Kodama's Reach

Legality

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

Printings View all

Set Rarity
Commander 2017 (C17) Common
Commander 2016 (C16) Common
Commander 2015 (C15) Common
Modern Masters (MMA) Common
MTG: Commander (CMD) Common
Champions of Kamigawa (CHK) Common

Combos Browse all

Kodama's Reach

Sorcery — Arcane

Search your library for two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library.

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Recent Decks

Kodama's Reach Discussion

Mirabilis on G/W Cats/LL

1 hour ago

hi ericlplante,

checking on your deck, I am seeing: ramp : 3 artifact rocks : 2 draw : 8

not including the PWs to ease up on counting.

just to check, what is your game plan here? 1v1, multi? general help would be to up your ramp into 4 ~ 8 like

Cultivate

Kodama's Reach

Nature's Lore

Explosive Vegetation

at least 4 artifact rocks like

Selesnya Signet

Talisman of Unity

You can make it focused on low cmc creatures, a few equipments and anthems. or mid ranged, with a mix of low, middle and high cmc cats.

Also, how long have you played this?

slaftergames on Prossh

2 days ago

I like it, +1. A few thoughts:

I wouldn't run Druid of the Cowl, Leaf Gilder and Lifespring Druid when you haven't yet included Fyndhorn Elves, Elvish Mystic, Elves of Deep Shadow, Birds of Paradise or Priest of Titania. Consider Somberwald Sage as well - turn one dork, turn two Sage sets you up for turn three Prossh.

Obelisk of Jund is strictly worse than Darksteel Ingot, and Kodama's Reach will probably prove more useful than Pristine Talisman. Also, I'd replace Wild Wanderer with Farhaven Elf. Ashnod's Altar and Cryptolith Rite offer cheap sources of mana boom.

Consider Dictate of Erebos or Grave Pact (perhaps to supplement the Butcher of Malakir, perhaps to replace him).

I'd also try to get rid of lands that unconditionally enter tapped, unless the land is quite good. Guildgates and lifegain lands are definitely less valuable than lands like Luxury Suite or Spire Garden, Smoldering Marsh etc.

PauperPower on

1 week ago

First off deck looks sweet. But, I feel like you're land count is way too low. Also being in green you could probably afford to cut Simic Signet and run ramp spells in its place. Stuff like Nature's Lore, Explosive Vegetation and Kodama's Reach.

As for the cuts for more land...I don't think you need Traumatize or Psychic Corrosion(doesn't fit the deck and mill is a rough strategy in EDH, plus you can end up enabling certain decks with it). Opt won't too to much for you in singleton, and Commencement of the Festivities can easily go. I would also cut Precognition Field as it doesn't fit the overall strategy of the deck. Cutting those for lands would be great for your build. You can have all the best spells in your deck, but if you don't have the mana to cast them, you won't have much fun.

A lands you could add would be Ghost Quarter and Rogue's Passage.

Growing Rites of Itlimoc could be tremendous here. Same with Stonybrook Banneret. You could cut both saga's for those...I'm not huge on saga's.

The main thing you want to do is focus your deck down to one main strategy, you seem to be pulled in a few directions(between tribal, mill, simic big stuff and creature swarm). I would try to stick with one main strategy with on or two minor sub-themes and back them up.

My last bit of spouting will be you should eventually replace aether gale with Cyclonic Rift and consider cards like Cryptolith Rite, Tendershoot Dryad, and Kiora's Follower.

Either way, have fun brewing! It's always an adventure, and you'll always have a 1,000 cards you'll want to cram into your 99. In the end just play the cards you'll have fun with. Cheers!!

multimedia on Floating Death

1 week ago

Hey, you asked for my help. You're new to Magic? You already have a good grasp on deck building because this is a really well made deck, good job. Do you have the cards in the maybeboard? There's a lot of cards in the maybeboard that are better than cards in the main deck. If you have some of these cards consider adding them main deck?

Cards from maybeboard (in no order):

  • Karrthus, Tyrant of Jund
  • Thunderbreak Regent
  • Scourge of the Throne
  • Silumgar, the Drifting Death
  • Temur Ascendancy
  • Sneak Attack
  • Krosan Grip
  • Swords to Plowshares
  • Vampiric Tutor

Cards in the main to consider cutting for these maybeboard cards (in no order):

  • Crosis, the Purger
  • Deathbringer Regent
  • Numot, the Devastator
  • Savage Ventmaw
  • Skithiryx, the Blight Dragon
  • Crucible of Fire
  • Zendikar Resurgent
  • Hull Breach
  • Tainted Strike


In the main I see Farseek, but in the manabase you're not taking advantage of the reason to play Farseek. Farseek can fetch a dual land that has a basic land type, but currently you don't any duals with these types. Farseek is different than Cultivate and Kodama's Reach; these spells can only search your library for basic lands not dual lands. Farseek can search your library for any basic land except a Forest, but if this is the only lands Farseek can get then you're better off just playing Rampant Growth because it can at least get a Forest.

I'm not recommending that you change the manabase now, but here's some information about how you can improve the manabase over time, later on if you want to. To make Farseek and the overall manabase better for now you can consider the less expensive Battle lands.

Battle lands (each one is two different basic land types):

The Battle lands work well with a manabase with a lot of basic lands since you need to have at least two basic lands in your control for a Battle land to ETB untapped. For the purposes here Farseek can get any one of these dual lands.

To make Farseek and the overall manabase even better consider Shock lands instead of Battle lands (each one is two different basic land types):

The Forest Shock lands and Battle lands (Garden, Pool, Grounds, Tomb, Vista and Glade) give you an advantage with some green ramp spells because these spells let you search your library for a Forest(s) and put it into play. These ramp spells: Nature's Lore and Skyshroud Claim give you nice ramp as well as mana fixing because you can tutor for and put Forest dual land(s) into play.

Another reason to get Shock lands is if you ever get a Fetch land such as Windswept Heath it can fetch one of any Forest or Plains dual land (Garden, Ground, Pool, Foundry, Fountain, Tomb, Shrine). This single Fetch land is powerful, it gives you one of seven choices of a dual land you can search your library for and put into play.

Good luck with your deck.


NZPIEFACE on selesnya shit

1 week ago

Okay, so I think I need to playtest this a bit more. I've yet to actually draw Huatli yet, so I don't actually know how that would play out.

Currently, I can get the combo finished by turn 7 or 8, very consistently. Only cards I don't use are cards which I'm supposed to use in reaction to my opponents playing, such as Hour of Reckoning and Wrath of God.

McToters and 420chandra are probably right about Huatli, as when I was playtesting, I'd have Elspeth, Sun's Champion out for 2 or 3 turns before I won. Replacing her with Huatli might accelerate my deck more. I might replace Elspeth with Huatli at this rate, though it does make me feel good to have 20 or so Soldier tokens.

For lands, I realized that as long as I start my hand with 3 or 4, I don't really need any more. Even if I do, I'm bound to run into Crop Rotation, Kodama's Reach, or Cultivation at some point. The times I didn't draw lands were just because I started off with a bad hand when playtesting.
To draw cards... I feel those cards are a bit expensive. 6, 5, 7 cmc respectively, I feel I could do a lot more things with it, though when it comes down to it, I'll probably have a lot of mana in hand anyways. Skullclamp is something I'm definitely adding to my deck. I thought I already did, which was why I was confused when I saw you say it.
I will probably also add Congregation at Dawn. It seems like a very useful tutor card, and if I already have Skullclamp on the field, I instantly have the cards I want most. Currently, when I get a tutor card (either Primal Command or Enlightened Tutor), I've been going after Birthing Pod to upgrade my tokens to Elvish Mystics, to Priest of Titania/Scryb Ranger, to Selvala/Omnath; I've been using the creature tutor's to look for Protean Hulk, so I can sacrifice him and gain both Omnath and Selvala at once. I only use Selvala to double Omnath's power, which in turn means that my floating mana pool gets doubled. This shit is stupidly crazy. And Congregation at Dawn might just make it come to me faster.

Definitely removing Gaea's Blessing. 2 cmc draw a card isn't that good, especially when most my cards aren't going to be going into the graveyard if I'm lucky.

Not going to run Bane of Progress. That stuff would destroy my own artifacts and enchantments, which I need to win. I'll just hope that Aura Shards can be drawn fast. Also pretty funny has it isn't an aura, so Three Dreams wouldn't work on it at all.

Something I've noticed is that I haven't played Eldrazi Monument, Helm of the Host, nor Doubling Cube very much. They're always sub-par choices compared to Birthing Pod which ensures I win in 4 turns, Whispersilk Cloak which allows Omnath to actually hit hard, or even just Panharmonicon, which has wonderful synergy with Marwyn (almost got her to +30/+30 in playtesting by turn 8, which obviously assumes ideal circumstances).

Add list:
Huatli, Radiant Champion
Congregation at Dawn
Skullclamp

Remove list:
Gaea's Blessing
Helm of the Host
Eldrazi Monument (maybe)
Doubling Cube (maybe)

I'll probably need to playtest this against actual people. My mate told me about untap.in and I might playtest this deck there once I get it shaved down to 100 cards.

usaDiabetic on The Wildling Tribe

1 week ago

I love that you have a lot of haste enablers, but I feel you have too many enchantments and could go for some more....ramp :-)

Farseek, Three Visits, Nature's Lore, Kodama's Reach, Cultivate, Skyshroud Claim...any of those.

Mana base seems great, but maybe some more utility land like Ghost Quarter, Strip Mine, Maze of Ith, Rogue's Passage

+1 Friend!

CaputStercoris on E.S.F

1 week ago

Instead of equipment, I would focus on Damage Prevention: FogLullRespiteTangleMoment's PeaceConstant MistsDruid's Deliverance...an Isochron Scepter would make any of these reusable

I would also seriously consider adding Spider Spawning and Sporecap Spider.

Also checkout red burn spells and black destruction spells for creature control.

Furthermore I would recommend mana ramp (i.e. Rampant Growth, Cultivate, Kodama's Reach, Myriad Landscape) instead of mana augmentation Extraplanar Lens et. al. You will not need as much mana, and they would effectively shrink your deck increasing the odds of drawing something you need.

Finally, for starters, aim for 1Commander, 40 Lands and 59 Others. Drop anything else that seems good but doesn't fit into your maybeboard, and we can adjust later.

If I come up with anything else, I'll let you know.

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