|Commander / EDH||Legal|
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|Commander 2014 (C14)||Uncommon|
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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.
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|Have (6)||thekingpinBR , bakunet , TheAlmostHero , Jauntu , releasethedogs , orzhov_is_relatively_okay819|
|Want (3)||Talonisnthavingit , Turtlelover73 , iisfunnyman|
3 months ago
Here's a bunch of budget stuff I don't see mentioned
Cultivator's Caravan - Taps for Comes in untapped Draw a card
Prowler's Helm - Unblockable
Semblance Anvil - Mana Fix
Oketra's Monument - Mana Fix
Inspiring Statuary - Mana Fix
Relic Seeker - Tutor
Ogre's Cleaver - Damage
Inventors' Fair - Tutor
Mass Calcify - Removal
Karoo - Land
Ring of Evos Isle - Hexproof, costs mana but its more budget hexproof
5 months ago
Also some lands you might want to consider:
6 months ago
Matthew_Minor91 is wrong, if you lose two land drops by playing a Selesnya Sanctuary you're doing it wrong. The bounce lands actually have a lesser known predecessor called the "Karoos". These are basically mono-coloured variants and, in this instance, are Jungle Basin as well as Karoo itself. If you look at the text it's very similar, but has one major difference. On the Bounce cycle it reads "return a Land you control to its owner's hand." While on the Karoos it reads "return an untapped Plains you control" (or Forest or whatever).
I knew about this before I even knew the Karoos existed, but you can tap a basic land for its mana, then play your land drop (Selesnya Sanctuary), and then bounce the tapped land back. This means you only lose one land drop, which is standard for most dual colour producing lands, and then you instantly make it back the following turn when you tap the Sanctuary for 2. On top of that EDH is less focused on early game so if you lose a single land drop in the beginning it's going to be a lot less impactful than in standard or modern.
7 months ago
Heya, this deck looks quite budget, so i won't give expensive suggestions.
Firstly I just wanted to say that Eldrazi Displacer needs colourless mana, which you currently have not a single source of. You need cards like Sol Ring or cards like Karoo that can make the colourless mana.
Other than that, here's some general advice. Things I'm missing here is ramp and more value creatures/spells. This deck has too many spot removal that shouldnt do much, as you don't seem aggresive enough to burst your way through. Cards like Divine Verdict, Enduring Victory or Expose Evil dont do that much in a 4 player free for all. Look at cards such as Luminate Primordial or Selfless Squire instead. These cards give a lot more value for you.
As far as ramp goes in monowhite, Kor Cartographer is a great inclusion, and so is colourless ramp such as Everflowing Chalice, Fellwar Stone, Sol Ring, Thought Vessel, Mind Stone, Hedron Archive, Pearl Medallion. And even cards like Gift of Estates can be very helpfull to ensure you play a land every turn. You should go down to 37 lands or so and add at least a bit more ramp.
Good luck and I hope I helped you somewhat ;)
9 months ago
.................yeah my deck is getting kinda douche
11 months ago
I ran out steam before getting to the Karoo Lands and their Ilk.
1 year ago
Love the deck! I'm going to buy this for my cousin. It will be his first commander deck and I think he will enjoy it. I have a couple suggestions. Adding Karoo and Coral Atoll provide two extra lands that tap for 2, allowing for not only infinite spell casts with Elite Arcanist + Triton Tactics but infinite mana, making sure that we win if we get the combo off. This can already be achieved with Elite Arcanist + To Arms! but other ways to get there might be good. That's more of just a thought, but the real suggestion lies in Mirrorweave. All our land creatures have base power/toughness of zero, so turning all other creatures into 0/0s, so it effectively works as a one-sided board wipe that can get past indestructible. It easily fits within the budget, it's an instant, and it only costs 4 mana. It might have other uses too. Maybe you could copy a land creature that taps for 2 and make all your other man lands into lands that tap for 2, effectively doubling your mana for a turn? I'm not sure if it would work that way, but let me know what you think.
1 year ago
You really don't want to use your turn 2 to bounce your first land back to your hand, then pass turn, only to have your opponent play land destruction on their turn 3. You "untap" on your turn 3 with no lands in play, maybe not even any permanents.
That's why you don't see them much in Modern, outside of the old Titan Bloom deck.
Personally, I've always loved them since they were printed. The Karoo lands from RAV block are really nice for landfall triggers and playing your mana on curve, as others have said.