Kor Cartographer


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Venser vs. Koth (DDI) Common
Zendikar (ZEN) Common

Combos Browse all

Kor Cartographer

Creature — Kor Scout

When Kor Cartographer enters the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.

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Kor Cartographer Discussion

JuQ on ~ Ginger-Slap ~

2 weeks ago

Nice deck, I've playtested it and runs really smooth. But it feels that some ofthe cards are there because they are good stuff and they don't perform as well as they would in other decks.
Urabrask the Hidden feels redundant, all the important creatures in the deck already have native haste and you have Swiftfoot Boots and Lightning Greaves to provide haste. Making them enter tapped sure is nice, but there are many options for that in white if that is what you want.
Elesh Norn, Grand Cenobite will always be amazing in any deck, but you are low on creatures and tokens to make it be a total beast.
Mikaeus, the Lunarch Same thing, in the games I played my creature count was low.
Soltari Champion same problem.
Plague Myr This guy feels out of place being the only creature with infect. I get it's a man dork and you can equip him some of the swords to make him unblockable but most of the time he is just sitting on the batttlefield waiting for a board wipe to happen.
Kor Cartographer you have amazing mana ramp on the deck that make this guy irrelevant. You can't capitalize on it's ability either, no flickering or recurrent reanimation.
Michiko Konda, Truth Seeker It's hard to tell how good is she without playing a real game . It feels she is good against small attacks, but the bigger ones will gladly sacrifice some token to make you the damage. I'd take her out because it's meant to aliviate the pressure on you and you are the one making the pressure on others, you want to push your opponent against the ropes, and this cards is not helping you to that end.

I'm missing card draw, I tend to run out of cards. While I have Mind's Eye or Sword of Fire and Ice it's all good, but if it gets destroyed I'm in trouble. Together with not drawing cards is not having some mana dump, there's nothing to do with all the mana from Neheb, the Eternal. Depending on the way you want to take with your deck different cards would solve these problems.

Anyway, some cards I would add anyway because are really good with Aurelia not mattering about the rest of the deck are Angel of Condemnation, Etali, Primal Storm and Glorybringer. It feels you have a flying theme going on, you could capitalize on that with some Earthquake-like spells.
Sigarda's Aid would be a great asset because most of your equipments give some kind of protection. With this enchantment they wouldn't just become combat tricks but also reactions to removals and board wipes. Even if you have no equipments in hand your opponents won't know, so it's still playing mind tricks on them.

enpc on Heliod (MWC)

3 weeks ago

As has been pointed out to some extent, you need more ramp. It will help fix a lot of the problems described.

Some good ramp cards include: Thought Vessel, Mind Stone, Thran Dynamo, Wayfarer's Bauble, Worn Powerstone, Hedron Archive, Marble Diamond, Magnifying Glass, Solemn Simulacrum, Kor Cartographer, Basalt Monolith.

I would also recommend increasing your card draw pieces. Open the Armory and Stoneforge Mystic are both really good cards in that they can get Skullclamp. Mind's Eye, Staff of Nin, Staff of Domination are all good options given your deck being mono white.

DespairFaction on Aurelia, the Warleader EDH - Make them panic

3 weeks ago

Hey I am long time Aurelia player. Your list is looking pretty solid but I have few changes that I would recommend.


Cut Sram, Senior Edificier low equipment count deck hes not great. Figure of Destiny its a great card but it just takes up too much mana for what it does. Kor Cartographer doesn't have enough board impact for my liking, solemn is ok to keep though. Cataclysm and Obliterate are generally difficult to get into the right situation for, but you can keep them if they work well in your meta. Legion's Initiative and Sigarda's Aid are just never as good as I want them to be. I also wouldn't run Ajani Vengeant hard to protect and just doesn't do that much. Staff of Nin is just too much slow and takes up too much tempo.

In:For additions somethings that I like for this style of deck are Glorybringer, Firemane Avenger, Sunscorch Regent, Steelshaper's Gift, Magus of the Wheel is nice for card draw. Sulfurous Blast and Comeuppance are mvp sunforger targets for me.

If youre looking for more ways to achieve infinite combat steps: Aggravated Assault with either Neheb, the Eternal or Sword of Feast and Famine are usually sure fire ways to do it. You can also mix eldrazi displacer in there, its not as efficient but if you're looking for redundancy it helps.

My 2 best Aurelia decks are right here, you can check them out for inspiration.

Aurelia Weapons of War

Aurelia 45 Creatures!

Hope these help!

Gadianten on Gisela, Blade of Holy Crap I'm Dead (Needs Help)

1 month ago

You are in a color combination that is notoriously poor at mana ramping, I recommend removing Ashnod's Altar, Deathrender, Sword of Vengeance, Moonsilver Spear and add 4 lands for a total of 38 for better consistency. Some other helpers to consider are Kor Cartographer and Knight of the White Orchid, chump blockers and land fetchers all in one.

I would run Fervor over Hammer of Purphoros for two reasons, its not an artifact, you might be surprised how often that can matter, and its much easier to cast at then .

Card draw can be harsh in these colors but you do have access to wheel effects like Dragon Mage, Reforge the Soul, Wheel of Fortune, Runehorn Hellkite, Wheel of Fate, Winds of Change.

You may wish to consider Warstorm Surge and Feldon of the Third Path (he works well with wheel effects) to compliment Kiki-Jiki, Mirror Breaker

If you are going with an angel theme then Karmic Guide works especially with Kiki-Jiki, Mirror Breaker and Feldon of the Third Path if you add him for more copy effects.

Also, if you have one try replacing Commander's Sphere with Chromatic Lantern, color fixing is useful even with only two colors.

Look forward to see how you evolve the deck. +1

VietMoneys on Shadow Priestess

2 months ago

Stumbled across your deck and had a blast checking it out. I don't know how I've never seen Ayli before, but she seems really fun to play.

I know my advice is unsolicited here, but I had a few ideas that popped into my head right away that I can't resist sharing.

First of all, Bojuka Bog. Such a low opportunity cost, and it can single-handedly HOSE some decks. Absolute must.

Also, Vona, Butcher of Magan seems like a great fit for this deck. A bit of redundancy on your commander's ability, plus lifegain synergy.

I think high-toughness creatures like the walls are not the ideal use of these card slots. Adding creatures with strong ETB or LeaveTB effects will make this deck much more efficient in the long run, especially if you're gaining life through other means (like lifelink). Plus, they synergize wonderfully with Mikaeus! Consider Solemn Simulacrum, Kor Cartographer, Academy Rector, Karmic Guide, Sun Titan, Gonti, Lord of Luxury, etc. For that matter, Rune-Scarred Demon and Sidisi, Undead Vizier are always amazing too.

Anyhow, hope you have fun playing this deck. Happy Commandering out there!

Siosilvar on Life Avalanche

2 months ago

The biggest thing to do is just play cheaper cards. White and black basically don't ramp, so I wouldn't run more than about 6 cards with CMC 4+. The few exceptions to that are Kor Cartographer who's already a 4 drop, white catch-up cards like Weathered Wayfarer, and black doublers like Crypt Ghast.

Cards I'd cut:

All five-drops except for the Archangel of Thune and maybe one or two others. They're not bad, but because they're so high in mana cost you'll rarely if ever play them so you really want just a few game-winners up here.

Chastise and Smite. Play Path to Exile or Fatal Push instead; being able to cast your removal at all matters more than what it gives your opponent. Condemn is the budget option.

Probably the Cradle of Vitality unless it turns out to be a consistent game winner. It's too mana intensive for Modern.

Sungrace Pegasus. If you're relying on these so that Odric can give everything flying, just run a fourth Aerial Responder instead and replace the other one with a better creature.

So, all that said, some smaller mana cost cards for you to consider filling in that space with:

1 drops

Better removal as mentioned, Path to Exile/Fatal Push/Condemn. Dismember can be good too, since your life gain should outpace the 4 life you have to pay for it.

Serra Ascendant. The best one-drop any lifegain deck can ask for. They're expensive but worth it.

Children of Korlis or Kami of False Hope. Lets you save life so you can activate Serra Ascendant and Chalice of Life. The Kami lets you saves your creatures in combat, the Children save you personally from more kinds of life loss and are another life gain trigger. Up to you which is more important.

Brave the Elements

2 drops

Lone Rider  Flip is a better version of Knight of Meadowgrain because he's a 4/4 most of the time (but sometimes a 1/1) instead of always a 2/2.

Blessed Alliance is a pretty neat toolbox card.

Honor of the Pure

3 drops

Oblivion Ring or its functional reprint Banishing Light. Lets you temporarily (or permanently, if your opponent doesn't have enchantment removal) get rid of anything that's causing you a problem.

Kambal, Consul of Allocation. Maybe just as a sideboard card against spell-heavy decks.

Vampire Nighthawk, it's a bit more versatile than Aerial Responder because it has deathtouch instead of vigilance.

Path of Bravery

Kitchen Finks. Not a lifelinker, but really common in life gain decks because they block twice and give you 4 life while doing it.

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