Kodama's Reach

Kodama's Reach

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.

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Printings View all

Set Rarity
Commander 2020 (C20) Common
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


Format Legality
Block Constructed Legal
Pauper Legal
Duel Commander Legal
Penny Dreadful Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Pauper EDH Legal
Modern Legal
Canadian Highlander Legal
Oathbreaker Legal
Unformat Legal
Magic Duels Legal
2019-10-04 Legal
Noble Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Kodama's Reach occurrence in decks from the last year

Commander / EDH:

All decks: 0.23%

Green: 0.66%

Golgari: 0.51%

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%

Kodama's Reach Discussion

Optimator on Arixmethes Sea Monster Tribal

3 hours ago

Personally, I'd swap out some of the mana rocks for Cultivate, Kodama's Reach, Ranger's Path, Migration Path, Explosive Vegetation, Grow from the Ashes, and the like. 2 CMC mana rocks are definitely awesome, but in this deck you're really gunning for that 7-CMC stuff. Land-based ramp will be safer in the long run, not being susceptible to mass bounce or Vandalblast, etc.

There is the argument for getting Arixmethes out on turn 3, so you have 6 mana on turn 4, but you have to weigh that vs. long-term ramp and getting past 6 mana. YMMV!

MarkovBrewer69 on It's seagulls in the sky ?

1 week ago

First off I want to say I like a lot of the choices you made for the deck! In five color decks it can be hard to get the mana you need. Cards like Nature's Lore, Rampant Growth, Kodama's Reach, and Cultivate may help you. I see that you are running fetch lands like Wooded Foothills , in which case try looking into the "triomes" from the recent Ikoria set as you can get them from the fetch lands. My best piece of advice would be to run more lands and less basic lands in general, if you can afford to. Many of your cards have high mana requirements even with the Ur-Dragon's ability. I think going to 37 or 38 lands would help you. I think in your deck you have too many basic lands which can make it hard to cast your green ramp cards. However, I do recommend having at least one of each basic land. I hope this helps you!

rangab7 on Ghalta Deck

1 week ago


Ghalta is a great first time commander. So cool, good job and make sure to have fun. However, you need more ramp. Ghalta comes out usually turn 3-4 on a very cheap budget if you play him right. My first suggestion is to get elves Llanowar Elves, Fyndhorn Elves, Boreal Druid, Arbor Elf,Priest of Titania, Elvish Archdruid, Rishkar, Peema Renegade, Steel Leaf Champion, Gigantosaurus, Gyre Sage And there's a lot more. This makes it so that ghalta can come out early. Karametra's Acolyte is also cool beans

You also want to add more high power payoffs. Greater Good, Return of the Wildspeaker, Soul's Majesty, Life's Legacy

Next add in some land ramp. Cultivate, Kodama's Reach, Rampant Growth etc

Card draw is important too. Beast Whisperer, Soul of the Harvest, Elvish Visionary, Temur Sabertooth.

More cool cards are End-Raze Forerunners, Renata, Called to the Hunt, Grothama, All-Devouring, Aspect of Hydra, Ancient Animus, and Shamanic Revelation

Ghalta is super unique so have fun and add your own twist to it

Non-Linear on The Periodic Table WIP

1 week ago

No Heroic Intervention, you're in blue, just play a counterspell in fact have a - Counterspell - Arcane Denial - Swan Song - Dovin's Veto - any of the confluences

Dread is a waste since it won't stay in your library, play Filth instead or Wonder

If your going to play Eerie Ultimatum play more self mill, this will also have better synergy with the commander

You don't draw enough cards either - Bonders' Enclave - Tatyova, Benthic Druid - any of the modern horizons cycling lands - Splendid Reclamation (sortof) - Mystic Remora - Rhystic Study - Omen of the Sea - Brainstorm - Nissa, Vital Force - Elemental Bond

There is no ramp, don't bother with the two CMC sorceries Nature's Lore, Rampant Growth and Harrow you want the extra lands in your hand. - Cultivate - Kodama's Reach

Another wrath is good - Wrath of God - Damnation

You have little interaction - Vandalblast - Krosan Grip - Generous Gift - Reality Shift

And more importantly no win con - Overrun - Overwhelming Stampede - Biomass Mutation - Craterhoof Behemoth - Dragon Throne of Tarkir (since you probably wont swing with commander) - Bolas's Citadel

zdayz_bryan on Golos - big mana

3 weeks ago

Golos, Tireless Pilgrim just gets nuts.

The idea is to ramp; Arcane Signet, Azusa, Lost but Seeking, Birds of Paradise, Boundless Realms, Chromatic Lantern, Cultivate, Dockside Extortionist, Dryad of the Ilysian Grove, Exploration, Far Wanderings, Farseek, Kodama's Reach, Noble Hierarch, Oracle of Mul Daya, Rampant Growth, Revel in Riches, Search for Tomorrow, Sol Ring.

get Golos, Tireless Pilgrim in play and start using him

Get a mana doubler; Mana Flare, Dictate of Karametra, Vorinclex, Voice of Hunger, Nyxbloom Ancient, or two out with his ability. then things get fun.

Get a untap effort off the top of the deck; Early Harvest, Turnabout, Palinchron, Peregrine Drake, Rude Awakening, Time Spiral, Zacama, Primal Calamity.

with Swarm Intelligence, and/or Thousand-Year Storm it gets stormy real quick. Lots of things can stack up to build your storm count which can either generate enough mana to go through your entire deck.

There are several win cons: Brass's Bounty, Dockside Extortionist, & Revel in Riches provide a passive wincon. A stormed Expropriate or Treacherous Terrain is a nice finisher, once you have more mana than you can use (which isn't hard) you can blow everything up with Zacama, Primal Calamity or steal all of you opponents stuff Agent of Treachery

JRaynor on Moro those dragons

3 weeks ago

I'm working on something similar but with The Ur Dragon still in the C-zone.

Mana base is tough in 5 color decks. The good news is you already have some great stuff. First, definitely add a Fellwar Stone. It's often as good as Arcane Signet and is a fitting companion

Then I'd try to replace your vivid lands + Rogue's passage (most of your creatures have built in evasion with flying anyway) with the new Triomes.

With triomes + the existing shocks you have, your fixing options really open up when you encounter your existing Farseek, plus you can add in a Nature's Lore.

I'd swap Armillary Sphere for Wayfarer's Bauble. One should have come with the precon. The sphere only fixes you while the Bauble ramps and fixes. Additionally you can crack the Bauble as early as turn 2 while it takes till till at least turn 3 to crack the Sphere. Kodama's Reach is also I think just objectively better than the Armillary Sphere as it also fixes and ramps on turn 3.

Now let's move onto your rocks. There are two easy upgrades I think you can make here.

Commander's Sphere is good and Darksteel Ingot is at least above average but I think you can easily upgrade these to Chromatic Lantern and Dragon's Hoard. This type of deck is where Chromatic Lantern is at it's most useful, so if you have one somewhere else I'd definitely move it. Dragon's Hoard speaks for itself. I think its card draw is worth a lot more than the marginal value of having an indestructible rock. Worn Powerstone is a bit suspect here as well, since you're running 5 colors, but I can see how it'd be valuable in ramping out your commander sooner rather than later. I still might swap it for a Kodama's Reach since it ramps and fixes you at a fair rate, and you aren't running it.

Finally. - 34 lands is really light for how big your spells are. Brainstorm is just really bad in EDH without the proper support to manipulate the top deck. I'd rather play an extra land or two over that and say, Mana Leak. I can totally get behind running a counterspell but you're not a control deck so multiples aren't really needed. You could probably drop the worse of the two you have.

Anyway, Hope that helps. Apologies if it was too long. :P

Benwatts14 on Karametra, God of Lands and Tokens

1 month ago

edengstrom1 looks good! Karametra is one of my favorite commanders and is really underrated imo. I would recommend more cheap ramp like Rampant Growth and Farseek or even Cultivate and Kodama's Reach. Signets and cheap artifact ramp work well too. Anything to ensure you play Karametra before turn 5. One of my favorite ramp cards I think is underplayed is Wall of Roots. Since you can play some huge creatures in this deck id recommend some draw spells like Rishkar's Expertise and Garruk, Primal Hunter. Another card I think is really cool and would be a monster in this deck is Emeria Shepherd You can get SO much value off of this cards its insane. I have a version of Karametra on my page if you wanna check it out. Other than that looks good man +1 from me

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