Karoo

Karoo

Land

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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Trade

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Printings View all

Set Rarity
Commander 2014 (C14) Uncommon
Visions (VIS) Uncommon

Combos Browse all

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Canadian Highlander Legal
Highlander Legal
Oathbreaker Legal
Leviathan Legal
Unformat Legal
Casual Legal
Legacy Legal
Limited Legal
Custom Legal
1v1 Commander Legal
Commander / EDH Legal
2019-10-04 Legal
Tiny Leaders Legal

Karoo occurrence in decks from the last year

Latest Decks as Commander

Karoo Discussion

MrKillStar on Angels Brought The Apocalypse

1 month ago

I really like Angel themed decks, but the only problem is, most angels are just super expensive and looking at your deck list, there is just no ramp, except very few cards... Im just gonna type some cards, maybe you'll like some, most likely not all of them, just so you have some larger pool of cards to choose from. :)

Myriad Landscape/Burnished Hart is alright; Land Tax is just auto-include in most decks; Caged Sun is also good, but you need to ramp into it somehow; Sword of the Animist is ok, but you need to swing with a creature and there are no Haste enablers (not even Lightning Greaves.

First of all, I would cut exile board wipes, since it just hurts mono-white without ramp the most (Play of the Game and Perilous Vault). You could hold priority and cast Teferi's Protection, but.. dont really know about that... :D

Sunscour should have really good place in mono-white deck.
Endless Horizons - is something like budget of Land Tax, but can also help to thin your deck after you get enough mana on board.
Planar Bridge,Planar Portal,Thran Temporal Gateway,Belbe's Portal,Cryptic Gateway - to either search for anything or put big stuff directly on board. Urza's Incubator should be there to reduce mana cost of your big angels.

worldslayer -> protect your creatures and artifacts: Show

Card draw in white isnt the best, so using artifacts is really helpful, both for ramp and card draw: Show

Some mana rocks for sure: Show

Some ramp with white creatures and spells: Show

Gidgetimer on Blood Sun Effects

4 months ago

Blood Sun removes entering tapped and the bounce clause from Karoo lands and Ravnica bounce lands like Simic Growth Chamber.

kingofcramers on you don't need mana to play magic!!!!

4 months ago

Karoo is just a tiny bit more synergy

hyped1221 on Wait, Griffin Tribal Exists?

6 months 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.

BreakthroughArtist on Heliod

10 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.

-Path to exile: Being in artifact/white, you can just run good cards. This should be a Dispatch if you aren't actually running path to ramp yourself. Don't forget your Ancient Den .

-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

K1ngMars on Kemba's glorious army

11 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!

XaiLo on Karametra Creatures

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

triproberts12 on Temple of the False God …

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.

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