Kazandu Refuge

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Uncommon
Planechase Anthology (PCA) None
Commander 2013 (C13) Uncommon
Duel Decks: Heroes vs. Monsters (DDL) Uncommon
Planechase 2012 Edition (PC2) Uncommon
Duel Decks: Ajani vs. Nicol Bolas (DDH) Uncommon
MTG: Commander (CMD) Uncommon
Archenemy (ARC) Uncommon
Zendikar (ZEN) Uncommon

Combos Browse all

Kazandu Refuge

Land

Kazandu Refuge enters the battlefield tapped.

When Kazandu Refuge enters the battlefield, you gain 1 life.

: Gain or .

Kazandu Refuge Discussion

TheMillKid on Dragon Assault

6 days ago

First and foremost, here are some suggestions for improving your manabase: Rootbound Crag , Blighted Woodland , Kazandu Refuge , Haven of the Spirit Dragon , Gruul Guildgate , Rugged Highlands , Command Tower , Temple of Abandon , Sheltered Thicket , Cinder Glade , Game Trail , and Kessig Wolf Run . I know that's a lot of cards just dedicated to mana, but I think the Haven and Kessig will pull both surely pull their weight.

Rishkar's Expertise generates great card advantage while you control a big dragon. Harmonize is another strong draw spell in green. Cultivate and Kodama's Reach are cards just like Nissa's Pilgrimage , and they help you accelerate your game.

I'm not sure how you feel about infinite combos, but Aggravated Assault and Savage Ventmaw is an option. Grand Warlord Radha has the potential to achieve the same.

I'd definitely recommend cutting Demolish (although that gremlin is quite cute). You could replace it with cards such as Beast Within , Aftershock , Hull Breach , and/or Decimate .

Finally, Dragonstorm is a fun card that allows you to find whatever dragon you might want/need. It's nowhere near as good as Tooth and Nail , but it is a fun and more budget-friendly option for the time being.

Happy Brewing!

CantStopDeckbuilding on All Creatures All the Time

3 weeks ago

I don’t think Akoum Refuge is the right card. Kazandu Refuge is probably what you want

JoosetheMuice on Omnath, Locus of Salt

1 month ago

I agree with all of Patrickd's suggestions and cuts except I kind of like tornado elemental. Burgeoning would be a good one, especially if you choose to stick with 44 lands (I think 42 may be enough). Run Nature's Lore over Rampant Growth if not both. I'd like to see some more card draw, Rishkar's Expertise Harmonize Faithless Looting Momentous Fall and Lifecrafter's Bestiary all seem like good options. I like Parallel Lives, Ashnod's Altar as a sac outlet/ramp and Zendikar Resurgent as well. Liege of the Tangle is also a fun option, though not the most powerful. Brighthearth Banneret is another one I like. Aftershock could be okay if you find yourself needing more targeted removal. It has nice utility but the downside is the sorcery speed.

As for lands Tectonic Edge, Scavenger Grounds and Kessig Wolf Run all seem solid. Rocky Tar Pit and Grasslands are better than any vanilla dual land that come into play tapped and are on par with Terramorphic Expanse or Evolving Wilds, they have the advantage of being able to grab your mountain/forests, their disadvantage is they trigger 2 landfalls over 2 turns rather than 2 in 1.

I don't like (apart from what's been mentioned) Rogue's Passage, Decimate, Kazandu Refuge, Rugged Highlands, Sylvan Awakening (seems too risky, but could be worth the test)

shadowkass on Xenagos' Stompy Elves

5 months ago

Hello!

Lets have a look at some possible additions: Savage Ventmaw would be good as you can haste it then get 3 and 3 the same turn, allowing you to cast more.

Malignus is a must, he can kill a person in a single swing in your deck, especially with Rogue's Passage (which should also be an addition.

Hydra Omnivore For those bigger games, and his a big boy.

Etali, Primal Storm For those same cast turn swings that should get you some nice stuff.

Ruric Thar, the Unbowed would be amazing, more so if you're looking at going creature focused.

Hellkite Tyrant for steeling all the artifacts and a long drawn wincon (Vs artifact decks).

Mina and Denn, Wildborn should replace on of your elves.

Blightsteel Colossus is also a big wincon for you.

That's it for creatures for now.

Chaos Warp its an important card in red, its removal of used for keeping your own things safe. This is a fantastic instant for you.

Blasphemous Act is an amazing removal card you should add.

Defense of the Heart is amazing at getting creatures for you. Lurking Predators can cheat some brilliant things in, Greater Good gives you some amazing card draw as does Sylvan Library .

Now lets look at some mana ramp: Cultivate Rampant Growth Farseek Skyshroud Claim and Ranger's Path These should sort out any mana you need to find.

Land wise: Rootbound Crag Cinder Glade Spire Garden Temple of Abandon Stomping Ground Game Trail Kazandu Refuge and Fire-Lit Thicket sort out your duel mana.

Skarrg, the Rage Pits Kessig Wolf Run Rogue's Passage Reliquary Tower Yavimaya Hollow Ghost Quarter and Maze of Ith are brilliant for being utility.

Spinerock Knoll and Mosswort Bridge are amazing single colour for extra things.

And Nykthos, Shrine to Nyx is highly recommended.

Domri Rade and Garruk, Caller of Beasts are amazing plainswalkers for you.

OH! don't forget Ghalta, Primal Hunger

SynergyBuild on How I Got Over My Ex-Wife

6 months ago

You should have prayed at the Temple of Abandon so you don't end up in the Fungal Reaches looking like a Kazandu Refugee.

Legoarf on Animar Morph

10 months ago

Alright so initial thoughts: needs more ramp, needs more card draw and needs more interaction.

Ramp: You are in green so there is a lot of really good and cheep ramp you should add. You have the three two mana rampent growths which are good, but you should have at least 10 pieces of ramp in your deck, generally I like the higher mana ones that get two lands. The two mana ones are better in faster playgroups, but with how slow our games usually are, card efficiency and advantage is more important in my opinion. Cards I suggest: Cultivate, Explosive Vegetation, Kodama's Reach. You might also consider running all the signets though you may not need them. Also a note on mana, I'd say you should still run at least 36 lands, 34 is a bit low. For budget reasons you can probably cut the scry lands too. Look at: Kazandu Refuge, Highland Lake, Simic Guildgate, Timber Gorge, Woodland Stream. You also need to add some Mountains to your deck, at least 4 I'd say. You can also try to reduce the number of tap lands but yeah.

Card draw: One note first, make sure you add Ancestral Statue. Honestly your card draw isn't to to bad. I'd include Fierce Empath to for tutors, Skullclamp is always great card draw too. Secret Plans is cheap and goes with your deck. Trail of Mystery is also a good card, remember you can unmorph inside of combat too. Salt Road Ambushers is also a morph card that goes really well with other morph creatures. Remember megamorph is the same thing as morph, except when it flips it gets an extra +1/+1 counter. Whisperwood Elemental is crazy good card advantage too. Ixidor, Reality Sculptor is really crazy good when you can turn expensive un-morph creatures face up for only 3 mana too. Master of the Veil is also really good to rebuy some of the unmorph effects.

Interaction: This is one you could use some more work on. Most of your interaction will come from creatures but you still need to have some. For artifact and enchantment destruction you should be running a few of these: Acidic Slime, Nantuko Vigilante And a few ways to interact with creatures: Thousand Winds And maybe some spell removal: Beast Within, Primal Command, Shatterstorm.

Cards I dont think are pulling their weight: Recurring Insight is bad imo, if you want Fact or Fiction is better I'd say. Ashcloud Phoenix really slow and probably not going to recur. Broodhatch Nantuko interesting if you block a big creature and unmoroh it but even then I dont think its that good. Dawntreader Elk unless you are returning it from the graveyard I like other ramp more. Desolation Twin only good when you are ahead and even then questionable. Fathom Seer good card, but may not always have two islands, or just needs to be a consideration when you are ramping. Protean Hulk really good for combos and sometimes ok for value. In your deck of high cmc creatures though not as good. Unless he's a combo piece I'd say you can cut him. Thelonite Hermit dont think its worth it. Thought Harvester good if you are comboing it with Ancestral Statue or the like for a game winning combo, so probably fine, doesn't do much if you are not comboing though. Tishana, Voice of Thunder probably only good if you are already winning, may be fine but also cuttable for budget reasons. Flash really doesnt need to be here. Swan Song is a great card but can also probably be cut.

On other notes, your curve is looking pretty good, and overall it looks like a good deck. You can move a few cards around for budget reasons, but really your almost as low as you can go. Cards you can probably cut for budget reasons: Solemn Simulacrum, Voidmage Prodigy, Shaman of Forgotten Ways, Rootbound Crag, Protean Hulk, Cinder Glade, and Swan Song. Other than that it gets iffy I'd say. Let me know if you have any further questions.

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