Kodama's Reach

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Commander (2016 Edition) 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

Rediblackdragon on Yasova and whatever was laying around the house

1 day ago

Hey pal few suggestions:

(I'll be operating under the assumption you plan on switching to Surrak Dragonclaw later down the road)

Equipments

Equipments can be good, but not really as much in this deck. Surrak doesn't just want the equipped creature to get through, he wants all your stuff to go through. That being said, some equips are good, like Swiftfoot Boots or Lightning Greaves as they can provide protection for your key pieces in the way of shroud.

Ramping

There are many great ways to ramp up your available mana early game, and I'd strongly suggest you use a bunch of them for all your mana-hungry creatures. Rampant Growth, Cultivate, Kodama's Reach, Explosive Vegetation, Sprouting Vines/Seek the Horizon, and Oracle of Mul Daya are all pretty good in EDH. I'd say to take out Untamed Wilds, Unbridled Growth, and Map the Wastes among a few other cards to slot this good ramp in. Also, I'd suggest using the Signets instead of Fire Diamond and Izzet Cluestone. (Last second, throw Boundless Realms in for Nissa's Renewal. you have way too much going on at the 6 mark to be ramping)

Horrible Awful Creatures

I can't really think of much to add here, just a bunch of things to toss so here it goes!~

Tromokratis: A touch too expensive for my tastes. If he's there to get your guys through, he's doing a real bad job at it because you already have trample on them. Really just a waste at this rate.

Sphinx of Magosi: Similar problems with Trom. Real pricey, not super big or game-changing. While he'll draw you a few cards, there are a bunch of better cards out there for that.

Sagu Mauler: He's pretty good if he's all you have. I mean, Slippery Bogle is a modern staple for a reason. But I think that your creatures at the 5/6 slot should be a bit more than a dodgy 6/6 trample.

Prophet of Distortion: He's just bad. You only have 5 sources of the colorless mana he needs in order to work. He's not a good body, he won't draw you many (if any) cards, and he is frankly undeserving of a slot in this deck.

Phytotitan: I'm half and half on this. A 7/2 that sticks around a bunch could be good, depending on your meta. This one is up to you.

Pack Guardian: It's just bad. A 4/3 vanilla that lets you turn a land hand into a 2/2 vanilla. Wooo~

Oran-Rief Hydra: You don't have enough forests to have the best of him. Not really super great when you compare it to other things at the 6 slot.

Harbinger of the Hunt: Too pricey to board wipe with, too expensive to be a 5/3. Not very good.

Frontier Guide: You should have much better things to do with 4 mana. Isn't even big enough to consider swinging with if you've used all you mana MP1 or don't need more ramp.

Flamewake Phoenix: It's really just an annoying little bird. if anything, it'll get your big guys hated out so you stop pinging your opponents for 2 in the air every turn.

Wincons

Right now, as far as actually finishing the game goes, I see 3 things in the deck that you might be able to win with. Avenger of Zendikar, if you can dump a bunch of lands on the board in one turn, Ulamog, the Ceaseless Hunger, and Hydra Broodmaster. I'd suggest finding a way to throw in any combination of Overrun, Pathbreaker Ibex, Beastmaster Ascension, or Craterhoof Behemoth.

Sorry about the long post, I'm just trying to help you in the only way I know how.

VesuvanDoppelbanger on Vial Smasher & Thrasios

1 day ago

With so many Hasted creatures, Ambuscade Shaman would be a nice boost. I'd also recommend a bit more ramp, such as Cultivate and Kodama's Reach.

Grind on Harvesting You to Feed the Machine

2 days ago

Hi, cool deck and very unique! mono-green artifact synergy in EDH is pretty unusal!
saw your deck on the commander thread. I have not built a mono green edh deck but here are some quick suggestions, hopefully some of them are in your budget and/or look fun enough to run.

two things that green does fantastically that could tune-up your list are ramp and recursion. some ramp cards like Cultivate, Kodama's Reach, Skyshroud Claim could fit in over Attune with Aether depending on how dedicated to the energy subtheme you are. also Sol Ring!!
for recursion, Regrowth and Recollect are sometimes better than Reclaim, Pulse of Murasa. also i really like Seasons Past over Wildest Dreams - six mana for a full hand over ~2 cards.

a couple options for your win cons, depending on if you want to lean more towards combo or more towards token/stompy wins.
combo: Staff of Domination, Paradox Engine, and mana dorks like Fyndhorn Elves, Llanowar Elves, Elvish Mystic, Selvala, Heart of the Wilds can get you into a big mana/card draw situation. Cloud Key is another foundry inspector.
token stompy: cards like Hornet Queen, Myr Battlesphere, Avenger of Zendikar, coupled with more overrun effects like Overwhelming Stampede, Triumph of the Hordes, or Kamahl, Fist of Krosa can give you a more aggro tilt. Genesis Wave may be a fun option for either direction.

finally if you want to run more removal/disruption, Beast Within, Reclamation Sage, Acidic Slime, Terastodon, all help the cause and provide bodies to swing or block.
hope this all helps and sorry if it is goodstuff suggestions! cheers and have fun.

Triton on Mina and Denn Gruul Agro: First deck, help wanted!

3 days ago

Mina and Denn were my first deck too, and I stuck to them for a while before moving onto Omnath, Locus of Rage. I'd recommend land ramp, such as Cultivate and Kodama's Reach over mana rocks. Of course include Sol Ring, though haha. Mina and Denn can also abuse lots of cool lands too. Glacial Chasm is very good, and also Gaea's Cradle if you have a kidney to spare. :p

One other thing I'd advise are landfall effects. The token producers, such as Angry Omnath, Rampaging Baloths, Zendikar's Roil and Sporemound are all very nice, since you get an extra 2 bodies a turn. Akoum Hellkite is nice, along with Horn of Greed (you benefit off of it more than your opponents and it's a deter for them to attack you) and Retreat to Kazandu.

Here's my deck when I built them, feel free to take a look for inspiration and ideas.


[Primer] The Best Duo in MtG - Mina and Denn

Commander / EDH Triton

SCORE: 7 | 66 COMMENTS | 2169 VIEWS | IN 3 FOLDERS


Hope these suggestions help!

WrathofCod on Mina and Denn Gruul Agro: First deck, help wanted!

3 days ago

@ chaosumbreon87 Thanks so much for the quick feedback! I really appreciate your constructive criticism. I looked at EDHRec, and liked a lot of the cards I saw there! I am going to order a Horn of Greed, an Avenger of Zendikar, a Zendikar's Roil, a Rampaging Baloths, a Kodama's Reach and maybe an Arlinn Kord  Flip. I totally agree with your suggested numbers of creatures and lands, but I don't know what to cut. At this point, I am having trouble deciding what cards to get rid of and what kinds of land I should at. I don't mean to sound demanding, but I would appreciate it if you could suggest some more specific cards to add and some specific cards to get rid of. Specifically, what kinds of draw/tutors do you suggest? I don't know if you saw, but this is still a budget deck and Tooth and Nail is a little speedy. Unless I can get a really good deal for one under 10$, I just don't think I can add it at this time. Can you elaborate on what you mean when you say "surprise wins"? Do you mean flashing big creatures in with something like Vedalken Orrery, or infinite combos (which I am open to). Also, how do you suggest I deal with control or board wipes (specifically stuff like Cyclonic Rift and Wrath of God) and other forms of control? I am curious, why do you suggest mana rocks? I would have thought that land-based ramp would be better since mass-land-destruction is considered kind of taboo in EDH and it nonexistent in my play group. Lastly, are there any other win cons that would allow me to beat decks that run a lot of Ghostly Prison type effects? Stuff that rewards me for having a lot of creatures and/or land. Anyways, I know this is a lot, but I really value the opinions of established players like yourself and anything suggestion that could improve my deck is something I will take into consideration!

P.S. Love your username! (Umbreon FTW!)

The_Traitor on Angel Tribal

5 days ago

You definitely need more Lands (about 38 are required). Then I would add Urza's Incubator and Cards like Kodama's Reach. Wayfarer's Bauble and Explosive Vegetation are nice too. I think Quicksilver Amulet, Belbe's Portal, Selvala's Stampede, See the Unwritten and other cheat-in stuff would be great. Oh and an Avacyn, Angel of Hope would be dope, if you want to spend so much Money. And Archangel Avacyn  Flip is nice too.

timefabric on Paul Walker

5 days ago

This is usually my hierarchy:

  1. I use as many fetchlands & original dual lands I can afford.
  2. I then use anything that a fetchland can grab, ie shocklands.
  3. I fill the try to fill the rest of lands with all color producing lands, like Command Tower, Grand Coliseum, City of Brass etc.
  4. Artifact staples Gilded Lotus, Darksteel Ingot, Chromatic Lantern, Coalition Relic, etc
  5. I use some sort of green ramp package:
  6. Tap Creatures Bloom Tender, Birds of Paradise, Sylvan Caryatid,
  7. ETB / Sac creatures Wood Elves, Yavimaya Elder, Sakura-Tribe Elder, Solemn Simulacrum etc
  8. Fetch sorcs Nature's Lore, Cultivate, Kodama's Reach, Rampant Growth, Skyshroud Claim etc
  9. Extra land drop Azusa, Lost but Seeking, Explore, Oracle of Mul Daya etc

Those are usually the steps I go through to get 5 colors in to a deck. The key is to playtest it so you can tell if you are getting the ramp out or not consistently. Always start with more and then narrow it down if you get flooded with mana too often. Nothing worse than getting mana screwed in 5 colors!

Doktor_wyvern on 5C Superfriends

1 week ago

If your meta has alot of combat matters decks, then instant speed removal is indeed a must. Kodama's Reach could be replaced by Armillary Sphere for a similar effect, but coming down on turn 2 (dodging 3 mana counters) and being an artifact (dodging sorcery hate counters like Flusterstorm) you could also try Crop Rotation to find a non basic land (at the cost of a land) you could also use Land Tax given your land hate. if you blow up all lands, you will probably get a land tax trigger. you could also try Far Wanderings if your deck has threshold consistently enough.

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