Karplusan Forest

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Rare
Tenth Edition (10E) Rare
Ninth Edition (9ED) Rare
Deckmasters: Garfield vs. Finkel (DKM) Rare
Seventh Edition (7ED) Rare
Classic Sixth Edition (6ED) Rare
Fifth Edition (5ED) Rare
Ice Age (ICE) 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

Mandalorian on Death is OK for Prossh

4 weeks ago

I'd be happy to help with the mana base!

For budget you can add more of some of the cycle you already have included like the scry lands of Theros block and the bounce lands of Ravnica block. Temple of Abandon, Temple of Malady, Gruul Turf, Rakdos Carnarium.

There are also the pain lands, Sulfurous Springs, Llanowar Wastes, Karplusan Forest

Buddy lands may have gone up a bit because of standard but I think I would still consider them budget for commander purposes, Dragonskull Summit, Rootbound Crag, Woodland Cemetery.

Battle lands, Cinder Glade and Smoldering Marsh

Cycle lands, Canyon Slough and Sheltered Thicket

Check lands, Foreboding Ruins and Game Trail

I don't consider any cycle that doesn't untap on your untap step or refers to storage counters to be very good, so at worst you could go with the "enters tapped" and life gain cycle, Foul Orchard, Bloodfell Caves, Jungle Hollow, Kazandu Refuge etc...

Usually in commander, and in a three color deck especially, you want all the color fixing you can get so I'm not really suggesting some of these over the others. I would recommend simply getting your hands on any of them that you can. TO BE CONTINUED WITH NON BUDGET.....

ClockworkSwordfish on Animar, Soul of Eldrazi

1 month ago

You should run Command Tower if you can help it! Even with all of the colorless critters running around, you'll want to always have the colored mana on hand to be able to play Animar. You might also like Ancient Ziggurat, City of Brass, Mana Confluence (don't worry about the 1 point of damage, you have 40 life!), Frontier Bivouac and the painlands - namely, Karplusan Forest, Shivan Reef and Yavimaya Coast. Since you need colorless mana for some of the eldrazi, these lands basically make three colors of mana!

For utility lands, Alchemist's Refuge is good in Animar decks (he makes guys cheap enough you'll often have no problem paying the activation cost) as well as Kessig Wolf Run as a mana sink in the late game.

abby315 on Yet another Ælf Deck

1 month ago

Reclamation Sage is much better than Zealot!

Elvish Mystic will be slightly better than Arbor Elf because you can still tap it for mana if all you have are pain lands. Also, go up to 4 Karplusan Forest instead of 2 Mountain, and maybe consider adding other duals like Rootbound Crag or Stomping Ground. You really dont want basic mountains here because theyll mess up your opening hands.

Elvish Visionary is a great cheap way to keep the elves coming. Id suggest 4 in place of some more expensive elves.

Id suggest 1-2 Ezuri, Renegade Leader as a good way to use Radha mana and end the game :)

Also I know you want to keep this modern legal, but PLEASE get a playset of Bloodbraid Elf for casual games :P Ill rest easy knowing shes the other reason to go GR elves.

Sparky41 on hwagner

1 month ago

So I wanted to keep the tron lands so I could still play Eldrazi Tron (hence also keeping the 2x Karn, 1x ulamog, and 1x wurmcoil that I didnt offer). I can definitely make up the $9, possibly by throwing in the Karplusan Forests and Pyroclasms do you could switch over to the red variant at will, or perhaps you could use another Fatal Push for the sideboard, or some World Breakers for the main or sideboard.

Let me know!

Pieguy396 on Sarkhan's Dragons

1 month ago

Hey there! Cool Dragon deck you have here! I have some comments for you:

  • First of all, your mana base looks a little low on lands. I would recommend going up to around 24 lands or so. Also, if you have the money, I would recommend investing in some dual-lands that enter the battlefield untapped sometimes, like Rootbound Crag, Cinder Glade, or Karplusan Forest. This isn't necessary by any means, though, so feel free to just add a couple basics and move on with your life :)
  • As I mentioned earlier, I would recommend cutting most of your 1-ofs. I would recommend picking 1-3 really powerful dragons, and running 2-3 copies of each, rather than 1-2 copies of 9 different dragons. Here are the ones I would cut: Archwing Dragon, Destructor Dragon, Harbinger of the Hunt, Hunted Dragon, Lightning Shrieker, and Siege Dragon.
  • I would instead run 2 Atarka, World Render, 3 Foe-Razer Regent, and 3 Savage Ventmaw.
  • Thunderbreak Regent is an amazing card here. 4 mana for a 4/4 flying dragon with upside is fantastic.
  • Elvish Mystic is probably better ramp than Voyaging Satyr, so I would replace the 4 Satyrs with 3 Mystics. If you really want the access to red mana, and you decide to go with Cinder Glades as your additional nonbasics, Arbor Elf is also an option (Cinder Glade is technically a Forest).
  • Overgrowth is also probably better than Greenweaver Druid, because the Druid is so fragile. A 1/1 will die to any removal spell, while an enchantment will just sit around on your land making you mana.
  • While this may not be easy to understand, Crucible of Fire doesn't really do much. If you have three or four dragons being pumped by it, you're probably winning already. This is what we call a "win-more" card, and you can read more about why they're not great for your deck here if you'd like.
  • Dragon Tempest, on the other hand, is really good here. It should be your primary source of removal, so I'd replace the three Bathe in Dragonfires with Dragon Tempests, flavorful though they may be.
  • Guild Feud and Ulvenwald Tracker also don't do a lot. Sure, the Tracker is good removal, but you have better removal. Guild Feud lets you get dragons out, but you can already get dragons out for 6 mana. I'd cut both of them.

If you make all of these changes, your deck might look a little something like this: Sarkhan's Dragons 2.0. I'll be sure to leave it up for at least a couple weeks if you'd like.

I'm a huge fan of green/red ramp-style decks, so it's always fun for me to see a new Dragon player out there :)

In any case, good luck!

multimedia on Is my budget 5-Colour mana ...

2 months ago

Hey, you're using 21x ETB tapped lands. This is a lot, making the manabase really slow. To speed up budget manabases rely on basic lands and dual lands which have interaction with basic lands, check lands such as Rootbound Crag and tango lands such as Cinder Glade. Check lands and tango lands also have interaction with eachother which is very helpful. Budget manabases that use green are also better off playing more basics because they can be tutored for with land ramp spells such as Rampant Growth and Cultivate. Pain lands such as Underground River are also better than lands like Bad River.

In theory using the ETB tapped fetch lands such as Mountain Valley while slow can work with the tango lands such as Smoldering Marsh. The problem with the way you've set-up the manabase is you're not using enough basic lands, only 8, to make this interaction worth it. Even if you fetch a tango land it's still going to ETB tapped because it requires at least two basic lands in your control.

A playable budget five color manabase that has an equal amount of all colors is hard to construct therefore my advice is to pick two colors as your two most important colors and then splash the rest. Rely on artifact ramp such as Signets: Gruul Signet, Simic Signet and green land ramp spells, basic lands and ramp creatures such as Sylvan Caryatid to help to fix your colors. This means including more artifact ramp and cards that can fix your colors of mana than you would probably like, but is necessary for the deck to function.

I don't know what your Dragon decklist looks like so I can only use the original Dragon precon's manabase as reference. Looking at the original precon red is the most important color because a lot of Dragons have heavy red casting costs. Green is second and it's just as important as red because you want to cast land ramp spells in the early game which can not only ramp, but also fix colors of mana. Black is next, white and blue should just be splashes.

Here's a manabase for you to consider. The manabase focuses on green and red as the two most important colors and splashes the rest of the colors. This example $44 manabase has 16 basic lands and includes 23 green sources, 23 red sources, 16 black sources, 14 white sources and 14 blue sources with 6 lands which ETB tapped. It's set-up to take advantage of the interaction between basic lands, check lands and tango lands.

I can further help you if you would like with the manabase, but I need to see the decklist your using the manabase with.


rdeller on Marath

2 months ago

Saw your Reddit thread, but don't have a Reddit account so I figured I comment here. Long story short your early game is weak.

The first issue I see is lands. All of your nonbasic lands come into play tapped. This slows you down massively. There's plenty of nonbasics that come in untapped that won't murder your wallet, OG dual lands, fetches, & shocks aren't manditory. Command Tower, Opal Palace, Cinder Glade, Canopy Vista, Rootbound Crag, Sunpetal Grove, Battlefield Forge, & Karplusan Forest all enter untapped & all cost under $3. If you need to play taplands at least play the temple cycle from Theros block that gives you a scry, the most expensive of which in your colors being Temple of Plenty at $3

The second issue is ramp. A lot of your ramp is suboptimal even on a budget. Artifact ramp isn't that great when you're in green since many people will run artifact removal, but not many run land removal. I would cut all of the artifact ramp except for sol ring in favor of land ramp like Sakura-Tribe Elder, Wood Elves, Farhaven Elf, Nature's Lore, & Farseek. I personally prefer my land ramp to cost 2 or less if spell based, 3 or less if creature based, and mana doublers at any cost. The nice thing about the elves above & guys like Yavimaya Elder is that after they get your lands they make great Skullclamp fodder & okay beaters if you have Elesh Norn.

Third finishers. I think you have too many "win conditions". You only need 6-8 Finisher Creatures that'll be what you win with, and you can even get away with less since your commander is a finisher itself. You currently have:Ant QueenAvengerChampion of LambholtDecimator of ProvincesDragonlair SpiderElesh NornMirror EntityMycolothJazal Omnath Rampaging BalothsRegal ForceYou don't need 12 big stompy beaters/token steroids. I'd personally cut Ant Queen, Baloths, Spider, Jazal, & Omnath. This leaves you with Avenger & Mycoloth in the make a ton of dudes category, Elesh Norn, Decimator, & Mirror Entity in the pump my army category, & Champion & Regal Force in the I'm a dumb beater for extreme value category. This gives you more room to run low costed utility dudes who will either find the Finisher you need, make get you to them faster, or disrupt your opponent. Guys like Reclamation Sage, Acidic Slime, Scavenging Ooze, Qasali Pridemage, Karmic Guide, Thalia, Heretic Cathar, Spellbreaker Behemoth, Fierce Empath, Tireless Tracker, Prowling Serpopard, Caustic Caterpillar, Elvish Visionary, Manglehorn, Ohran Viper, Aven Mindcensor, & Ulvenwald Tracker just some examples of cards you can add to assist your early game for under $5. If you're willing to spend a little more you can grab Eternal Witness or the new Mirri, Weatherlight Duelist who's price is currently in flux due to how new she is.

Fourth you have a lot of expensive spells that create a massive amount of small tokens. You don't need these. They only give you large numbers of tokens when you already have large numbers of dudes. These cards are "win more cards", in that they only help you when you're already winning. If you're behind & getting wrathed constantly, Deploy to the Front & Nomad's Assemby do absolutely nothing, you want cards that are good regardless of how the game's going. Avenger of Zendikar, Mycoloth, and Malrath should be all the tokens you need. Why dedicate tons of card slots to token production when you can dedicate it to ramp & have Malrath vomit out a similar amount of tokens for a similar cost? It's more card efficient & even if your opponent wraths you'll have a large pile of lands to recast Malrath & do it again.

Yen24 on Dragons, Dragons, Dragons!

2 months ago

Cascading Cataracts / Crystal Quarry / Sylvan Ranger / Rampant Growth / Bloom Tender / Birds of Paradise / Sylvan Caryatid / Utopia Tree / Reflecting Pool / Oblivion Ring / Gruul Signet / Golgari Signet / Simic Signet / Selesnya Signet / Bringer of the Red Dawn / Bringer of the Blue Dawn / Bringer of the Black Dawn / Unclaimed Territory / Cavern of Souls / Keiga, the Tide Star / Breath of Darigaaz / Nissa's Pilgrimage / Explosive Vegetation / Molten Disaster / Subterranean Tremors / Ash Barrens / Evolving Wilds / Terramorphic Expanse / Sudden Demise / Fault Line / Beast Within / Dragonlord Dromoka / Sylvan Reclamation / Wear / Tear / Grand Coliseum / City of Brass / Mana Confluence / Fellwar Stone / Solemn Simulacrum / Farhaven Elf / Wood Elves / Heartless Summoning / Urza's Incubator / Sensei's Divining Top / Cyclonic Rift / Reclamation Sage / Urban Evolution / Nature's Lore / Eternal Witness / Skyshroud Claim / Chaos Warp / Manglehorn / Vizier of the Menagerie / Relic of Progenitus / Chromatic Sphere / Chromatic Star / Terrarion / Llanowar Wastes / Shivan Reef / Yavimaya Coast / Karplusan Forest / Sulfurous Springs / Battlefield Forge / Brushland / Caves of Koilos / Night's Whisper / Reanimate / Anguished Unmaking / Swords to Plowshares / Path to Exile / Flame Slash / Vindicate / Sarkhan's Triumph / Preordain / Ponder / Brainstorm / Anticipate / Weathered Wayfarer / Safewright Quest / Temple Garden / Breeding Pool / Overgrown Tomb / Stomping Ground / Mirari's Wake / Nature's Claim / Fatal Push / Thunder Dragon / Scourge of Kher Ridges / Skyline Despot / Siege Dragon / Karrthus, Tyrant of Jund / Foe-Razer Regent / Eternal Dragon / Dragonlord Atarka / Balefire Dragon / Vorosh, the Hunter / Swift Warkite / Scourge of the Throne / Runehorn Hellkite / Rith, the Awakener / Prossh, Skyraider of Kher / Numot, the Devastator / Noxious Dragon / Mordant Dragon / Harmonize / Ancient Craving / Ambition's Cost / Dragonlord Silumgar / Dragonlord Kolaghan / Destructor Dragon / Darigaaz, the Igniter / Surrak Dragonclaw / Stormbreath Dragon / Sarkhan Unbroken / Necromaster Dragon / Icefall Regent / Hunted Dragon / Glorybringer / Fearsome Awakening / Dragonlord Ojutai / Boltwing Marauder / Thunderbreak Regent / Territorial Hellkite / Skyship Stalker / Dragonloft Idol / Dragon Throne of Tarkir / Dragonsoul Knight / Dragonmaster Outcast / Slumbering Dragon / Omen / Serum Visions / Read the Bones

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