Kazandu Refuge

Kazandu Refuge

Land

Kazandu Refuge enters the battlefield tapped.

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

: Gain or .

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Printings View all

Set Rarity
Commander 2019 (C19) Uncommon
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

Legality

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

Kazandu Refuge occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Kazandu Refuge Discussion

phsycord on One Shot all opponents with Thromok! BIG HITTER

2 months ago

Take a 2nd look at your land base. You run expensive fetches like Scalding Tarn but also super budget lands like Kazandu Refuge or Temple of Abandon . I'd just replace those two with basics and also cut the Evolving Wilds . For a 2 color deck you shouldn't need that much fixing and you run plenty.

enpc on Naya lands

4 months ago

Sorin_Markov_1947: What format are you building for? If it's for a 60 card deck, it gets a lot easier because you can include 4 copies of of Jungle Shrine , Kazandu Refuge , Graypelt Refuge and some Terramorphic Expanse s/ Evolving Wilds with some basics.

If you're talking commander however it gets trickier as you can only have one copy of each and have to dig deeper in the list.

xaarvaxus on Help Morophon's Deck

5 months ago

You have an lot of lands that are coming into play tapped. I agree you should fit some more basic lands in to take advantage of your green ramp spells. Also, if you're going to use a ramp card like Circuitous Route , more of the tapped lands you play should be guildgates.

You have what looks like a full cycle of bounce lands Simic Growth Chamber , etc. and lifelands Kazandu Refuge , etc. For budgetary reasons my suggestion will be to replace the lifelands with the guildgates and then keep the allied colors in one cycle and opposing colors in the other, add Command Tower and Exotic Orchard 4 Forest , 2 Island , 1 Swamp and 1 Plains as you'll want green mana before anything else to ramp with.

Fellwar Stone should be a mana rock to consider adding as well to hit your colors. You'll want a copy of Arcane Signet once it comes out with the Brawl decks in Oct.

Obviously if you want to really improve the mana base you should invest in shocklands but that gets pricey quick though recently I've been able to pick up some 'slightly played' copies for $5 so maybe with some shopping around you can get them on the cheap.

Akromathia on Werewolves are Cool

7 months ago

OK, let us see…

Land creature ratio:

  • Try 22 Lands instead of 20 (trust me on this).
  • 25 – 26 creatures are just fine.
  • 12 – 13 spells.
Note: These numbers are not written in stone, you can add more creatures, but usually you should not go under 24, for this deck strongly relies on critical creature mass. I tried to run a similar deck with 18 – 20 lands, and it did not work very well. 24 were just too much, so I went to 23 and 22 and found that there was not much difference so I kept 22.

Lands:

Creatures:

  • Daybreak Ranger  Flip good card, but usually better as sideboard, whenever you face tons of flyers or when in need for extra removal. I would replace the whole set with Duskwatch Recruiter  Flip, faster, cheaper (in both mana and dollars) and helps a lot to keep your hand and board full of wolves. Another budget replacement, could be Gatstaf Shepherd  Flip, same cmc, goes for like 20 cents the copy and has intimidate.
  • Geier Reach Bandit  Flip another pretty good card, but I would just main 2 copies, more than that is usually not great, and this opens space to great finishers like Kruin Outlaw  Flip.
  • You have a ton of “Lord Effects”, so Reckless Waif  Flip might be a good addition, since she has better body than Village Messenger  Flip. Maybe tun a mix of both? Also could replace some Bandits to make the deck more aggro.
  • Now about Silverfur Partisan . Most people think that you need a bunch of instants to cast on it yourself to justify its inclusion. WRONG! Even though that is a way to make it work, and even thought there a couple of cool combos with Zada, Hedron Grinder , it is not its main role. While in play, the partisan gives you a wolf for EVERY TARGETED WOLF OR WEREWOLF, which means that for every removal spell they cast on your creatures, you get a free replacement, which is great against some heavy removal decks. Remember that Werewolves have 3 main weak points, fliers, removal and mass removal. A great side board card.

Spells:

Hope this helps! Be kind and have fun.

Flooremoji on Flight of Dragons

8 months ago

Without actuualy affecting your budget, I would replace your current duels with Kazandu Refuge and Rugged Highlands . 1 Life can really make a difference!

livingrock on Mina and Denn Landfall

9 months ago

I would take Wilderness Reclamation out because it readies mana for your opponents' turns. You're rarely going to be playing instants, so most of the time it will be a dead draw.

Desert of the Fervent Crucible of Worlds Desert of the Indomitable Temple of Abandon Gruul Turf Kazandu Refuge Rugged Highlands

mowshowitz on Omnath, Locus of Ramp

10 months ago

Gonna try my last comment again since I don't think deleting them is possible.

Removed:

Added:

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