Into the North

Into the North

Sorcery

Search your library for a snow land card and put it into play tapped. Then shuffle your library.

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Set Rarity
Coldsnap (CSP) Common

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Legality

Format Legality
Tiny Leaders Legal
2019-10-04 Legal
Legacy Legal
Duel Commander Legal
Highlander Legal
Canadian Highlander Legal
Modern Legal
1v1 Commander Legal
Pauper Legal
Casual Legal
Noble Legal
Vintage Legal
Commander / EDH Legal
Unformat Legal
Block Constructed Legal
Magic Duels Legal
Oathbreaker Legal
Pauper EDH Legal
Leviathan Legal

Into the North Discussion

Flooremoji on Tranquil Terrarium

1 week ago

So roughly this list?

https://tappedout.net/mtg-decks/01-08-20-temur-2/?cb=1596309270

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?

Milesfuzz on Life is Like A Hurricane

1 week ago

Been on a Tatyova binge myself recently! Thought I would share some synergies that you may be interested in.

Cloudstone Curio has some very neat synergies with Mystic Sanctuary and Eternal Witness + Dryad Arbor.

Might also wanna consider Nissa's Pilgrimage As your basic land count could probably benefit from another cultivate effect.

Finale of Devastation can just randomly win the game with Rude Awakening or Field of the Dead and can also fetch some pretty decent land synergies.

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.

If you budget allows, just running snow basics so you can include Into the North is worth! Plus you can also run Mouth of Ronom

Azeworai on Die! Die! Die!

2 weeks ago

Ah, yes. I have a Jund sacrifice deck myself with Mr. Oakenshield at the helm, though Korvold is quite the powerful engine.

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:

  1. 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.

  2. Midnight Reaper and Grim Haruspex each fill a smiliar role, though Liliana's Standard Bearer is one I have much enjoyed. Dark Prophecy does much.

  3. More sacrifice outlets! Goblin Bombardment is fantastic, Carrion Feeder is cheap whiles growing massive, New Erebos draws some cards, Rankle is an engine by itself, and Yawgmoth is the best.

  4. There are some things that offer much to die. Goblin Rabblemaster and Legion Warboss each fill the board apace.

  5. So, let's add far more creatures than is deemed sanely necessary. Satyr Wayfinder, Gatecreeper Vine, and Sylvan Ranger can fill the slot of a land. Reclamation Sage can be a removal spell.

  6. 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.

  7. Living Death ends games. It gets back all from the bin, then murdering all opponents withal Blood Artist.

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.

Happy snuffing!

Azeworai on Primal Genesis Upgraded

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:

  1. Helm of the Host is cute, but nine mana. Perhaps just a Nature's Lore?

  2. Ghired's Belligerence, however befitting, is quite possibly just worse than Ezuri's Predation.

  3. Hate Mirage follows suit. March of the Multitudes is lovely, though.

  4. Each deck needs graveyard hate! You cut that inutile Full Flowering and you add that Night Soil! (Imagine a joyous voice.)

Part Two - Just for any deck:

  1. So. Removal. Something beyond four would be nice. More instant speed as well. Swords to Plowshares, Path to Exile, Aura Mutation, Artifact Mutation, and Generous Gift are all bromidic and potent.

  2. 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.

  3. Peering upon the curve, add more ramp. Nature's Lore, Into the North (add snow basics), Cryptolith Rite, Three Visits, Druids' Repository, Nature's Will, and any mana dork.

  4. Intrinsically, Darksteel Ingot should just be Cultivate. It is currently cheap and it replaces itself.

  5. Once Upon a Time is a card I run in any green deck. It's great all the time.

  6. Hero of Bladehold has come to murder everyone. She does her job.

  7. Purphoros has come to murder everyone. He always does his job.

  8. 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.

Azeworai on Radha, The Lands Matter To Me!

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.

Inkmoth Nexus can combo superbly well withal Kessig Wolf Run, oft murdering someone on the spot.

Of course, Dark Depths and Thespian's Stage is just another threat for the opponents to answer.

Glacial Chasm has saved me more times than I would care to admit, and Drownyard Temple is fun with sacrifce effects.

Sheltered Thicket is probably just better than an Evolving Wilds.

Sylvan Safekeeper is a little too perfect here. Defend the commander, aggressively costed, and perfidious for the opponents to remove.

I have a lands deck myself, bearing Vital Force and Vivien Reid as splendidly potent engines.

Nissa, Vastwood Seer  Flip is a card that literally never feels bad. It's great at all points of the match.

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.

Given enow utility lands, Field of the Dead becomes one of the very best cards. You could try snow basics for additional names to support it. This also opens Into the North as a possible ramp spell.

'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.

World Shaper has proven itself with High Market for additional control.

There are some things I'd recommend you ablate:

  1. 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.

  2. Skullwinder... Why not Reap or Regrowth? I don't see any effects that care about the body, so you may as well not help the opponents and gain a cheaper casting cost.

  3. Tunneling Geopede is not one I enjoy very much, but I can see its applications in murdering.

  4. 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?

  5. Nissa's Renewal is so slow! Six-mana?! Come on. You're ramping into seven-drops. Add a Kozilek if you want to do that.

  6. 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.

Oh, add some wraths. Blasphemous Act and Ezuri's Predation are each solid. Put them in and don't look back.

Good luck and happy cartography!

lewkiz on Golos

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!

fmastrome2008 on One blinky boi

2 months ago
  1. Woodland Bellower combos with Fierce Empath, fetching 2 fatties and Wood Elves plus 2 lands, netting 6 cards off 1 creature.

  2. 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.

  3. 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.

  4. 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.

fmastrome2008 on Yarok the Value Machine

2 months ago

Replacing the mana rocks with cards like Rampant Growth, Nature's Lore, Into the North, etc... give you more landfall triggers. Lands are also harder to interact with than artifacts.

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