Karplusan Forest

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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Printings View all

Set Rarity
Commander 2016 (C16) Rare
Tenth Edition (10E) Rare
Ninth Edition (9ED) Rare
Ninth Edition Foreign Black Border (9EDFBB) 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

Legality

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

Karplusan Forest occurrence in decks from the last year

Latest Decks as Commander

Karplusan Forest Discussion

HalbrechtHalbrecht on Wolfbois

1 week ago

I haven't run this through any playtests, but at first glance, it seems to have a decent curve, some interaction / protection, and several anthem effects. Can you give more of an idea of what makes it feel like something's missing? Are you running into snags while playtesting?

Otherwise, just a couple general comments: I feel like Lambholt Elder  Flip and Mondronen Shaman  Flip are a bit weak. I'd replace them with a stronger creature (see below). And while I like the transformed side of Kruin Outlaw  Flip giving menace to all your dudes, that double red worries me. Have you had trouble casting it on T3? I also don't know if I'm a fan of Instigator Gang  Flip. Maybe I'd feel differently if I playtested it, but +1 to attackers seems low impact for 4 CMC. Sure, you get +3 at some point, but I'd evaluate it more on its front face.

If you were to cut any of those (potentially up to 9), here's some possible additions:

  • As a 4 CMC replacement for Instigator Gang, Nightpack Ambusher is both an offensive and defensive buff, and its flash speed allows it to be a combat trick as well as allowing you to better control which turn spells are played on for transform. Finally, it can generate you some bodies.

  • For similar reasons, Spirit of the Hunt can be a good 3 CMC replacement.

  • Speaking of 3 CMC, not a creature but Howlpack Resurgence is strong. Again with the flash, but in addition to the buff, you get trample, which can be really important in some matchups.

  • Speaking of trample, Waxing Moon is another way to get it. This might be better as a sideboard card, though, if you ever end up adding one.

  • And lastly, speaking of a sideboard, Silverfur Partisan might be good against certain matchups that want to one-for-one your creatures with kill/bounce effects. Full on hexproof would be better, but this at least makes the transaction more in your favor.

Finally, as an upgrade to the manabase, I'd replace Kazandu Refuge with one that doesn't enter tapped. Lots of options to choose from, but some of the better ones are Copperline Gorge, Fire-Lit Thicket (cheaper now thanks to its Double Masters reprint!), Grove of the Burnwillows, and of course Stomping Ground. Any of those could replace Karplusan Forest as well.

Hope some of this helps! +1 from me.

multimedia on Help with Korvold

1 month ago

Hey, it's going to be difficult to improve on something if you start with the mindset of "I'm not good at it". If this is your first Commander deck then you are already good at deck building especially your card sense, decent mana curve and knowing mostly what's a playable land for your budget and not a playable one. Overall, well done with your casual version of Korvold :)

One drop mana dorks are nice with Korvold because they can be the fastest ramp and then be sac fodder when you don't need them: Birds of Paradise, Elves of Deep Shadow, Elvish Mystic, Wild Growth, Llanowar Elves. Tireless Tracker, Mystery Booster version is cheapest, is good with Korvold because it can be a repeatable source of permanents to sac (clues) just by playing lands. Clues can be a backup repeatable draw source if Korvold is disrupted. Dreadhorde Invasion, Jolrael, Mwonvuli Recluse, Loyal Apprentice are two drops that can be a repeatable source of a token to sac to Korvold.

Meren of Clan Nel Toth and Korvold are quite the pair. Every time you sac a creature to Korvold you get experience from Meren and use the experience at your end step to reanimate or recur a creature you saced. Sakura-Tribe Elder and Plaguecrafter are good examples of the best of both worlds since they can sac themselves for value. Jarad's Orders is a budget tutor that's nice with reanimation since you get two creatures, one into your hand, the other into your graveyard.

Some lands within the budget to consider adding: Llanowar Wastes, Karplusan Forest, Savage Lands, Ghost Quarter. If you add green one drop mana dorks then more dual lands that can ETB untapped turn one to make green are helpful. The Jund Tri land is a upgrade for a land that always ETB tapped. Quarter is nice since it can sac itself to destroy a problematic opponent land or even your own land in a pinch and can play it from grave with Ramunap Excavator.

If you're interested in any of these suggestions then I offer more advice about what cards to cut. Good luck with your deck.

multimedia on Kinder Surprise

2 months ago

Hey, interesting version of Atla, that's a lot of creatures.

Consider cutting a few of the least good creatures for more early game ramp?

Could also replace a few other big creatures for some enablers.

Nature's Lore and Farseek are land ramp spell upgrades for Explosive Vegetation and Cultivate because you have Savannah/Taiga/Garden/Ground and Farseek can get Plateau/Foundry. These two drop land ramp spells can be quicker ramp and they ramp with a dual land.


I don't think I've ever seen a manabase with Savannah/Taiga/Plateau, but also Guildgates... You could improve the manabase a lot. Some changes to consider:

Good luck with your deck.

krotash on Windgrace, the Landlord

2 months ago

Zendikar Rising spoilers has started, and in the tradition of all Zendikar sets, it's time to reevaluate the lands matter decks.

Some updates: Zuran Orb out for Exploration. Decree of Pain out for Toxic Deluge. Bringing in a Heroic Intervention as well, in place of Price of Glory. I want some more interaction. Deflecting Swat is something I am currently very interested in. The new blue enchantment means I need to add a lot more enchantment hate. I am probably going to cut Mina and Denn, Wildborn for an Oracle of Mul Daya.

I am looking to revamp the mana base some. Cut cards like Rootbound Crag and Karplusan Forest for more basics. I'm gonna add some snow basics, and also cut one of my 3 mana ramp spells for an Into the North.

Comments about the new cards:

The new landfall extra combats is powerful but not what this deck is looking to do. I don't have many creatures, and most of the attacking ones are already heavy at the top end.

I am in love with the new double faced cards that are spells/lands. However, most aren't what I'm looking for. I am extremely happy to add these to my other decks, especially those with Karoos/Ravnica bounce lands, but I don't have those in this deck. The red mythic might go into this deck, as an untapped land and potential removal spell, but I haven't decided.

The new not-Avenger of Zendikar is interesting. I need to go more basic heavy for it, which I am already working on revamping the mana base. I have found myself a bit light on blockers recently, so another effect like this is not bad.

I am kind of surprised to say it, but so far my lands matter deck might not get much from a Zendikar set. Obviously the set isn't spoiled yet, and I fully expect a green mythic flip land will find it's way here.

SynergyBuild on I don't have the fancy …

3 months ago

Rather than checklands and OG Duals, with Woodland Cemetery, Taiga, Rootbound Crag, Dragonskull Summit, Bayou, and Badlands, you can use the following package:

1x Nurturing Peatland

1x Karplusan Forest

1x Llanowar Wastes

1x Sulfurous Springs

1x Luxury Suite

1x Spire Garden

multimedia on Riku of Two Reflections - Work in progress

3 months ago

Hey, some base numbers to consider when starting out a three color casual Temur deck:

Of course these numbers can be increased or decreased as you build the deck, but this is a good starting point with some cards to consider adding.


Any creatures or instant/sorceries you play think of them has having two additional mana in their mana costs that way you can get value from Riku. This means more creatures and instant/sorceries that are lower mana cost such as Coiling Oracle and Growth Spiral. Oracle and Spiral for two mana can help to get to five or more mana to cast Riku.

Legendary creatures are not the best with Riku because of the legendary rule. Only allowing you to have one card that's the same name in your control meaning you don't really want to copy a legendary creature with Riku. The token copy still triggers any ETB abilities, but then you remove the token copy and keep the original legendary creature.

Some budget win conditions with Riku

  • Biovisionary + one copy of Biovisionary + Twinflame
    At beginning of your end step resolve the Biovisionary win the game trigger before the Twinflame exile tokens trigger which wins the game before the tokens are exiled. Biovisionary is also good with clones such as Phyrexian Metamorph. With Riku in your control get Biovisionary onto the battlefield, make a copy of it, clone it with Metamorph and make token copy of Metamorph gives you four Biovisionarys. Twinflame also combos with Dualcaster Mage for infinite Dualcasters who can attack with haste.

  • Ral, Storm Conduit + Fork Expansion / Explosion/Reverberate/Twincast
    With Ral in your control cast a Fork, copy it with Riku. Let the copy resolve and then copy the original Fork still on the stack. Resolving the Fork copy then copying the original Fork makes a copy instant loop which does infinite damage to your opponents one at a time with Ral. These Forks are good with Riku outside the combo because for four mana you can copy an opponents spell twice. Forks are nice in multiplayer Commander where you have many opponents who are casting instant/sorceries you could copy.


Some of other cards $5 or less each that are good with Riku

Budget Lands

More Expensive Lands

multimedia on Copy-Dino in da house! - Kalamax, the Stormsire

3 months ago

Hey, good version/first attempt of Kalamax and nice deck description.

With a $400 budget I think you can afford to cut some basic lands for more dual lands that ETB untapped: Stomping Ground, Cascade Bluffs, Shivan Reef, Karplusan Forest, Flooded Grove, Fire-Lit Thicket. Bluffs is very helpful since it can make or , important combinations to cast spells for Kalamax. Holdout Settlement and Survivors' Encampment are unique lands with Kalamax because like Springleaf Drum they can tap Kalamax to make mana. Best of all either one can be tutored for with Crop Rotation and are busted interaction with Kalamax and Seedborn Muse.

You've left out one of the better combos with Kalamax: Ral, Storm Conduit + Kalamax + any instant Fork. You've added a Doublecast step to the combo which you don't need to do. By copying an instant Fork with Kalamax then you make an infinite instant copy loop with the Fork which kills your opponents one at a time with damage from Ral.

Can't use Narset's Reversal as the Fork because of the "return to owner's hand" clause. Reversal can be a repeatable Fork with Kalamax which can be ridiculous value, but it's not a Fork that can make an instant copy loop. Reverberate is another instant Fork and it could replace Doublecast.

Melek, Izzet Paragon and Swarm Intelligence are not needed for six and seven mana. Could cut them for Arcane Signet and Wavebreak Hippocamp. Natural Connection is too slow ramp with not enough payoff with Kalamax. It could be cut for Nature's Lore which is two drop ramp that can get Triome, Breeding or Stomping and the Shock land can ETB untapped.

Good luck with your deck.

DemMeowsephs on Prossh Food Chain

3 months ago

G'day mate! I might have some suggestions that could help you out, so let's start off looking at your mana base. You run a LOTTTT of lands that come in tapped. In my opinion- you should ditch them all. So what could you add-in? Some of these are kind of pricy, but as you build this deck more definitely consider some of these land options.

There are also some VERY good ramp options in your colors! Ramp is very important, and I would consider all of these

Now I know that's a lot, and a lot in money, but I promise you its a big step in helping your deck perform a lot better. Once you have a good mana base, things will come a lot easier. If you ever need to find cards to put in Proshh, I recommend checking out EDHREC, which gives you many helpful suggestions for every commander. (Click here to go to your commander on edhrec. If this helps, be sure to check out and like some of my decks, (Double Trouble EDH, A Deal With the Devil EDH, and many more! Anyways though, good luck on your deck, hope this helps, and have a great day!!! Happy tapping!

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