Karoo enters the battlefield tapped.
When Karoo enters the battlefield, sacrifice it unless you return an untapped Plains you control to its owner's hand.
Tap: Add (1)(White) to your mana pool.
Printings View all
|Commander 2014 (C14)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Karoo occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
1 day ago
Nice list! I've been looking to build something way different, and griffins have stood out to me. This looks like a very fun and well put together deck!
As far as suggestions, I'd maybe look at dropping Karoo and Temple of the False God. I've found from personal experience running white decks that these are both too slow and/or unreliable. Maybe swap for a Path of Ancestry (I know, comes in tapped, but lots of scry is good in tribal) and really anything else of your choice.
It's been a while since this has been updated, so I'm guessing you already know a few of these, but Smothering Tithe, Generous Gift, and Heliod's Intervention would all be solid includes. Also I would maybe replace a few of your weaker pump spells (i.e. Kongming, "Sleeping Dragon") with card draw. Slate of Ancestry and Mask of Memory have done very well for me in mono white.
All in all though looks good and I can't wait to get started on mine.
4 months ago
I had typed, like, 5000 characters and the site crashed
The short version: This is a collection of midrange creatures with control permanents and sorceries. That's never good. Your cuts will come from committing to one plan or another.
But Cradle of Vitality and Sunbond always go. Come on, son - you have the only playable versions of those effects in your command zone already.
Reservoir aside, if your intent is to kill people manually, why are you playing so much symmetrical mass wipe? And then there's the halfhearted mana destruction line... I'm always here for it, and you should always be ready to remind people you have the cards and could do it, but your average cmc isn't less than 2 and you aren't playing a combo, so why is this package here?
Committing entirely into or out of the control plan is ultimately how you'll cut down to 99.
As things stand, this is most closely built to be played as a midrange deck. You just have so many creatures.
If you want to play this as a control deck, the tools are out there, but you'd ultimately be using enchantments and (as many colored) artifacts as possible to turn on devotion, and then heliod and your planeswalkers (and vehicles) would be able to get around your creature wipes.
Reflecting anyway in its current midrange form:
-treasure map: Your current list lacks the tools or even the curve to support this control tool. This could just be a Wayfarer's Bauble
-Hushbringer: Karlov can't be bothered to dance with it, and he only runs the soul sisters.
-Myriad Landscape is awful. This should be Inventors' Fair anyway. Or at least something should be - you're running too many lands as it is, even with armageddon.
-you're gonna nykthos off of 30 permanents? I think you meant to type Eidolon of Rhetoric
-mikaeus without an army of dice just isn't worth the space
-hedron archive has to tap several times before it's sacrificed for cards in order for it to have been worth the trouble - this shouldn't have made the cut before Commander's Sphere . you can play Cryptic Caves in the land line, too.
-thran dynamo isn't doing anything for you; you'd likely be better off with a gift of estates (and then an orescoes explorer, a boreas charger...) At this point, you could build like you have a Land Tax and go all in: Lotus Field , Lotus Vale , Karoo , Remote Farm ... and then you could justify that crucible of worlds.
you forgot Aven Mindcensor
5 months ago
In this deck, you should support the equipment-Voltron strategy more. In order to swarm out, you need to protect Khemba and equip a lot of stuff onto her. Don't use other effects to produce tokens.
As far as lands go, 35 are enough. So I'd cut 3 plains and Karoo (it messes up your turn 2).
As for cuts in the creatures dept, I'd cut Platinum Angel (not needed wincon, nor reliable unless you lock the game, but at that point you've won anyways), Ajani's Pridemate , Anafenza, Kin-Tree Spirit , Armory Automaton , Auriok Steelshaper , Hero of Bladehold , Imposing Sovereign , Leonin Arbiter , Magus of the Moat , Thraben Doomsayer , Frontline Medic , Toolcraft Exemplar , Wall of Reverence , Relic Seeker (slow).
As far as equipments and stuff, I'd cut Marble Diamond (since your average CMC isn't that high and most of your spells are colourless), Moonsilver Spear , Sigil of Distinction , Skeleton Key , Ring of Thune , Mask of Memory .
ADD Anointed Procession ! As a good boardwipe for a finisher, I suggest Winds of Abandon . I suggest also Sun Titan , Bastion Protector , Balan, Wandering Knight as good lategame creatures. I suggest Kusari-Gama , Infiltration Lens , Trailblazer's Boots , Fireshrieker , Sword of Vengeance , Hammer of Nazahn , Argentum Armor , Chariot of Victory , Whispersilk Cloak as better equipments with respect to some of the ones I didn't mention for cutting.
Keep up the good work!
10 months ago
Commenting here rather than on your page.
I don't mean to sound so overbearingly critical, but your deck is overall lacking in substantial board presence. Oathbreaker is a format in which you want to protect your Planeswalker at all viable costs. You have four creatures. That does not make for a very strong base. I'm going to rip into this deck, but I am also going to offer you suggestions on how to greatly improve upon it :) I hope that you don't take offense to anything I am saying, but I felt like I can do you some good here.
Next, I notice that a lot of your lands are either bounce lands or lands in which you can sacrifice them to get an additional mana for that turn. I am concerned with this style of play, because the bounce lands sort of equal out to the same amount of mana for the turn, and in some cases don't even move you ahead. Sacrifice the lands for extra mana sets you back. Allow me to explain:
- T3: You have two lands out. You tap both to add to your pool, then play Boros Garrison . The rest of the turn doesn't matter, we are merely focusing on land presence and mana potential.
- T4: You replay the land you just bounced last turn. Now you have a total of three lands that can produce a total of 4 mana.
The issue here is that you set yourself back on tempo on T3 to become caught up on T4. Rather than producing 3 mana on T3, you only produced 2; And for your efforts on T3, you are no better off on T4 than if you had just played a basic land.
Dormant Volcano and Karoo are even worse, because you have 16 of your 26 lands that contain specific subtypes, each one only being represented on 10 Plains and 8 Mountains. So if you have a Dormant Volcano in your hand but you don't have any lands with Mountain as their subtype, you literally can not play it. Even worse, it has to be an untapped land you return AND it still enters the battlefield tapped. So not only do you lose a land, you don't even get the mana from it and it's highly more restrictive than Boros Garrison .
Additionally, Temple of the False God literally does you no good if you get it out before you have five total lands. Shrine of the Forsaken Gods is better absolutely all around because at least it produces you something.
Now we need to discuss your "pay-to-play" lands; Crystal Vein , Dwarven Ruins & Ruins of Trokair . The issue here is that you may have immediate access to ramp, but you trade that for immediate downfall as you slip farther and farther behind because you no longer have lands on the battlefield. These cards should never go in any deck that doesn't have some means to return them, such as Crucible of Worlds / Ramunap Excavator or Wrenn and Six .
Dwarven Ruins and Ruins of Trokair for Heart of Ramos and Tooth of Ramos . This is because on T3 you can play your 3rd land and play an artifact to ramp with. On T4 when you play your fourth land, you now have 5 mana available and therefore are in ramp mode. You can also sac the artifact to generate another mana if need be, and it won't hurt your land base. These are under appreciated artifacts, and to be honest you don't need 26 lands in a 58 card deck. Yes, 58. Ajani and Mudhole are outside of your library.
Dormant Volcano and Karoo for Boros Signet and Boros Cluestone . Signet gets you two mana for the cost of one (Tapping two permanents equals out to 1 mana per permanent, but now you get one of each color) and Cluestone gets you one of any color, but also gives you draw options if you need it later on.
This sets you down to 22 lands, which in all of my playing of Oathrbeaker is ideal. This also increases your stones up from 4 into ~6. We will be working on this in a moment.
I get it, you want to blow up lands so your opponent can't play the game. But do you need 10 cards that do that? 11 with Ajani?
Cut out the following, for their listed reasons:
As mentioned before, you want more artifacts that produce mana. You currently have the following:
Now we still have four card slots open from before. We are sitting now at a total of six stones. We want eight. We will use two slots to add the following:
We now have 22 lands and 8 stones. 30 mana producing cards in a 58 card deck. This means you will SERIOUSLY ramp in Boros.
- Faithless Looting : Because it can be played twice, due to Flashback
- Dawn of Hope : Another 2 CMC permanent that can be used in conjunction with Ajani Vengeant 's -2 for card draw on non-specific colors of mana. Then you can also use it to create tokens with self-fulfilling conditions since they have lifelink. This means you don't have to rely on Ajani going down, and you can still progress the boardstate.
As for a win condition outside of Form of the Dragon , there is also Martial Coup . Since you are snuffing out all of your opponent's lands anyway, as well as their creatures, why not create a literal army of tokens that now stand unopposed?
You may also want to consider replacing Mudhole with something more viable. Perhaps Lightning Helix ? It burns and gets you life. Acts as another win condition, makes it harder for your opponent to win in the process as your life totals grow farther and farther apart, and plays nicely with the aforementioned Dawn of Hope .
This took me like 40 minutes, so I hope it helps.
1 year ago
I never understood why so many people build Karametra as an enchantress deck. Her strength is clearly Creatures and Landfall! So I'm glad you are running Courser of Kruphix , Lotus Cobra , Emeria Shepherd , Emeria Angel , Rampaging Baloths , Admonition Angel , Tireless Tracker , and Avenger of Zendikar .
But in a deck that takes so much advantage of landfall, why only 1 fetchland? If you added more fetchlands, and then Azusa, Lost but Seeking , Ramunap Excavator . . . suddenly your Lotus Cobra is getting you 6 mana per turn completely for free, Rampaging Baloths is dropping 6 beast tokens per turn completely for free. Plus the extras you'll get for playing creatures and triggering Karametra.
Obviously fetchlands plus Karametra/Creatures triggers will run you out of basics to fetch. But when that happens you should be so far ahead that you can find a wincon.
If you put in Quirion Ranger , Scryb Ranger , Jungle Basin , and Karoo , and you don't even need lands in your deck to keep getting the land drop triggers.
If you wanted even more land drops you could of course run Wayward Swordtooth , Oracle of Mul Daya , Llanowar Scout , Sakura-Tribe Scout , Walking Atlas , probably others I can't think of off the top of my head.
More ways to take advantage of so much landfall: Retreat to Kazandu , Grazing Gladehart , Oran-Rief Hydra , Retreat to Emeria , Stone-Seeder Hierophant (toss in a Wild Growth , Utopia Sprawl , or Overgrowth and watch what Stoneseeder can do in this deck!)
Fetchlands Available to G/W: Terramorphic Expanse Evolving Wilds Myriad Landscape Flooded Strand Bloodstained Mire Wooded Foothills Blighted Woodland Bant Panorama Esper Panorama Grixis Panorama Jund Panorama Naya Panorama Marsh Flats Verdant Catacombs Arid Mesa Misty Rainforest Terminal Moraine Thawing Glaciers
1 year ago
I've seen this card in a lot of EDH decks under the "Help" section. It makes me angry that Wizards keeps putting this trap into precons, so I'm going to lay out why Temple of the False God is bad. Ask yourself these questions:
Do I want a 4-mana rock in this deck?
Am I already running Thran Dynamo ?
Would I run a second Dynamo?
Does my deck have exactly zero Karoo lands?
Am I playing less than 3 colors?
Am I not playing green, with the exception of Azusa, Lost but Seeking ?
Does a major part of my game plan involve getting out a 6-drop ahead of curve?
Do I have ways to draw out of an opening hand with 2 lands and a Temple?
Am I okay being stuck on 4 lands for a turn?
Is my deck redundant enough that I can afford to regularly waste a mulligan?
Is what I am doing in the first two turns of the game important enough that I wouldn't be happier to see 2-3 lands and a Fractured Powerstone over Temple in my opening hand?
If you answered "no" to any of these questions, DUMP THAT FLAMING GARBAGE RIGHT NOW.
1 year ago
Here some suggestion:
Lands: ( replace 5 plains for those cards)
Emeria, The Sky Ruin (that cards worth it money in a mono white)
1 year ago
Varolz, the Scar-Striped is a great card if you want to be the first to recover from a board wipe.
But I actually, apart from the colorless ramp, tend to not run "staples", so that each of my decks feels fresh and unique...