|Commander / EDH||Legal|
Printings View all
|Ultimate Masters (UMA)||Common|
|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
Sorcery — Arcane
Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library.
|Want (17)||ObIviom , amergerbil , Otakufan64 , taciticus , lainel , mocaba , Mac-Daddy , zilikken , tupton79 , Sjachkepesk0515 , GabenLagann , FateDecider , pje , Forsetyr , AngryFudge , HalfwayLyric , Deconstructionist|
Kodama's Reach Discussion
3 days ago
More mana generation would be good; stuff like Fyndhorn Elves , Birds of Paradise , Whisperer of the Wilds , Leafkin Druid , Domri, Anarch of Bolas , and Gruul Signet . Some good ramp options would be Cultivate , Kodama's Reach Skyshroud Claim , Oracle of Mul Daya , Solemn Simulacrum . You could always use some sacrifice outlets like Greater Gargadon , Momentous Fall , and Ashnod's Altar . Some equipment I like: Lightning Greaves , Tenza, Godo's Maul , and Fireshrieker . Other good voltron stuff would be like Bear Umbra , Wolfir Silverheart , and lots of other equipment. Guttural Response and Veil of Summer are good protection, Krosan Grip is the best artifact/enchantment removal, and Berserk is super good at just deleting someone.
4 days ago
I used to have a pretty competitive Tatyova. when building her you really want to focus on her ability, she is a Landfall goddess.
LANDS: 38 More Lands are needed, Terramorphic Expanse is another Evolving Wilds and triggers Tatyova twice. and what i believe is a great land card and if not a staple for this deck Alchemist's Refuge . this card with Seedborn Muse will give you practically another turn on someone else's turn.
Since you going to be bring in lands allot, your going to want other creatures that play off the "Landfall" trigger.
Rampaging Baloths creating a 4/4 beast with every land can make you quite scary. Roil Elemental Stealing your opponents creatures when a land enters will give you huge advantage. Psychosis Crawler your going to be drawing lots of cards, might as well deal some damage with it. Hedron Crab and then we have a bit of mill... actually this is scary. you can play this card fast and let the hurt begin.
INSTANTS: Krosan Grip A K-grip is always a good card to have in a deck. Crop Rotation It brings in a land. and you can find Reliquary Tower . another land card that is a must have in a deck that will have you drawing so many cards. Deprive Returning cards to your hand is a great way to play lands again. this is a cheap spell with an EXPLOSIVE result.
ENCHANTMENT: a great card for "landfall" is Burgeoning if you can get this out early is crazy ramp. if you can get it out mid to even late game is SUPER good with all the "Landfall" triggers you might have out on the table. Courser of Kruphix here is a way to play lands from the top of your library in case you don't have any in your hand. plus some extra life gain. Exploration lets you play more land per your turn. Zendikar's Roil and some more tokens per land entering the battlefield.
ARTIFACTS: once this deck starts to really take off Aetherflux Reservoir will end games fast. Alhammarret's Archive even more life and even more card draw. Storm Cauldron is a nasty card. it will stop other plays in their tracks, while giving you all the advantage.
COMBOS: There are a few combos that are optional.
Amulet of Vigor , Perilous Forays and any token generator Rampaging Baloths , Zendikar's Roil ... you can even use your opponents creatures as sac fodder if you have Roil Elemental . HOW THIS WORKS: with Perilous Forays pay sac a creature, find a land and put it on the battlefield. triggering Zendikar's Roil creating another creature. with Amulet of Vigor that land comes in untapped, allowing you to repeat this until you have all your basic land and all the triggers you could possibly want.
this is an infinite combo Retreat to Coralhelm , Walking Atlas and Simic Growth Chamber this allows you to repeatedly bounce Simic Growth Chamber to your hand and on the battlefield as many times as you want.
So here is my suggestions. just ways to energize with Tatyova. Hope this helps.
4 days ago
5 days ago
1 week ago
I would reccomend less dorks and more ramp. Artifacts are easier to remove than land. You are in green and should take advantage of Kodama's Reach and Cultivate . Having more lands on the field will be better than having more signets.
2 weeks ago
You only have 5 possible targets for Isochron Scepter . Personally, I would take it out and add some more ramp. Speaking of which, you're playing green but no land ramp? I'd take Rampant Growth , Farseek , Nature's Lore , Cultivate , Kodama's Reach , Explosive Vegetation , and Circuitous Route over these artifacts any day. Especially since these can be copied with Riku in the late game. I've been playing Riku for a few years. He's really mana-hungry, and every land you can get out helps a ton.
2 weeks ago
I think Villainous Wealth could be replaced by a number of much stronger cards. Tooth and Nail or Green Sun's Zenith both would be better, in my opinion, since your deck is almost entirely composed of creatures.
Painful Quandary seems like a very odd choice. It doesn't synergize with Yarok at all.
To be more consistent, I would play another ramp spell like Into the North , Cultivate , Kodama's Reach , or Skyshroud Claim . I'd also consider playing a piece of catch-all interaction like Assassin's Trophy or Beast Within .
Collective Restraint is a good card, but I don't think you need to worry about being overrun. I'd replace it with something that protects you from something you actually are vulnerable to - boardclears. Something like Heroic Intervention or Asceticism would fit the bill.
2 weeks ago
Honestly, I think playtesting is probably required with this kind of deck. On the plus side, ramp strategies do a good job for covering up curve mistakes, since you're unlikely to suffer more than a turn or two of tempo with a hand full of 6-drops. The Sunforger and removal packages are probably the most flexible spots. As for easy cuts, I'd lose Stinkdrinker Daredevil, since you don't really want additional vulnerability to wraths in a boros deck. Marshal's Anthem is kind of awkward in a deck without extensive card filtering. Wear/Tear seems kinda mediocre. Same for Orim's Thunder. If it's not doing 6+ damage regularly, I would rather hit an additional target or have flexibility or something. Heartwarming Redemption is cute, but kind of crappy, as well. I think I would also go with a traditional Fork over Wild Ricochet, since you want stuff to to in the early game, and a 2-mana copy Kodama's Reach is exactly what your deck wants to do.
Kodama's Reach occurrence in decks from the last year
Commander / EDH:
All decks: 0.23%
GW (Selesnya): 1.39%
GU (Simic): 1.38%
RG (Gruul): 2.22%
RUG (Temur): 2.58%
BRG (Jund): 1.68%
RGW (Naya): 3.17%
BUG (Sultai): 0.56%
GWU (Bant): 0.87%