Karplusan Forest

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Commander (2016 Edition) Rare
Tenth Edition Rare
Ninth Edition Rare
Deckmasters: Garfield vs. Finkel Rare
Seventh Edition Rare
Classic Sixth Edition Rare
Fifth Edition Rare
Ice Age Rare

Combos Browse all

Karplusan Forest

Land

: Add to your mana pool.

: Add or to your mana pool. Karplusan Forest deals 1 damage to you.

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Karplusan Forest Discussion

JerichoDarkstar on The dragons will burn you down

2 weeks ago

That's the horrible part for running a 5C Commander... there really is no cheap option for the mana base. In order for the deck to function on just a basic level, you need so many things.

So, first things first, you're probably gonna want to run each of the signets:

Azorius Signet

Boros Signet

Dimir Signet

Golgari Signet

Gruul Signet

Izzet Signet

Orzhov Signet

Rakdos Signet

Selesnya Signet

Simic Signet

This allows you to filter any color of mana into two others. Honestly, this is the cheapest your gonna do for mana fixing.

Another artifact you may want to consider is Mycosynth Lattice. Not only does it make all your cards castable for just their CMC, it also has great synergy with Hellkite Tyrant for a complete win against every player at the table.


You could go with the Pain Lands. While they are cost efficient, they are definitely on a lower tier than other lands:

Adarkar Wastes

Battlefield Forge

Brushland

Caves of Koilos

Karplusan Forest

Llanowar Wastes

Shivan Reef

Sulfurous Springs

Underground River

Yavimaya Coast

You can tell they vary considerably with the cheapest being under $1 and the most expensive being upwards of $20. The big problem here is obviously that these guys hurt you to get that color of mana you need.

The other lands I would suggest would be Mana Confluence and Spire of Industry. With all the artifacts you'll be running Spire will almost always be tapping for any color. Confluence is self explanatory.


There are a ton of other suggestions I could give, but those are the ones that just pertain to the mana base. As a side note, you could also run the Shock Lands like Blood Crypt, but they tend to be more expensive. They are probably better than the Pain Lands in that they don't have to hurt you to produce mana.

Hope that helps!

aholder7 on LD Deck

1 month ago

General Notes:

i dont think you need blue here. milling doesnt do anything for you (even if you mill a land that doesnt change the fact that the top card of their deck could be another one). and while making things cheaper is better, if you play 3 drop land destruction (which you should play as much of as possible) then playing a 2 drop that reduces cost doesn't really make things come down faster. And the thing is unless you're casting more than one land destruction spell per turn its probably better for it to be a mana dork (a 1 drop preferably. theres no particular reason for you to use 2 drop dorks). or to replace them with mana rocks that are much harder to remove.

Now lets look at green. what does green give you that red does not have.

mana dorks. good beat sticks. and enchantment hate. if you have green in the deck, make sure you are getting all the benefit you can from it. if you're not then you may as well play mono red (possible, i made a mono red land destruction deck a while ago just to prove you could).

1 ofs are inconsistent. if you put a card in your deck you need to understand how often you want to see it. if you put 4 in, you are generally saying you want to see it every game and in general as much as possible. as a 3 of, you are saying you do not need to see it every game, but you still want to see it most games or its great to have but doesn't do as well in multiples. 2 of means you dont want to see it in most games or you really don't want to see it in multiples. 1 ofs are usually used as 5 ofs or as tool box cards. what i mean is that if i really want to play as many Terminates as i can i will play 4, but i may still want more so i play Dreadbore which is worse, but is basically my 5th Terminate. A tool box card is mostly for decks that can search for cards with things like Chord of Calling or Trinket Mage etc that can search the entire deck for the 1 of that you put in there for just this case. your deck doesn't search so right now most of your 1 ofs are inconsistent. for example why would i play 1 Lightning Bolt, 1 Shock, 1 Harnessed Lightning and 1 Lightning Strike, when i can just play 4 Lightning Bolt.

so lets walk through the deck piece by piece.

Creatures:

Baral, Chief of Compliance: not a bad card, but you don't play very many counters (1) and as i mentioned above it's not much better than Arbor Elf in this deck. especially since most of your instants can't actually benefit from his effect.

Goblin Arsonist: I assume that this card is in here to help protect you early game by disuading enemies from attacking. This card isn't that great at that, and most 1 drops in red really wont be. rather than try and but down a turn 1 wall, you may want to focus on making yourself quicker. so something like Arbor Elf or something similiar might benefit you more.

Minister of Inquiries: as i mentioned above this card does not furthur your goals. the best part about this card is that it gives you energy for something useful like Aether Hub but if you drop blue, then you don't need Aether Hub.

Servant of the Conduit: there are enough 1 drop mana dorks that you don't need to play this 2 drop mana dork. especially since it has limited uses.

Thragtusk: this is actually a really solid card. it gives you a good body with some life so that it has imediate impact, which is important for a 5 drop in modern. the fact that it also has residual value even when removed is what really makes this card great. my only worry is that with 22 lands you might run into problems casting it, but if you add any number of mana dorks this problem should resolve itself.

World Breaker: too expensive. you play 22 lands and this card is 7 mana. even with mana dorks this is too much risk for not enough reward.

Instants:

Appetite for the Unnatural: try Natural State instead.

Lightning Bolt: probably one of the best red cards printed.

Negate: you don't need blue. even if you do stay blue, either put in more counters or take this one out. you don't want just 1 counter.

Shock: you may want something like Pyroclasm to clear the board of several small units.

Sorceries:

Creeping Mold: i'd rather just have another Structural Distortion over this, but if you are seeing lots of enchantments and artifact, then this card is ok.

Crumble to Dust: this is actually one of the better 4 drop land destruction spells, as it can destroy land on their field and some in their deck making them less likely to draw more. (this is different than milling which may or may not alter the ration of lands to non-lands in the deck)

Reclaiming Vines: see reclaiming mold. also see Roiling Terrain.

Stone Rain: Bread of the deck. does exactly what you want to do.

Molten Rain: bread, meet butter.

Structural Distortion: mini Roiling Terrain most of the time, but it does let you exile land which can get the occasional Darksteel Citadel. if you end up putting Roiling Terrain in the deck, you may want to replace this with Poison the Well.

n(not in your deck currently) Boom: this card is fantastic. but usually only if you play it alongside fetches (Wooded Foothills) or Darksteel Citadel. otherwise its just ok.

Lands:

Aether Hub: if you switch to a 2 color deck you can take this out.

Blighted Cataract: regardless of if you stick with blue or not you should take this out.

Botanical Sanctum: obciously if you drop blue you drop this.

Cinder Glade: you actually will probably want to drop this regardless of what you do to your deck. you are on a tight clock. you cannot afford not to have your mana when you need it, and unless you always have 2 basics on the field when you play it, then it's too dangerous to play. you'd rather hurt yourself with something like Karplusan Forest.

Forest: basics are cool.

Game Trail gets better once you drop blue. also gets better if you add any number of Stomping Ground.

Island: this card makes people concede in legacy.

Mountain: glory be to red and all the pain it will cause.

Spirebluff Canal: you drop this if you frop blue.

Ghost Quarter is also an option. it doesn't put them a land down, but once you get enough land that you don't need all of it, you can effectively sac this one to make your opponent downgrade one of their lands or just to remove one from your opponents deck to make it less likely for them to draw more. also works well with Boom.

if you couldn't tell i really think you should drop blue.

hopefully this is somewhat helpful to you. as a tip you should probably add a budget tag since you are looking to keep this under $150.

best of luck with your deck.

Balinor5 on Urza Boom

1 month ago

For the sideboard lands you could just go with Forest, but 4 Karplusan Forest and/or 4 Stomping Ground would be more versatile..

FangorHelmsar on skrid54321

1 month ago

Hi :-) thx for Your suggestion. I dont want to change anyhow the creature base for now. Only thing I am considering is change of the Karplusan Forest. Do you think I should cut 1 forest and 1 mountain or have just 2 karplusans to have 20 lands? my manacurve is prety low and now I will lack the scry lands. thank you for any other idea :-)

skrid54321 on Fangor Werewolf Aggro

1 month ago

Werewolves is going to be a rough deck in modern, I'm afraid. Most decks won't let you flip, and many decks will out grind you. That being said, there are a few things you can do too make this list a bit better.

Realize your list is an aggro deck. Werewolves wants to kill as fast as possible. You cannot afford to run lands that enter tapped. Cut the Temple of Abandon's for other rare lands, ideally Wooded Foothills and Stomping grounds, but more budget friendly options are Karplusan Forest. Though it is absurdly expensive, Cavern of Souls would give you a great control matchup and smooth your mana Running in with this aggro theme are ways to push through damage. Atarka's Command Has a lot of utility, and you can get some work out of the pump.

Id change your curve. Kruin Outlaw  Flip is a win more card, it will never pull out a win. Id change her out for Hermit of the Natterknolls  Flip for some more draw power. You also need more one drops, id suggest trimming one Geier Reach Bandit  Flip and one Moonmist for two Reckless Waif  Flip. Its almost delver, and punishes greedy hands hard. Finally, Collected Company can be a fantastic combat trick for surprise board prescence.

PlutoniumWedding on Rosheen, the XXX Parody

2 months ago

I've playtested your deck against a couple of mine, which I think are generally fairly close on the casual-hardcode scale. Here are my random thoughts and suggestions.

Lands:

Out:

In:

Specific replacements:

More general suggestions:

Out:

  • Might of Old Krosa One-off buffs aren't that great when you have three opponents you need to get down from 40 life. It's certainly not reliable as removal, either.
  • Increasing Savagery Your many X-creatures turn mana into power and toughness. No need to have a separate card that does the same.
  • Solidarity of Heroes Very powerful at the right time, but it's a one-off effect that requires some setup.
  • Feral Incarnation - Three 3/3 beasts isn't worth the mana, and you don't have enough token generation to make it "free".
  • Skarrg Guildmage - There are better trample-givers, like Nylea, God of the Hunt.

In:

  • Genesis In this type of deck with low-count high-value creatures I'd try to sneak this in, but it depends on how graveyard-hatey your meta is.
  • Asceticism Again, high-value creatures that respond poorly to single-target removal. Keep your hydras safe!
  • Death's Presence Even if your hydras die you get to keep most of their value.
  • In the Web of War, Fires of Yavimaya or Xenagos, God of Revels - Haste on large creatures is huge, you can swing and kill someone without them getting the time to set up defence.
  • Gyre Sage - Makes each hydra larger than the previous one, which makes him larger, which makes the next hydra larger... :o
  • Elemental Bond - Card draw when you play creatures keeps the creatures coming.
  • Soul of the Harvest - As above.
  • Aggravated Assault - The plan is to make lots of mana and huge creatures. Letting them work double shifts the next turn might secure a kill (or two).

Slightly out of budget suggestions:

To make room for this I'd personally cut all the treefolk. They're better in mono-green.

It depends on your meta, but I'd also cut all planeswalkers except maybe Xenagos. They just tend to die so quickly in EDH. Xenagos generally at least pays for himself, though.

You could also consider multi-mana dorks, like Bloom Tender, Fyndhorn Elder, Greenweaver Druid, Nantuko Elder, Priest of Titania, Shaman of Forgotten Ways, Somberwald Sage, Whisperer of the Wilds, Wirewood Channeler, Karametra's Acolyte and dubiously Frontier Siege.

If your big creatures are getting countered, consider Dosan the Falling Leaf, Gaea's Herald, Vexing Shusher.

Finally, you could consider the staples Exploration, Burgeoning and Oracle of Mul Daya for early game ramp and Zendikar Resurgent for big mana (Mana Reflection being out of budget).

I hope you can take at least something from this.

JRSchmidy on RG Tron

2 months ago

You should run Grove of the Burnwillows over Stomping Ground or even Karplusan Forest because it deals to much damage to you for you colors. You have Chromatic Star and Chromatic Sphere if you want colored mana any way. Plus I wouldn't run Perilous Vault, Oblivion Stone is so much better. And definitely 4 Expedition Map. and Crumble to Dust should be sideboard

dana.roach on Werewolf EDH

2 months ago

You need more ramp. It's a creature aggro deck and you'll need to get more of them out than your opponents. You've got a Sol Ring, and I'd add Skyshroud Claim, Cultivate, Kodama's Reach, Nature's Lore, and Rampant Growth, maybe even Nissa's Pilgrimage. I wouldn't have less than five ramp cards in this deck, and probably be closer to seven.

More draw or you're gonna run out of gas. Harmonize is easy, so is Outpost Siege. Someone suggested Temple Bell; that person isn't your friend and hates you. Bell draws you 1 card for every 3-4 it draws your opponents. Unless you're running hugs or Nekusar that's terrible math. Life's Legacy and Momentous Fall can do work, as can Shamanic Revelation. As with ramp, I wouldn't go with less than 5 draw sources, and seven is better.

Ways to deal with back-breaking problems. Chaos Warp deals with anything, so does Beast Within. Find room for both.

Broaden your land base. Taiga and Stomping Grounds are great but expensive, but Cinder Glade, Command Tower, Game Trail, Rootbound Crag, Karplusan Forest, and Mossfire Valley are all relatively cheap.

No reason not to run Hanweir Battlements. A few colorless sources never hurt, and having haste on a land can win games.

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