Into the North
Search your library for a snow land card and put it into play tapped. Then shuffle your library.
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|Commander / EDH||Legal|
Into the North Discussion
1 week ago
So roughly this list?
I added snow lands and Into the North so you could play Ice-Fang Coatl, that should be a good card against flyers. It is far fromm necesary though, if you don't want to buy a bunch of snow lands. Ishkanah, Grafwidow is amazing at blocking creatures in the air and there are 5 lands that can help enable deliruim.
Against control you just have some powerful creatures that should help you power through.
This list is a lot more fine tuned, and it's much closer to the power level you were going for?
1 week ago
Been on a Tatyova binge myself recently! Thought I would share some synergies that you may be interested in.
Might also wanna consider Nissa's Pilgrimage As your basic land count could probably benefit from another cultivate effect.
Meloku the Clouded Mirror can take alot of advantage of all your extra land drops if you ever feel that may be necessary.
Khalni Heart Expedition is just really easy to set off with all the extra land drops you can accumulate.
2 weeks ago
I see a few things problematic with the decklist. First, a distinct lack of ramp. Two, a lack of early game, which can be fixed by ramp. Three, there are a lot of places to fit creatures to die.
So, what I would recommend:
Mana dorks are fantastic in aristocrat decks, for they can be sacrificed if they must. Birds of Paradise, Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Elves of Deep Shadow, and Boreal Druid each fill the best role at one mana. I've enjoyed Skull Prophet greatly, for it fills the graveyard with fodder.
Other than that, two mana ramp is best. But you're in Green! Get those Arcane signets out of here. Rampant Growth, Nature's Lore, Into the North (try a few snow basics), Cultivate, and Kodama's Reach are all lovely.
Then, of course, there are some includes that should go in most aristocrat lists:
So, Yawgmoth, Thran Physician is the single greatest card for this style of deck. It offers draw, murder, sacrifice, and cannot be tapped by Aphetto Grifter. Run it despite the ten-dollar price limit.
Liliana, Heretical Healer Flip transforms far too eath in strategies such as this. Grisly Salvage can fuel graveyard chicanery. And Once Upon a Time is something I put in literally every green deck I own, for it is most potent.
Alright, now upon what I would ablate:
Chittering Witch is too slow for fodder and the sacrfice ability is not gratis. Thrashing Brontodon is too much mana. Mazirek just doesn't do enow; she wishes to put counters upon creatures that are meant to die. Deathsprout is too much mana. Deflecting Swat seems lacking. Find / Finality is just too much to cast. Taste of Death is actually just useless. Witch's Oven is too limited.
Okay then. That shall be all from me! You may peer upon my list here if you care.
2 weeks ago
Alright, it's rhino time.
There are quite a few things I would recommend here.
First off, fourteen taplands!? Come on. Ghired deserves better than that! I'd either run more basics for the sake of your ramp or upgrade the nonbasics.
Part One - Things that cost too much to cast and/or don't do much:
Part Two - Just for any deck:
Can your deck generate green and red mana? Then play Decimate. Do it. It has literally never felt dead. It murders four things at the cost of one card. It is a bloody wrath. Furthermore, if you take from everybody you are less likely to be targeted. I once hit a Dimir Aqueduct, Conjurer's Closet, Phyrexian Arena, and Elesh Norn. Fifteen mana gone in an instant.
Once Upon a Time is a card I run in any green deck. It's great all the time.
Hero of Bladehold has come to murder everyone. She does her job.
Purphoros has come to murder everyone. He always does his job.
Given how few basics you run, Field of the Dead is a splendid inclusion. It's far better than it reads, and it reads of dint.
That's it! Farewell! CRUSH EVERYONE!
I have my own token deck here if you care to see it.
3 weeks ago
Ah, lands. An archetype with which I consider myself quite adroit. I play a Naya version, but Gruul bears the majority of the value.
If you opt for a strategy more anent utility lands, there is a multitude of options that become available.
Sylvan Safekeeper is a little too perfect here. Defend the commander, aggressively costed, and perfidious for the opponents to remove.
For assembling your land base, Realms Uncharted carries its weight, Hour of Promise is fantastic evermore, Crop Rotation can be a surprise, Elvish Reclaimer is as powerful as it reads, and Expedition Map is cheap and efficient. Sylvan Scrying is also fine.
'Tis a little selcouth, but I enjoy Throes of Chaos for decks with many lands, as it makes dead draws less possible.
Cantrips make every deck work! Once Upon a Time is banned and broken, Winding Way grants a refill, and Life from the Loam with a cycling land is an engine by itself, and one quite difficult for anyone to intercede upon. Explore is also effective.
One more interactive spell would be nice. Beast Within does the job.
There are some things I'd recommend you ablate:
Yavimaya Elder is overplayed. It's five mana to draw two lands and a card. Unless you can reliably sacrifice it to alternate effects, don't play it.
Tunneling Geopede is not one I enjoy very much, but I can see its applications in murdering.
Ghirapur Orrery is just too slow. If you need the card draw, run Harmonize. If you need the land drops, try a creature tutor for Azusa. If you are playing lands, the primary goal is assembling an engine and staying ahead of the opposition. Why aid those inimical to your goal?
Rites of Flourishing. Tsk tsk. I'd recommend murdering this, but I suppose it earns the graces of the table.
Try fewer lands and more large threats. You have an ungodly amount of ramp yet the only thing reqiring much mana is Radha's second ability. Try some eldrazi, Apex Altisaur does work, Borborygmos Enraged is on theme and always sweet, and fun times is the scariest card on any table, no matter what. Ignore that Teferi. Radha is huge!
Insurrection is oft dispraised, but it ends games a lot of the time. In fact, it has bean so thoroughly unloved by the community as of late that no one expects it. Nice!
The combat package is nice, but it falls apart very quickly to a removal spell. Though, Raking Claws could be fun. :)
In summation, add more angles of attack than voltron, some more card draw would be great, have better ways to spend your mana, and just stick the cheaper ramp. Four mana or less is ideal.
Good luck and happy cartography!
1 month ago
What really makes Golos, Tireless Pilgrim tick is a solid ramp package. Since Golos, Tireless Pilgrim puts a land into play when it enters, as long as you can add additional mana each turn, he will always be on board (which in itself is a massive threat due to his activated ability). However, a strong mana base is expensive, too get it cheaper, focus on green, and add reliable and cheap ramp cards:
(I would avoid the 3CMC and 4CMC ramp cards if possible, and minimize the number of lands that only produce colorless mana. Especially, if we don't have access to the expensive lands, i.e., fetch and shocks)
Then, depending on creature-based or not, look to add some Talismans/Signets and creature ramp. Of course, Arcane Signet, Fellwar Stone, Birds of Paradise, and Faeburrow Elder are all great additions, but are a bit more expensive. (Still cheaper than adding the ten fetch lands and ten shock lands, which would be better, of course. However, since Golos, Tireless Pilgrim puts a land into play, it is reasonable to get the WUBRG into play without an expensive land-base)
I think the standard recommendation of 10 ramp cards are too few and would look to get at least 15+ ramp cards in a Golos, Tireless Pilgrim deck. Each activation yields tremendous value!
2 months ago
Since lands are harder to interact with than mana rocks and most casual groups outlaw mass land destruction, I'd switch a few of the mana rocks for more Cultivate, Rampant Growth, Into the North, Nature's Lore, etc... It also produces more landfall triggers and thins your deck.
I see a real lack of tutors here. Being able to fetch what you need is extremely important. Rune-Scarred Demon, Demonic Tutor, and Finale of Devastation are the great ones for this deck. Creature tutors specifically that do a bunch for the deck are Birthing Pod and Prime Speaker Vannifar.
Lotus Cobra would help accelerate your deck early. Playing a fetchland on T3 would accelerate you to 5 mana with 3 lands out, letting you cast Acidic Slime on 2 opponent's lands / mana rocks. That's a serious tempo boost.