time I didn't pitch this immediately to find something useful.
Fury Storm - Usually stranded in hand until a finisher is drawn or used as a bad counterspell.
Grapple with the Past - This card is ungodly in being cheap, instant, milling and targeted towards exactly what the decks needs in a pinch, or even when ahead.
Hour of Promise - Just too good.
Tempt with Discovery - Always better than Hour of Promise early game except if the table is at all wary of what the deck can do will often decline, or will not give it the time of day in the late game, making this an expensive ramp later on.
1 month ago
You can use double square brackets to make the question easier to understand.
The Golgari Rot Farm 's ETB trigger goes on the stack, but it doesn't target, so you don't choose which land is bouncing until it resolves. While you can activate Evolving Wilds in response and put down a tapped basic, the Rot Farm's trigger will still resolve, at which point you will have to choose one of your lands to bounce (the Rot Farm, the basic, or another land if you have one).
This is not a valid way to get around the bounce, so the Wilds player would still have had to return a land to their hand.
2 months ago
So with the theme of being aggro/removal, and keeping the deck at a budget I'll try and list some budget alternatives that can be upgrades, off the cards I can think of off the top of my head. I'm also noticing a trend with +1/+1 counters so I'll consider those as well
Arbor Colossus: He's basically an 11 cost 9/9 that removes one single flying creature
Druid of the Cowl: Two drop mana dork that can be replaced by Llanowar Elves or Elvish Mystic. Though Druid of the Cowl has more toughness, playing one of the others turn 1 helps accelerate you better.
Experiment One: Cool one drop that gives himself counters and can regenerate, but the downside is that your deck does run a lot of creatures with similar low power/toughness creatures making this hard to get passed more than 3 counters without the aid of using resources on him.
Kabira Vindicator: Level up is a cool mechanic, but having to spend 4 mana to cast him and then another 6 mana to give your creatures +1/+1 is pretty bad. Glorious Anthem would already give them +1/+1 OR you can always get Gideon, Ally of Zendikar use his -4 ability immediately and have the emblem to have an almost permanent buff to your creatures.
Knight of Cliffhaven: Same reason as Kabira, 5 mana to have a flying 2/3 is pretty meh. and 14 mana total to have a flying, vigilant 4/4 is the worst.
Sunscorch Regent may not have vigilance, but he does have flying, and gets stronger the more spells that cast as well as gaining you life.
Netcaster Spider: Would just replace this with
Longshot Squad, would synergize more with the deck and grants your other creatures +1/+1
Salt Road Patrol: For aggro, this card is too slow and only boost itself.
Sporemound: You don't have any mana accelerators or extra land drop enablers
Oath of Ajani: Would replace with Abzan Ascendancy, one extra mana for the same first ability, but the second ability will have more usage since you don't run any planeswalkers in the deck which makes the oath just a dead card on the field.
Consume the Meek: This kills your commander and most of your creatures
Cards I would consider adding:
Cathars' Crusade: Considered a staple in most creature decks that use +1/+1 counter things
Forgotten Ancient: Allows itself to gain more counters on it while the game continues and can move them to other creatures
Retribution of the Ancients: Great kill enchantment that revolves around +1/+1 counters
Oran-Rief, the Vastwood: Just an all around decent land that gives counters to all your creatures that entered on the same turn.
2 months ago
Your mana base could be improved. The cards I would seiously consider:
- Ancient Tomb : Ramps your commander a turn earlier
- Bayou : The best there is, but are you prepared to pay for it?
- Overgrown Tomb : Good value for the money spent on it
- Twilight Mire : Good fixing
- Strip Mine : Always a pleasure to have one available for pesky lands
I would drop these for them:
- Golgari Rot Farm : Tapped in to play slows you down
- Evolving Wilds : Tapped into play ...
- Jungle Hollow : Tapped into ...
- Temple of Malady : Tapped ...
- Terramorphic Expanse : ...
More lands could be nominated, but this is a good start if you would ask me.
2 months ago
Ok so i like the concept of the deck and over all the cards are good in it but simply put you need more land. I'd remove both of the Sakura-Tribe Elder and one of the Aphotic Wisps. I'd also drop 2 Golgari Rot Farm and 2 Jungle Hollow in place of 4 Forest and 3 Swamp.
3 months ago
Hey, saw your forum post asking for budget card help.
With Izoni I suggest expanding on the strategies of creature sacrifice (enabler/win condition), self-mill (enabler) and reanimation (back-up plan). You have ramp already with one drop Elves, Tribe-Elder and the enchant lands, but you can even expand on ramp. Ramping into Izoni doesn't do much if you don't first have a lot of creatures in your graveyard. Out of all these strategies I think the primary one is creature sacrifice. With sacrifice you can get more value out of your creatures before they go to your graveyard. Izoni herself is a sac outlet which is good with the sacrifice/aristocrat theme, but I suggest expanding on this theme with other creatures who can be free (no mana cost) repeatable sac outlets. Free repeatable sac is nice to be able to more easily get value from creatures the turn you play them/create them as well as get them into the graveyard faster for no cost.
Secondary is self-mill as it's the faster way to get creatures (a lot of them) into your graveyard, but you get much less value from your cards when all you're doing is milling them into your graveyard. Reanimation can be a back-up plan if Izoni fails or be used with Izoni's Insects and reanimation is good when self-milling.
A goal to strive for is to be able to use the Insects the turn you play Izoni, by sacing each Insect for value or to make all your opponent's lose life. Since you can't attack with the Insects the turn they're created you want to be able to utilize them in other ways (sacing them). I would make creature cards the priority because Izoni doesn't do much without having a lot creatures in the deck. There are some exceptions, powerful budget noncreature cards like Skullclamp, Sol Ring, Dread Return, etc.
A Dread Return in your graveyard when you play Izoni can do a lot since you can flash it back by sacing three Insects. This can be powerful, reanimating a creature like Avenger of Zendikar, Protean Hulk or Krav, the Unredeemed, etc. or reanimating an aristocrat/sac outlet (Viscera Seer) to set-up the current turn or your next turn. Krav for instance his ability which you can use the same turn you play him, for one you can sac all Insects/Izoni draw lots of cards, gain lots of life and put a lot of counters on Krav. Being able to easily sac Izoni is helpful and good with ramp because this lets you then play her again from the Command Zone and create more Insects.
Cards to consider adding:
- Llanowar Wastes
- Hissing Quagmire
- Golgari Rot Farm
- Tainted Wood
- Bojuka Bog
- Svogthos, the Restless Tomb
- Dakmor Salvage
- Blighted Woodland
- Woodland Cemetery (non budget)
Cards to consider cutting:
- Demonlord Belzenlok
- Gray Merchant of Asphodel
- Hydra Omnivore
- Loyal Guardian
- Thrashing Brontodon
- Torgaar, Famine Incarnate
- Wild Beastmaster
- Bear Umbra
- Dawn's Reflection
- Growing Rites of Itlimoc
- Myth Unbound
- Song of Freyalise
- The Mending of Dominaria
- Kamahl's Druidic Vow
- Dark Petition
- Necrotic Wound
- Sign in Blood
- Illusionist's Bracers
- Swiftfoot Boots
Good luck with your deck.
Golgari Rot Farm occurrence in decks from the last year
All decks: 0.01%
Commander / EDH:
All decks: 0.11%
BUG (Sultai): 0.42%
BGW (Abzan, Junk): 0.61%
BRG (Jund): 0.62%