Kodama's Reach

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 Common
Commander 2016 Common
Commander 2015 Common
Modern Masters Common
MTG: Commander Common
Champions of Kamigawa 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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Kodama's Reach Discussion

CaptSillva on Super Friends Commander/EDH

3 hours ago

Gilder Bairn is a good one to consider. You could also try Tezzeret's Gambit and Steady Progress.

I also think your in desperate need of more ramp. At the moment you have a supper high end curve that requires you to have a lot of different colors. I would suggest including cards like Kodama's Reach, Cultivate, Fertilid, and Solemn Simulacrum.

As far as possible cuts go. Well You don't have too many weak cards, but you could cut a few Jaces. Right now you're sitting at 5. Since you can only have one out at a time this can lead to problems. Maybe drop him down three, even if you end up running weaker planeswalkers it will raise your consistency when you're able to play them.

multimedia on Super Friends Commander/EDH

2 days ago

Do you get land screwed, color screwed or unable to play cards a lot of the time because lack of mana production? The Avg. CMC for this deck is 4.6, that's really high without playing any ramp. No Sol Ring? I'm kind of confused, do you not like ramp in Commander? Some of your Planeswalkers can ramp, but that doesn't help you if you can't play them.

My suggestions are to add ramp and improve the manabase by cutting a large portion of the come into play tapped dual lands. I understand that Planeswalkers are price expensive and they take up a huge portion of the total cost of this deck, but the manabase is really bad. It would help the deck a lot to fix it.

You're playing green you can advantage of land ramp spells. You can accommodate land ramp by cutting a large portion of the come into play tapped lands such as Elfhame Palace and other lands like it for Basic lands. For a budget manabase with green you're much better off playing more Basic lands and cards that can tutor for the Basic lands then lots of come into play tapped dual lands. The Tri lands are great: Arcane Sanctum, Seaside Citadel, Opulent Palace and Sandsteppe Citadel, but these lands are powerful enough that coming into play tapped while bad is fine. This will speed up over all game play because Basic lands enter play untapped. Other lands to consider are the BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream. The BFZ lands have good interaction with both Basic lands and Check lands, Sunpetal Grove, etc.

For a budget $30-$40 manabase I suggest playing:

Dreadship Reef is a land that uses counters, great with Atraxa. Opal Palace is good with Atraxa because if you use it to play her she gets a +1/+1 counter which she can start proliferating, growing herself.

I recommend this manabase and adding a ramp package of:

Cornucopia and Chalice use counters which Atraxa can proliferate making these rocks pretty powerful. Even though your playing some board wipes that destroy all artifacts I still think having some artifact ramp is important to play Planeswalkers. It's more important to have the mana to play Walkers than wipe the board.

To make room for these ramp packages I recommend cutting some of the less powerful Planeswalkers because holy shit there's 28 total of them. Walkers like Jace, the Living Guildpact, Nissa, Voice of Zendikar, Kiora, the Crashing Wave, Gideon, Champion of Justice and Dovin Baan. Also Praetor's Counsel and Primal Surge are just too mana expensive for the deck. Nevinyrral's Disk, Decree of Pain and Terminus are too slow and your playing a lot of other better cheaper mana board wipes. Terminus while powerful needs some set-up to be, Brainstorm and you currently have no malipulation of the top of your library.

Good luck with your deck.


Karzalar on Super Friends Commander/EDH

2 days ago

Hmm. Seems like a good base for an Atraxa Superfriends.

But you'd need more removal (not only creature), ramp and draw.

Removal : Beast Within, Anguished Unmaking, Utter End, Cyclonic Rift, Scour from Existence.

Ramp : Astral Cornucopia and Everflowing Chalice are all-stars in ramp (as said before), since they go up as the game goes on with Atraxa. Cultivate and Kodama's Reach helps out with color-fixing, but since you're not running basics... Farseek, Sylvan Scrying and Nature's Lore are better.

Also, Exploration and Burgeoning are excellent early game ramp cards.

Planeswalkers : Nissa, Vastwood Seer  Flip, Sorin, Grim Nemesis, Gideon of the Trials.

Draw : Mind Unbound, Fathom Mage. Put a counter, draw. Simple yet efficient.

Protection : Ghostly Prison, Privileged Position, Sphere of Safety, War Tax.

If you're not on a budget, Doubling Season.

Now, if you want advice on what to remove for those cards.

Enchantments : 7 cards.

1x Citadel Siege1x Dictate of Karametra1x Oath of Ajani1x Oath of Gideon1x Oath of Liliana1x Sandwurm Convergence1x Spreading Plague

Sorceries : 4 cards. (Trying to accelerate the deck by removing some 7+ CMC cards)

1x Deploy the Gatewatch1x Hallowed Burial1x Praetor's Counsel1x Primal Surge

Planeswalkers : 1 card.

1x Kiora, Master of the Depths (too creature-centric)

Creatures : 1 card.

1x Isperia, Supreme Judge (comes too late in the game)

You can switch as you like. Hope this advice can help!

Forkbeard on Red Green Dragon Commander

4 days ago

Looks like a fun tribal deck to throw down as is! I'll make a couple of budget suggestions that won't break the bank if you decide to tweak the deck a little:

  • Ramp - Kodama's Reach and Skyshroud Claim. If you're wondering what you'd remove to make room, I'd argue both of these are better than Beneath the Sands & Ranger's Path.
  • Removal - Overall the removal package in here looks a little light. A few options to consider: Beast Within, Chaos Warp (definite downside, but it's still decent removal for any immediate threat), Krosan Grip, Decimate & Hull Breach

  • As for the dragons, the choices are entirely subjective. I picked a selection that I deemed powerful & fun for my deck & it looks like you've done the same. Best of luck with your first foray into Commander, have an upvote!

    codach on Trostani's Growth Hormones

    4 days ago

    Excellent choice in commander. I love my Trostani deck located here: http://tappedout.net/mtg-decks/trostani-edh-v20/

    Trostani is surprisingly quite hard to build correctly reason being it does not remove any elements from your deck. For example Marath, Will of the Wild removes token production so all you need to do is ramp, draw cards and make those tokens better. But even failing that you will still have basic tokens to stall with. With Trostani who is still an awesome commander you have to build all elements into your deck.

    I recommend taking all small token generators out of the deck and replacing them with quality token generators such as Crested Sunmare or Giant Adephage. Trostani loves big tokens because of her populate. If you were looking to go small tokens, I'd recommend Rhys the Redeemed as your commander. Things like Geist-Honored Monk, Trostani's Summoner, and Vitu-Ghazi Guildmage would be the ones I'd cut first. finally, Cryptolith Rite becomes bad without little creatures so I'd recommend cutting that too if you end up following my advice.

    The second thing that trostani struggles with a lot is getting on the board early because big token generators tend to cost a lot of mana - e.g., Desolation Twin. If you're at a table with aggressive decks, you will likely die quickly if you don't drop something early or ramp into your late game quickly. Ramping on trostani is very important. You have a good start, but I would recommend even more. Kodama's Reach is just another Cultivate which is one of the best ramp cards in commander. Nature's Lore and Skyshroud Claim both put lands in untapped which is huge. Farseek is a nice early ramp that can grab you either a plains or a forest.

    luckily, we're in selesnya and selesnya has some of the best land based ramp in the game. Lands like Myriad Landscape, Krosan Verge, and Blighted Woodland are great for ramping. While i'm on the topic of lands, i'd recommend cutting your generic tap-lands such as Tranquil Expanse, Terramorphic Expanse, Selesnya Guildgate, Blossoming Sands, Evolving Wilds, and Graypelt Refuge for just more basic lands. We're not that desperate for color fixing and it's really important to have your lands coming in untapped.

    I'll finish up by making a few recommendations from my deck and some cuts i recommend as well. First, Emmara Tandris is a pretty weak card for how expensive she is. Think about what else could go in the 7cmc slot - e.g., Giant Adephage. Intangible Virtue probably isn't good enough for its minimal +1/+1. I'm not sure what your budget is, but Archangel of Thune is an absolute monster in this deck. Darien, King of Kjeldor is sweet too because if you ever take damage, you immediately get all your life back from the tokens coming out if trostani is in play. I recommend swapping out your Green Sun's Zenith for a Chord of Calling because you can instant speed in a Felidar Sovereign right before your turn to just win the game if no one has removal or is tapped out. If you don't have $60 to fork over for a Doubling Season, Primal Vigor can be a nice budget option. The downside to vigor is that it helps everyone at the table but %99 of the time it will be the most useful to you. It's also even better if you know no one in your play group plays a token/counters deck.

    You mentioned in your description that this deck is weak to board wipes. I have also had problems with board clear, and I like how you've tried to combat them with cards like Heroic Intervention, Loxodon Hierarch, and Dauntless Escort. I'll have to play test some of these to see how they work.

    I am by no means an expert of Trostani. I have been brewing her for a while now, but I bought my trostani deck only about a month ago. So, please take everything I say with a grain of salt. Good luck and feel free to message me with any questions you have.

    bjarneudenarme on First budget manabase upgrades to ...

    5 days ago

    Yes its possible. There are imo two ways to go. Both ways require approximately 2 of each basic land in the manabase.

    First you can choose to go heavy green and tutor your basics with stuff like Kodama's Reach. The pro here is you dont loose a turn to lands that enter tapped. Con is you really need a green land to start..

    Or you can choose to utilize lands like Evolving Wilds or the panoramas to tutor the basics. And then fill with stuff like Rupture Spire. Pro here is no need for many green lands. Con is loosing a turn..

    devastated-heart on Why Would I Only Want One Commander?

    5 days ago

    Hey there! I know it's been a while since I last commented, but I was looking through it again and I was thinking that maybe you could take out a few things for more Ramp spells? Like Rampant Growth, Cultivate, Harvest Season, Kodama's Reach, Explosive Vegetation, Nissa's Expedition, or Verdant Confluence. I find that Confluence works well no matter where it goes; and getting a turn to use both Expedition and Harvest Season tends to end up searching for upwards of six lands for . The rest are just cards I feel belong in every green deck to some extent. If you're feeling bold, you could even throw in a copy of Hour of Promise.

    "Hard Ramp" gets Lands out of the deck so you aren't constantly drawing them and pulls you ahead of your opponents in the mana game. I'm not saying you have to find a place for all of these cards, but a decent number of them should be in the deck somewhere.

    Pargphee on zuberazuberazuberazuberazubera

    5 days ago

    Funkydiscogod: Great suggestions. I always wanted to use Spawning Pit in this deck somehow without relying on Shirei, and the Cauldrons are a great way to do that. My concern about them is the mana cost to get it out reliably along with enough zuberas, but with Cryptolith Rite that might not be a problem.

    The only reason Ancient Ziggurat isn't in the deck is because it's both not budget and a non-basic land, so I can't tutor for it with Kodama's Reach, otherwise it would be perfect. But I can't rely on card draw for land in this deck.

    Using Shields of Velis Vel with Spawning Pit is also quite interesting, but too circumstantial to use effectively in this deck when there is limited space already for what is needed. Interesting ideas though! Keep em coming. I'd love to see a budget deck like this hold its own in a modern setting.

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