Kodama's Reach


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

RedUndead40 on Speeding up Rhys/Selvala

1 day ago

I'm seeing two main problems with the deck. The first and easily fixable thing is to shift away from ramp options like Llanowar Elves and move more towards land-based ramp such as Rampant Growth, Cultivate, and Kodama's Reach. Lands in general are much less susceptible to removal so your investment will be more secure. The first time someone casts a board wipe your creature-based ramp is gone, so it's better to stick with land or artifact ramp when possible because board wipes happen often in commander.

The second and largest issue is that I see almost zero ways to protect your board. Any deck that focuses largely on permanents (creatures in particular) needs to have at least 5-7 cards dedicated to making sure your permanents stick around. Simple things like Lightning Greaves and Swiftfoot Boots can protect your commander, but I strongly recommend cards like Heroic Intervention, Rootborn Defenses, Eerie Interlude, Teferi's Protection, and similar cards that can save your board from a massive wipe or a relevant spot removal spell. These cards can and will make the difference between conceding to control and making the control player rethink their decisions.

Hope this helps!

Captain_Kinnbart on gishath dino edh

2 days ago

I'd remove the Raptor Hatchling as long as you you have no way to stack damage triggers or something. It just doesn't have real impact in EDH.

Same goes for Arlinn Kord  Flip. I'd rather play other, more consistent ways of giving your commander (and other creatures) haste like Fires of Yavimaya or other enchantments that give your creatures haste and trample.

I'd also remove the monuments, they won't help you so much. For example Oketra's Monuments second effect won't impact the game much, and you have like 10 white creatures that can profit from the cost reduction. You'd have to play all of them after the monument to save like 7 mana. If you just play Kodama's Reach you will profit a lot more of it. Instead of Hazoret's I'd play anything that lets you draw a card whenever you play a creature, something like Elemental Bond. Rhona's is fine, you have enough green creatures, I personally would prefer something like Primal Rage or Nylea, God of the Hunt to keep the trample even without casting creatures.

Also I recommend Caltrops for the enrage trigger, if the lack of flavor doesn't matter to you.

toastySmorc on Goreclaw, Banneret of the Wildlife

3 days ago

You need to increase the reliability of your deck, instead of jamming it with more big creatures. I imagine you'd lose a few games to not drawing enough ramp, or having dead utility cards.

My suggestions are to


Mouth, Lightning Greaves, Bow of Nylea, Soul of the Harvest, Druid of the Cowl


Rampant Growth, Kodama's Reach, Wall of Roots, Rhonas the Indomitable

Meurth on Forests' Might

3 days ago

Avenger of Zendikar would be awesome here. I think you can cut some creatures that have low utility, like Temur Sabertooth. You should also cut some forests because your commander only costs 3 mana and you have ramp spells. Kodama's Reach is cultivate with a different name, very useful.

Jmuoz on Mul

4 days ago

Counterspells and creature removal in general are your greatest threat, Muldrotha, the Gravetide needs to be on the field for your deck to thrive. I recommend running a Disallow since it can counter any activated ability.

The Mending of Dominaria shuffles your graveyard into your library when it fully resolves. This hurts your reanimation strategy imo. I would personally remove it.

Since you easily rebuild from board wipes (assumiung that you can protect your commander somehow), you might want to run Oblivion Stone, Bane of Progress, Creeping Corrosion, Fracturing Gust. Do or Die is a good cheap pseudo-boardwipe that is also cheap financially. Decree of Pain is extremely expensive mana-wise but if it goes off it can win you the game single-handedly. Crux of Fate is basically a worse version of Damnation if there are no dragons on the board. If you don't want to use Crux, you can use Extinguish All Hope.

You might want to use some more green mana ramp spells. Respect for using Tempt with Discovery. Here are some of the spells you might want to look into. (Don't add all of these, this is just for your reference if you want to add some) Explosive Vegetation, Kodama's Reach, Harrow, Yavimaya Elder, Farseek, Hunting Wilds, Skyshroud Claim, Mana Reflection,

Good luck!

jonny909090 on Your worst fears are coming (Turn 4)

4 days ago

Elvish Harbinger is used as a tutor to get more Arbor Elf's. Also it allows me to diversify my mana sources. I play Elvish Harbinger, Karametra's Acolyte, and Chromatic Lantern so that my opponents cant just destroy my land/enchants and completely screw me over. I also like to have Kodama's Reach as a way of cycling more of the lands out of the deck, so you are more likely to draw something useful. Voyaging Satyr is a good card, but I don't use it because I would have to swap out something else or go above 60 cards. Same goes for Fertile Ground. Thanks for the feed back.

asarov on Breed Lethality 2018

5 days ago

Hey, looking at your list, it is clearly higher budget than my list. SO keep that in mind if you compare it to mine, because cards like Asceticism and Demonic Tutor and stuff are definitely great inclusions.

Just looking at your list however, it does seem like you are fairly light on card draw. I have found that card draw is probably the single most important thing in a game of EDH, and I think most players would agree with me. Since you are going tall with your creatures by using +1/+1 counters, consider cards like Soul's Majesty and Rishkar's Expertise which draw you cards based on the strength of your greatest creature. Tezzeret's Gambit is also really good, and I personally run Ob Nixilis Reignited for repeated card draw and removal (which you also seem to be a little lacking on).

Another thing is that your mana base seems a little stretched by running all four of the depletion lands (Peat Bog, Saprazzan Skerry, etc) as well as all four of the filter lands (Mystic Gate, Fetid Heath, etc). If this mana base has been working for you no problem, then stick with it. However, if it is has been playing a little slow, consider getting rid of a few of the depletion lands for some faster lands like shocks or fetch lands (Verdant Catacombs, Overgrown Tomb, etc. These cards are out of my price range personally). You can also probably cut two lands since 35-37 is the normal amount, and slot in both a Cultivate and a Kodama's Reach which are both phenomenal ramp spells in green.

There also seems to be some confusion over the theme of your deck, I would try to focus it more in the +1/+1 counter aspect of the deck. Cards like Sterling Grove, Suppression Field, and Muldrotha, the Gravetide don't really help your strategy that well and I think you would find your deck is able to interact more if you slotted in removal spells like Cyclonic Rift, Anguished Unmaking, Return to Dust, Swords to Plowshares, and Path of Exile to name a few. I would also consider cutting Argivian Find and Flash for some of the cards in your maybeboard like Reyhan, Last of the Abzan and Kalonian Hydra. Some other cuts that I think would be good is getting rid of Verdant Force and Predator Ooze since three green devotion is a lot in 4 colors and they have low impact for their relative costs and speeds. Lastly, if you are going to include Pir, Imaginative Rascal, you really need to include Toothy, Imaginary Friend since drawing either of them tutors the other and Toothy, Imaginary Friend also fixes some of your card draw problem.

I hope this helps you at least a little bit, and I hope you continue enjoying the game and format! Feel free to message me if you want additional advice or have questions; or to ignore me if you don't care. Best of luck!

hungry000 on Your worst fears are coming (Turn 4)

1 week ago

Voyaging Satyr is another untap land ramp creature that you could play, it would speed up your deck a lot if you added some more enchant land ramp like Fertile Ground too. They're cheaper and probably better (in terms of speed) than Elvish Harbinger and Kodama's Reach.

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