Kodama's Reach

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom 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
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
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

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.

Kodama's Reach Discussion

SideBae on Gruul Werewolves May.12 2019

2 days ago

So I've never built a werewolf tribal deck, but I have seen a hell of a lot of red-and-green decks. So I'll put out what I suggest.

First, you do NOT need rocks -- you need dorks. Being a green deck means you have access to Llanowar Elves , Fyndhorn Elves , Elvish Mystic , Orcish Lumberjack , Birds of Paradise , Priest of Titania , Bloom Tender and Boreal Druid , all in your colors. Green Sun's Zenith for zero can fetch Dryad Arbor as a turn 1 ramp spell as well, and later GSZ can fetch whichever creature is best for you (like Reclamation Sage , if you choose to run it). Having all the mana helps cast fat, important spells.

Running a lot of creatures means you should run Growing Rites of Itlimoc  Flip, which is a WAY more affordable Gaea's Cradle .

Another bonus of the dorks is that they make things like Slate of Ancestry (which you should run) and Shamanic Revelation (which you do run) much better. Also, if you run something like Overrun or Craterhoof Behemoth , they become efficient beat sticks. If you choose to run Craterhoof, I also suggest Natural Order to get it out for cheap. Overwhelming Stampede is another good choice for a finisher.

Depending on your meta, you may want to alter your land-base to be able to run Ruination or Blood Moon . Flashfires and Choke are also on the table, depending on the colors your friends like to play. Carpet of Flowers is a good way to take advantage of a blue player. Depending on the meta, Stranglehold from your Maybeboard is also a good idea.

With regard to removal of artifacts or enchantments, Nature's Claim is a good choice, as is Krosan Grip . Ancient Grudge , By Force , and Shattering Spree are good artifact hate; Back to Nature and Tranquil Grove are good enchantment hate.

In EDH, many-for-one spells are awesome. Decimate should come in off the Maybeboard, as it's good for blowouts. I also agree with NV_1980 in that Hull Breach is a good card. Eternal Witness is wonderful recursion.

You may want to run Nature's Lore and Farseek . These are very good for finding lands, and the Lore doesn't make the land enter tapped. Further, neither specifies the 'basic' supertype, so they can get your Stomping Ground . If you put Cinder Glade in, you can fetch that too. The Lore and Farseek are better than Kodama's Reach and Cultivate , at least in my experience.

With 31 creatures, you may want to consider Lurking Predators . Also, if you choose to run Sensei's Divining Top , this card becomes even better, and running Into the Wilds becomes better.

Lands can be expensive, but the best two for you are Cavern of Souls and Ancient Tomb . Typically, you don't want your lands to ETB tapped, as that puts you behind a turn. Grove of the Burnwillows and Taiga are also pretty good. Note that, if you choose to run Grove and your meta runs a lot of x/2s or x/1s, you might want to run Punishing Fire as well.

Rhythm of the Wild is a good way to make all your creatures into more immediate threats. Shared Animosity puts pressure on hard.

Running Mana Vault and slamming it turn 1 means you can cast your general turn 2. So... it's a good idea, I think.

If you're running Gruul Turf , I again agree with NV_1980: you should run Exploration . It's a good way to get your lands down fast and efficiently.

SideBae on Derevi Fat Stax

2 days ago

Right off the bat, you should strongly consider Smothering Tithe to run alongside your Stasis . Each turn cycle, all three of your opponents have to pay to cut you off one blue, meaning Stasis is very likely to stay put.

Second, instead of running Bident of Thassa , you should consider running a Green Sun's Zenith to fetch your Edric, Spymaster of Trest . This gives you the redundancy that two of the 'hit OP draw' effect while allowing you to fetch other things with GSZ, including a Dryad Arbor turn 1, if you choose to run that, or Reclamation Sage to take out a pesky artifact/enchantment.

Similarly, I always feel weird running signets or Commander's Sphere in a green deck. If you have access to green, you have access to dorks (which are way better than signets). Avacyn's Pilgrim , Fyndhorn Elves , Birds of Paradise and Noble Hierarch are all REALLY powerful. Priest of Titania and Bloom Tender are both two-drops that make enough mana to be busted as well. Similarly, I don't think Solemn Simulacrum is ideal in this deck. If you cut the artifact ramp for dork ramp, you can run Kataki, War's Wage or Energy Flux to great effect. Also, Stony Silence becomes just... real good.

Suppression Field is also an excellent card. You aren't running fetches, which is fine, but decks that DO run fetches despise Suppression Field -- AND it hoses 'walkers, which you run 0 of.

Playing lock pieces, you're going to draw a lot of counter magic. I advise Dispel as an efficient piece of counter-counter magic, as well as Flusterstorm if possible. In the vein of counter magic, I don't think Hinder is very good. If you're afraid of an opponent just getting value out of the spell in the graveyard, Void Shatter ensures that your opponent doesn't just tutor it back later.

I think Supreme Verdict is better than Wrath of God , if only because it dodges counter magic. You probably don't want to run two wrath effects (because you're a go-wide creature deck), so I advise just replacing wrath with the verdict.

Tutor-wise, Mystical Tutor and Enlightened Tutor would be great for this deck. Mystical can get any instant or sorcery you need, be it wrath or ramp, while enlightened can find you lock pieces fast. I highly suggest them both.

Brainstorm , Ponder and Preordain are all excellent cards that make a borderline hand into a good hand. I think all blue decks should run these Xerox pieces, as they find lands and/or important spells at a very low cost.

Depending on how prevalent blue is in your meta, consider Carpet of Flowers . It is a REALLY good card.

I'd replace Cultivate and Kodama's Reach with Nature's Lore and Farseek , and Explosive Vegetation with Skyshroud Claim . The suggested cards to not require the 'Basic' supertype, meaning they can grab your duals without a problem. Also, Nature's Lore and Skyshroud Claim allow for your lands to enter untapped, reducing their net mana cost.

I advise running Utopia Sprawl and Wild Growth . With Derevi triggers targeting the enchanted land, these produce extra mana. Also, if you run Arbor Elf , they make it tap for extra mana as well. Notably, the sprawl can only target a forest. This isn't really a problem, as I think you should try to make your land base lean green anyways. Early in a game, you want to ramp first, which requires green and then enables you to find your other colors.

Grasp of Fate is probably better than Return to Dust . It has a wider range of targets, and tends to hit more permanents for less mana.

I think people tend to underestimate the power of soft-counters in EDH games. In the late game, when players have ramped their entire decks out, they do tend to be somewhat useless. However, early interaction is invaluable. I recommend at least trying Spell Pierce in a few games, as this can counter an early Sol Ring and make all the difference.

Speaking of odd EDH counterspells, Mental Misstep is another tremendously undervalued card. If your meta is fast, it can be a complete game changer; if your meta is slow, it is indeed useless. That's a meta call, but I put it out there because I've had great success with it.

Mystic Remora is a good way to draw cards if it comes down turn 2 or 3. You should consider running it.

I would suggest running Sower of Temptation over Keiga, the Tide Star . It is vulnerable to removal, but gaining control of a creature and impacting the board right away is worth it, at least in my opinion. Similarly, if you want to lay down some real cash, Gilded Drake is a good option.

You should at least consider running Thalia, Guardian of Thraben . With dorks and the untap abilities from your general, you're likely to have more mana than your opponents, making her ability more and more one-sided.

I think Reflecting Pool is probably better than Meteor Crater . You might also consider running City of Brass and Mana Confluence , as I've had good success with these in 3-color decks. Exotic Orchard and Forbidden Orchard are also considerations for mana fixing.

Mother of Runes is a D&T staple you might want to consider. She's very good for protecting your creatures, although she is a nonbo with the aforementioned Suppression Field .

I feel that Mulldrifter is included because it can be flickered with Roon of the Hidden Realm and Brago, King Eternal . Seeing as the blink effects aren't in the command zone, I think just running Fact or Fiction and/or Dig Through Time would be better, as they are instants and let you leave up counter magic. Treasure Cruise is good too, although this is a sorcery. Chart a Course , Slate of Ancestry and Shamanic Revelation are also good cards for this deck.

You may wish to consider Howling Mine . It will always draw you a card on your draw step, as the untap step comes first. However, if you tap it down with your general's ability, the effect becomes asymmetric.

Good luck with deck building!

Ryanh12 on Mina and Denn's Landing Lands

3 days ago

McToters I had actually been considering that card for a while, but found that it has limitations in my deck. I only run 16 basic lands in my entire deck, and with cards like Traverse the Outlands , Cultivate / Kodama's Reach , Yavimaya Elder and Sakura-Tribe Elder already pulling out a lot of them, I feel like it could be a waste of value at times. My decklist is already so restrictive on what I can add (because there are so many possibilities with a landfall deck) that while it could create some explosive and wonky plays, it's a seven-mana ramp spell essentially. This is an excellent suggestion, I'd personally much rather run a card like Genesis Wave , which is a much more consistent ramp/win-condition.

If you have any more suggestions, feel free to let me know. Also just send me a link of any of your decks if you'd like a second opinion on anything. :D

ThatOneMage on death touch fun

4 days ago

I like this iteration better, but still a few things I would change. I don't think storrev belongs in this deck. I think that would work better in a zombie recursion deck. Mabey some Deadly Recluse instead. Or Some Kodama's Reach . Upping Pharika to 2 might be a good idea. I personally like running at least 2 copies of a card. I feel like having one copy results in almost never getting to play it. Also, 72 cards is a lot. I know that it doesn't seem like much, but cutting some cards to get down to 66 or so would help consistency. You don't even have to cut all copies of a card. You can just cut a few copies.

Tata on Jarad

4 days ago

I think you're playing too many tapped lands. Golgari Guildgate and Jungle Hollow can easily be cut for basic lands. Having more basics also helps you avoid getting absolutely destroyed by things like BloodMoon or Back to Basics , which are commonly played cards.

Your deck's curve is also a little off. I think you need more 1 drops ( Expedition Map , Wayfarer's Bauble , Mana Vault , Vampiric Tutor , Birds of Paradise , Deathrite Shaman , etc). I would cut some of your 6 drops to make room (you have a lot of 6 drops).

I also think you should make use of ramp spells before you play mana rocks. Cultivate , Kodama's Reach , Nature's Lore , Farseek , Sylvan Scrying , Nissa's Pilgrimage , Search for Tomorrow , and Skyshroud Claim are all just so much better than Gilded Lotus or Golgari Signet .

exec-MTG on Another Muldrotha deck

4 days ago

I'm an Espers player, looking into your deck and i have one thing to say, Muldrotha, the Gravetide it's not a deck wich looks for an answer but a way to get through...

Destroy what's in front of you and don't waste ur time in disrupting others play in their turns.

If you need to sac your things do it in the way everyone loses with you, those things are going to return in ur side pretty easy... i think you need more boardwipes, and tutoring to create the concistency, Diabolic Tutor , Toxic Deluge , Damnation Black Sun's Zenith , Mystical Tutor , Prime Speaker Vannifar for name some... also, Rampant Growth , Cultivate , Kodama's Reach you need to get your lands ASAP if you don't have to many Rocks/Dorks so take advantage of your "green side"

the more mana the best for Muldrotha, the Gravetide

that's my oppinion! :D

Hav0cD3m0n on Niv Mizzet, Ultimate Master of Guilds (Ver 1.2)

5 days ago

For real, probably I'll get Kodama's Reach or Cultivate out for it! I was thinking about getting them out, cause I have less and less basic lands actually

SideBae on Lonely Kong

5 days ago

My first recommendation is Berserk . This is ideal for one-shotting the hell out of someone, although the sac at the end does seem costly unless you're confident you can re-resolve Grunn.

My second recommendation is Concordant Crossroads accompanied by some dorks. I feel that almost every green deck, if not EVERY green deck, benefits from running at least Elvish Mystic , Fyndhorn Elves and Llanowar Elves . Adding Arbor Elf with things like Utopia Sprawl or Wild Growth makes for even more mana. Birds of Paradise is also viable in mono-green, but is less good than in multi-colored decks. Landing a turn one dork means you can cast a turn two Kodama's Reach or Cultivate . Furthermore, if Grunn is repeatedly countered and/or removed, the dorks can hold equipment and swing in.

I do not think the Urza's lands are very good in EDH. This is because there is only one of each in 99 cards; I tried playing them once, and in the months I had playing the deck, I never assembled tron without a LOT of unnecessary effort.

Finally, if you play in a blue-heavy meta, Carpet of Flowers is always a powerhouse.

Good luck.

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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%

G/U (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%