Jungle Shrine

Jungle Shrine

Land

Jungle Shrine enters the battlefield tapped.

: Gain , , or .

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Printings View all

Set Rarity
Mystery Booster (MYS1) Uncommon
Commander 2019 (C19) Uncommon
Explorers of Ixalan (EO2) Uncommon
Commander 2017 (C17) Uncommon
Modern Masters 2017 Edition (MM3) Uncommon
Commander 2016 (C16) Uncommon
Commander 2013 (C13) Uncommon
Duel Decks: Ajani vs. Nicol Bolas (DDH) Uncommon
Shards of Alara (ALA) Uncommon

Combos Browse all

Legality

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

Jungle Shrine occurrence in decks from the last year

Commander / EDH:

All decks: 0.06%

RGW (Naya): 3.87%

Jungle Shrine Discussion

multimedia on I'm Mr. Marisi, Look at me!

1 week ago

Hey, you don't have 100 cards, don't need to make cuts just yet ;)

Your deck is missing Marisi as Commander. In the deck editor add the CMDR tag after Marisi text.

Marisi, Breaker of the Coil *CMDR*

Doing this will make Marisi the official Commander and show the card image.


Sol Ring, Arcane Signet, Eladamri's Call are some staple cards within the budget here.

Goblin Spymaster is another repeatable way to give your opponents creatures. Bedlam makes it so your opponents kill each other with unblockable creatures since they're not going to be attacking you. Mass Hysteria gives all creatures haste. Grenzo, Havoc Raiser and Agitator Ant can be repeatable goad.

The shadow ability is good with Marisi since opponents are not going to have creatures with shadow thus shadow creatures will consistently do combat damage to a player and trigger Marisi.

More flying creatures will also consistently do combat damage to a player to trigger Marisi.


Land upgrades to consider:

Good luck with your deck.

multimedia on Dragonstorm Rainbow

2 weeks ago

Hey, nice version of Ur-Dragon except the Gates.

I don't think the Gates strategy is worth it unless you're playing a main dedicated strategy of getting Gates and getting more out of them then just lands for Maze's End. What the Gates are doing here is making the manabase terribly slow for not enough benefit. Golos is a good card without Gates.

My advice for a budget manabase is replace the Gates with some Tri lands (Savage Lands), Battle lands (Cinder Glade) and the less expensive Check lands (Sulfur Falls). Add Exotic Orchard in place of Maze and add more basic lands. Of course this would be for a budget manabase. If you can spend more than there's many other better manabase configurations to use.


Temur Ascendancy and Elemental Bond are very good repeatable draw with Dragons because they also trigger when Dragon tokens are created such as from the Sarkhans, Utvara, Lathliss, Dragonmaster Outcast, Skyline Despot. Wasitora will trigger Bond each time a 3/3 Cat Dragon is created. When creature tokens are created they enter the battlefield (ETB). Ascendancy is another haste enabler. Whenever you put a Dragon onto the battlefield it ETB such as with Ur-Dragon, Teneb, the Harvester, Bladewing, Quicksilver Amulet triggers Ascendancy and Bond to draw.

Dark Ritual, Seething Song and Mana Geyser are three of the better rituals in Magic especially Geyser in multiplayer Commander since it looks at all your opponents tapped lands which can equal a lot of red mana on your turn.


Budget manabase example (38 lands with 26 red sources, 20 green, 16 white, 15 black, 15 blue):

Good luck with your deck.

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

lagotripha on Krenko Mace but wtf is happening

2 months ago

I like this idea, but I feel it could be a little wilder, in BUDGET 3 COLOUR (yay!)

If you are playing taplands, Terramorphic Expanse/Evolving Wilds gives budget access to all colours, while tri-lands give access to 3 colours. Naya Panorama combined with Jungle Shrine and basics is about as reliable as your current base.

If you are having trouble with tempo, colourless 1 and 2 drops are good alongside panorama and land searching- if you already run draw spells to look for your combo, making up card disadvantage from Renegade Map isn't backbreaking.

Green gives access to budget fixing and ramp, letting you power out the mace/boss while swapping out the feather/clarion package.

Syr Faren, the Hengehammer is a little too hard to cast with that double green cost, but a list running Wild Cantormight power him out.

Glistener Elf will make your opponent immediately get very scared, regardless of anything, and slapping a mace on it will double that. Ichorclaw Myr is cheaper and will force their removal.

Goblin tokens to go with prospector might help, with Kuldotha Rebirth taking advantage of artifact mana fixing- letting you go wide as a back up plan, letting you fight through the kind of removal these combo decks often have trouble with.

Breath of Fury is a spectacular alternative combo. It also lets you lean into a feather/heroic gameplan with cards like Akroan Crusader/Foundry Street Denizen. Alternatively, a more midrangey list with Brimaz, King of Oreskos or the rabblemasters. Haazda Marshal/Precinct Captain offers a low cost target.

Anointer Priest is going to be ok in the sideboard. Tithe Taker can be a budget thalia, sorta.

Thorn Lieutenant should be fairly cheap rn.

Knotvine Paladin is cheap and duplicates mace effects - serving as a budget alternative to Voice of Resurgence

Proliferate cards are budget and have strong interactions with the deck, doubling mace counters or +1+1s, so a backup plan featuring them and some random 'put a +1+1 counter' creatures will stack up pretty well.

Good luck and happy brewing.

Fallerup on Uril, the Monster of the Mists ( $50-ish Budget )

8 months ago

the manabase is very slow, all your duals come in tapped. I'm not a fan of that fact, but hey, it is budget, so good job making it competitive for 50 bucks. I guess what I'm trying to say is, for people willing to spend a bit more money on this, upgrading the mana base is what I would do first. get rid of all the guild gates and the life lands or what ever their called and get shock lands. upgrade the warped land scape and evolving wilds into fetch lands instead. the only lands I would keep that come in tapped are the bounce lands. Selesnya Sanctuary , Gruul Turf , Boros Garrison , Jungle Shrine , Rogue's Passage , Skarrg, the Rage Pits , Contested Cliffs and the basics are what I would keep, dump the rest for better things. This is of course only aimed at people that can afford it. Sacred Foundry for example is dirt cheap for a shock land. the others aren't expensive either. So for People that can afford them, I recommend: Sacred Foundry , Stomping Ground , Wooded Foothills , Windswept Heath , Bloodstained Mire , Prismatic Vista , Naya Panorama & Bant Panorama . These last 2 are dirt cheap, tap for a colorless and can fetch you all and 2 of your dominating colors in your deck. But if you really wanna splash the cast, replace those 2 with Arid Mesa & either: Marsh Flats for a white fetch, Scalding Tarn for a red fetch or Misty Rainforest / Misty Rainforest for a green fetch. looking at the card cost in the deck I would go for white and green for the last 2 slots, but these last lands I mentioned cost a fortune, we are talking upwards of a 100 $ a piece. Arid mesa is the cheapest @ 50 bucks I think. So my personal suggestion is to go with my original idea and go for the tri colored fetch lands (the panorama lands).

multimedia on Sliver EDH v1.0

9 months ago

Hey, saw your forum topic asking for help. Nice $850+ budget, but the manabase doesn't look like you have this high of a budget. You have $130 Sliver Queen and are playing Vivid lands?

Lots of good advice here about Slivers, but no one has said anything about the manabase? You can improve the manabase even on a budget, but if you're willing to spend some then great, but either way you can make it better. The Vivid lands ( Vivid Grove ) are not good. Even if you were playing proliferate which you're not; there are much better land options. The ETB tapped Fetch lands ( Flood Plain ) are also not good unless you are able to fetch dual lands that can consistently ETB untapped which you don't have here.

The Battle lands ( Cinder Glade ) are good budget dual lands, but only if you're playing a lot of basic lands. There's only 10 basic lands here which means consistently a Battle land won't ETB untapped and when you fetch one it will also ETB tapped. When you need five colors these Fetch lands are too slow and are not helping enough if all they're fetching is a basic land or a Battle land. Consider the Shock lands ( Overgrown Tomb )? You can fetch a Shock land and have it ETB untapped for the cost of 2 life. They could replace the Vivid lands.

If not willing or can't afford to add the Shock lands then another option to consider is adding the Tri lands ( Jungle Shrine ) replacing the Vivid lands and ETB tapped Fetch lands. Tri lands also ETB tapped and are not ideal, but they can make one of three different colors the next turn. Unlike the Vivid lands they can be tapped each turn after to make a different color of mana. The Vivid lands will run out of counters and then they become really useless in a five color deck.

Manabase changes to consider.

Add the Shock lands, cut the Vivid lands:

OR budget

Add the Tri lands, cut the Vivid lands and ETB tapped Fetch lands.

Consider land tutors: Crop Rotation and/or Sylvan Scrying ? There's several Rainbow lands ( Command Tower ) here that they can tutor for which can be helpful for color fixing. Fellwar Stone is a good two drop mana rock. Good luck with your deck.

enpc on Naya lands

9 months ago

Sorin_Markov_1947: What format are you building for? If it's for a 60 card deck, it gets a lot easier because you can include 4 copies of of Jungle Shrine , Kazandu Refuge , Graypelt Refuge and some Terramorphic Expanse s/ Evolving Wilds with some basics.

If you're talking commander however it gets trickier as you can only have one copy of each and have to dig deeper in the list.

TypicalTimmy on Naya lands

9 months ago

Rith's Grove , Jungle Shrine , Vivid Crag , Vivid Grove , Vivid Meadow , Any of the 71 lands that can add any color

These are all specifically Naya lands. Not lands that only add two of the three colors such as Shocks and Guilds.

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