Grasslands

Grasslands

Land

Grasslands enters the battlefield tapped.

, Sacrifice Grasslands: Search your library for a Forest or Plains card and put it onto the battlefield. Then shuffle your library.

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Printings View all

Set Rarity
Commander 2017 (C17) Uncommon
Vintage Masters (VMA) Uncommon
Duel Decks: Knights vs. Dragons (DDG) Uncommon
Mirage (MIR) Uncommon

Combos Browse all

Legality

Format Legality
Vintage Legal
Commander / EDH Legal
Tiny Leaders Legal
Highlander Legal
Limited Legal
Leviathan Legal
1v1 Commander Legal
Oathbreaker Legal
Canadian Highlander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
2019-10-04 Legal
Legacy Legal

Latest Decks as Commander

Grasslands Discussion

SideBae on X Tribal - Budget

4 weeks ago

So there're a couple of things I think you can do to improve this deck; feel free to ignore any/all of them:

  1. Mana dorks! The greatest strength of green in EDH is its access to 1 mana dorks who make mana. I highly recommend running at least for (and possibly 6-7) of the following: Birds of Paradise, Deathrite Shaman, Llanowar Elves, Elves of Deep Shadow, Fyndhorn Elves, Elvish Mystic, Boreal Druid, Arbor Elf... These will give you access to consistent ramp that other colors simply cannot match if they don't have a Sol Ring in their opening hand.

  2. Dorks also allow you to run better artifact-hate, if you replace your rocks with them. Cutting things like Thran Dynamo for a Llanowar Elves will both allow you to come out of the gate faster and allow you to run Null Rod effects to nail your opponents' ramp. Collector Ouphe is the top of this category, since you can grab it with tutors like Green Sun's Zenith (which I think you should run if you can).

  3. Cantrips are important! They can dig you to what you need when you need it for relatively little mana. Brainstorm, Ponder and Preordain belong in pretty much any blue deck, though Brainstorm is questionable since you don't have many free shuffle effects (usually provided by fetch lands). I would definitely run Ponder and Preordain, and Brainstorm if you change up your manabase a little.

  4. Speaking of fetches, they're expensive these days -- but there are more affordable options. Consider what are called the "slow fetches:" Rocky Tar Pit, Bad River, Flood Plain, Grasslands and Mountain Valley. These are almost as good and also fetch nonbasics like Breeding Pool and Watery Grave, if you choose to run them. Evolving Wilds, Fabled Passage and Terramorphic Expanse are also options.

That's all I got. Good luck!

DemMeowsephs on Karametra EDH: Wings of Benevolence

1 month ago

Hey there! Your land section seems great already, but there are a couple of extras I would recommend adding:

Now your ramp section is also pretty sweet, but there are a couple good ones I think your deck could benefit from:

In the end, I feel like your deck doesn't NEED any of this, but it could run a lot better with some of it included. If this helps be sure to check out some of my decks, (Double Trouble EDH/A Deal With the Devil EDH I would appreciate it! Anyways though, hope this helps, good luck on your deck, and have a great day. Happy tapping!

TriusMalarky on Slow Fetches

1 month ago

I would love to see them, for two reasons:

  • EDH wants all of them. I can afford a couple shocks if I save up, but not fetches -- these would make my mana extremely good for my budget purposes.

  • They would be amazing in Pioneer Landfall, a pet deck that haven't played in a while. I would much rather crack Grasslands than Evolving Wilds.

They are strictly better than Evolving Wilds, specifically because they are dual lands. They can be 2-3 colors really easily. I would actually only run 2-3 Ewilds in a Landfall strategy in Standard/Pioneer if it's a 3+ color deck. Guildgates are better for all purposes, because they are better for fixing your mana.

What I would love to see in Zendikar Rising is the full 10 of the slow fetches and the full 10 Krosan Verge lands as uncommons. This would be awesome in a Landfall-themed land-heavy set, especially as they really aren't that great in the first place. I would love for them to do those and the enemy Tangos, solely because EDH.

That said, these are far too slow for modern, unfortunately. Checklands are the absolute slowest you can run without getting crushed.

Icbrgr on Slow Fetches

1 month ago

I think many people can agree that the cost of an optimized mana base is a huge deterrent from playing in the modern format with the price of fetch lands like Scalding Tarn/Misty Rainforest and others just being a bit too pricey for most.

My question to you guys is that if WOTC continues to delay printing/reprinting Zendikar fetch lands do you think that the Mirage Cycle of Slow Fetches (Flood Plain, Bad River ect.) Would be viable alternatives for the Modern format?

I have been playtesting Grasslands in my Treefolk deck as a means to fetch Murmuring Bosk just for fun and it just got me thinking about other decks in general.

DemMeowsephs on Captain Sisay's Legends

1 month ago

Oi there! You might like some of these lands!

In the end I would consider all of these land choices, they can make the deck run much more smoothly! If this helps, be sure to check out some of my decks, (Double Trouble EDH, A Deal With the Devil EDH) both of which I recently decked out with CSS and huge descriptions! Anyways though, I hope this helps, good luck on your deck, and have a great day! Happy tapping!

SideBae on Oloro

1 month ago

If you wanna be a grade-A dork-a-saurous, I suggest running Zur's Weirding. With your automatic life-gain, you can filter OPs draws so they never draw a relevant card again.

I also suggest reconsidering your artifact mana. Arcane Signet is a wonderful card -- good you're running it! Similar 2-mana mana-rocks exist that I think are way better than Manalith or even Chromatic Lantern. (I've never liked lantern -- if you're running 2-mana-rocks, you don't need its extra fixing, and being 3 instead of 2 mana is an awkward taco...) I suggest running things like Talisman of Progress, Talisman of Dominance, Talisman of Hierarchy, Dimir Signet, Orzhov Signet... In general, landing a 2-mana rock and having 4 mana on turn 3 is better than landing a 3 mana rock and having 5 mana on turn 4. I'm not entirely sure why this is, but it is (almost) infallibly borne out in my play experience.

I think people tend to overlook cantrips in EDH -- I suspect that costing just {u} makes people think they aren't powerful enough. This is unjustified. I recommend running Ponder and Preordain more highly than any other card in this comment -- they're simply too good to leave out. Brainstorm is similar, but unless you're running free shuffle effects (i.e. fetches), it's not going to be better than mediocre. If you don't want to fork over the cash for Flooded Strand and friends, consider running Flood Plain, Bad River, Grasslands and/or Rocky Tar Pit. Evolving Wilds and Terramorphic Expanse are good, too.

The majority of EDH games (and magic games in general) are decided by card advantage. Phyrexian Arena is a good start, but there're other cards to consider. Right off, here're a few: Fact or Fiction, Treasure Cruise, Painful Truths (a personal favorite of mine), Sphinx's Revelation, Mystic Remora etc. You can also attack from the other side, preventing other players from drawing cards, though this is more difficult since there're fewer cards to choose from. The best that comes to mind is Narset, Parter of Veils, followed by Alms Collector. I think Narset is way better tho.

Depending on your meta, you may be able to lay out the monarch mechanic for recurring card-advantage without needing a specific permanent. The best card I can think of that introduces this mechanic is Palace Jailer, which doubles as an Oblivion Ring on a stick!

Right. That's all I got. Good luck!

SideBae on Derevi, Holder of Lanterns

1 month ago

Yo... I've always loved lantern-control in EDH! I have a few suggestions:

  1. So the easiest ways to increase consistency are either to run tutors or to run redundant pieces. I see you're running a lot of tutors already, which is good; one redundant piece I think you missed is Field of Dreams. It's about $60, which can be a lot if you don't want to invest in EDH. Personally, I think proxies are unfairly treated in EDH, since it's not a paid event (typically), so I recommend them. If your playgroup doesn't allow them, tho... well, $60 is doable.

  2. Another way to increase consistency is to run cantrips. I highly suggest running Ponder and Preordain. If you run fetches, Brainstorm is also a powerhouse. Of course, the zendikar/onslaught fetches are a fortune; consider Evolving Wilds, Terramorphic Expanse, Fabled Passage, Grasslands, Bad River, Flood Plain and/or Mountain Valley. These are perfectly acceptable alternatives.

  3. When games go long, you'll need a way to recoup cards. Consider big-draws like Treasure Cruise and Dig Through Time (which are good when you're filling your yard with Ghoulcaller's Bell), Fact or Fiction or even Concentrate.

  4. I like that you're running Emry, Lurker of the Loch. Have you considered Academy Ruins as another form of recursion? You can also try using Aether Spellbomb as a cheap recurrable.

  5. Speaking of Emry, Lurker of the Loch, have you thought about Mindslaver? I used to play a lantern-control EDH list, and I used Mindslaver with Emry to strong effect. Generally, you can lock out one of your opponents and make him do whatever you want, including win for you. That's generally fun.

  6. You're in green -- USE DORKS! This is easily the most overlooked part of green decks, which is sad because dorks are the best reason to be in green. Turn one ramp is better than artifacts can do most of the time, plus it gives you pokers if you need to use them with Derevi later. I highly recommend running at least four of the following: Birds of Paradise, Avacyn's Pilgrim, Noble Hierarch, Arbor Elf, Llanowar Elves, Fyndhorn Elves, Elvish Mystic... Even Boreal Druid and Joraga Treespeaker are good. You can also consider non-creature options, like Wild Growth and/or Utopia Sprawl.

  7. Winter Orb. You can tap opponents' lands with Derevi. Enough said.

  8. Finally, two walkers to consider are Oko, Thief of Crowns and Teferi, Time Raveler. Oko is great removal for opponents' problem cards (he nerfs all fatties into Trained Armodons) while occasionally producing a clock for you. Teferi nails opposing Counterspells, while producing a small amount of card advantage with his minus and allowing you to recast something if you bounce your own permanent.

  9. Finally, while they're expensive, I think the latest cycle of free spells from Ikoria Commander are bombs. Fierce Guardianship and Flawless Maneuver are great cards which you should run if you can.

Right. That's all I got. Hope this helps!

SideBae on Tanks

1 month ago

So Enlightened Tutor comes to mind. I think it's probably better than Idyllic Tutor, though it's significantly more expensive. If you're working on a budget, Idyllic Tutor is perfectly okay.

Toxic Deluge is an expensive card that I expect to go down in price soon (it's been reprinted in Double Masters, and in my experience masters sets tank their rares, if only for a short while). It'd be especially good since you have a lot of high-toughness cards.

I think Mythos of Nethroi is probably better than Putrefy.

I also think that even in a deck based on walls, you can benefit a LOT from one-mana mana-dorks. Arbor Elf, Elves of Deep Shadow, Elvish Mystic, Llanowar Elves, Deathrite Shaman, Fyndhorn Elves etc. will accelerate you in a way that only green can do. Even with boardwipes, they're worth it. Note that they also let you land your general turn two, if you get the right mana.

Additionally, since you're not a landfall, I feel like you're running too many lands. Replacing some with dorks will let you come out of the gate a lot faster. (I play EDH with a lot of more powerful decks, and your experience may differ from mine. However, I find that being able to land a meaningful turn-one play like Birds of Paradise is good in all power-levels.)

Speaking of lands, your mana base can be improved for relatively cheap. Indatha Triome is about $4 these days, and could easily replace your Jungle Hollow... Fetches are busted, especially when paired with duals like Overgrown Tomb or Savannah. However, if you don't plan on selling a kidney, there're other ways to improve. Slow-fetches (Rocky Tar Pit, Bad River, Flood Plain, Mountain Valley and Grasslands) are super affordable. Note that they can also fetch your non-basic typed lands (like Canopy Vista or Indatha Triome). Other lands of various prices to consider are Exotic Orchard, City of Brass, Reflecting Pool, Llanowar Wastes, Brushland, Caves of Koilos and friends.

Card advantage decides most EDH (and Magic in general) games. Some cards to consider: Sylvan Library, Painful Truths, Harmonize, Night's Whisper, Phyrexian Arena, Dark Tutelage etc. are all good ways. I was going to suggest Runic Armasaur, but you already spotted that one.

Retribution of the Meek is a GREAT wipe for decks like this.

I also suggest cutting some cards. I don't think Path to Exile is very good in EDH, where one-for-ones need to be REALLY good (like Swords to Plowshares or non-type specific like Mythos of Nethroi), and Path to Exile ramps your opponents. They're very likely to just use the extra mana to deploy a more dangerous threat. Glyph of Doom is interesting, and might be good, but I don't think it would be (granted that's not based on direct experience). I think you could probably just use a more powerful card in that slot. I also think you can cut some of the equipments for more influential cards. For example, if you cut Spidersilk Net and friends you can run things like Collector Ouphe and Stony Silence. If you're running mana dorks, you'll have ramp while your artifact-based friends get nailed.

Right. That's all I got. Hope this helped!

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