Krosan Verge

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage 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 Uncommon
Planechase Anthology Uncommon
Commander 2016 Uncommon
Planechase 2012 Edition Uncommon
Archenemy Uncommon
Judgment Uncommon

Combos Browse all

Krosan Verge

Land

Krosan Verge enters the battlefield tapped.

: Add to your mana pool.

, , Sacrifice Krosan Verge: Search your library for a Forest card and a Plains card and put them onto the battlefield tapped. Then shuffle your library.

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Krosan Verge Discussion

jeffbriem on The Ur-Dragon Initiative

16 hours ago

I run a Scion of the Ur-Dragon tribal deck, and I really like yours evolution of the deck using the Ur-Dragon himself. From my experience playing dragon tribal, I'd recommend Austere Command as a multi-purpose board wipe. Can hit small creatures while leaving your dragons unmolested, while also getting troublesome enchantments and/or artifacts in one card. Merciless Eviction is also a must run, I think for when you need to exile creatures, artifacts or planeswalkers. I'd also recommend a Boros Charm as either protection from board wipes or a surprise finisher by giving your commander double strike. I also like Heroic Intervention both as a response to a board wipe or as a way to make my boardwipes one-sided for only 1G.

I also agree with many of the earlier commentors. Swapping Temur Ascendancy for Elemental Bond is a good upgrade; you still get the draw when a creature enters, but it also gives all your creatures haste. Kolaghan, the Storm's Fury turns each attacking dragon into an anthem boost. I don't think I'd run city of brass though. The damage still applies even if you are using it with Chromatic Lantern or Urborg, Tomb of Yawgmoth. Reflecting Pool is a good substitute. I'd also consider Bojuka Bog to help with graveyards and Krosan Verge as ramp/color fixing. Regarding graveyard recursion, I like Whip of Erebos. Giving your creatures lifelink is a nice bonus, and throwing a huge dragon at your opponent with lifelink is even better.

I find my favorite targets for Scion of the Ur-Dragonare two dragons in your maybeboard - Hellkite Tyrant and Steel Hellkite . I'd want those three dragons main board. I've found Intet, the Dreamer and Deathbringer Regent to be underwhelming, so they may be good potential replacements. I also tend to favor the OG Nicol Bolas, Planeswalker over Nicol Bolas, God-Pharaoh.

Good luck with the deck!

codach on Trostani's Growth Hormones

6 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.

nintendo917 on KITTY! Arahbo

1 week ago

Oh shoot, I just noticed you're also not running Krosan Verge. That's a definite auto include in every Selesnya deck

RazortoothMtg on A Truly EPIC Experiement

1 week ago

I found in my O-Kagachi deck that having all 10 signets along with all 5 talismans really helps with quick mana acceleration and the signets sorta fix mana a little bit. I would start by cutting maybe Basalt Monolith. Also, I entirely have to agree with Eyrie007: You need better mana. If you don't want to completely upgrade to Scalding Tarn/Volcanic Island $10000 manabase, then do what I did: the 5 ally-color fetches from KTK are all less than $15 I think- Polluted Delta/Flooded Strand/Bloodstained Mire/Wooded Foothills/Windswept Heath. You can even replace heath with Krosan Verge as it ramps you a little as well. Then for fetchable duals, buy the shocks you can afford and replace the rest with the BFZ and AKH duals like Canopy Vista and Sheltered Thicket. I would cut the tri lands as well as Mishra's Factory for them.

Tevesh_CKP on Samut and the Family Stone

2 weeks ago

Hey, it's me. I'm not sure if you wanted criticism, but here's my take:

You lack mana acceleration. I think 2 drops are very important, moreso than 3 because they're more reliable in being ale to keep more hands and easier to squeeze out on turns where you want to do more. So instead of Kodama's Reach and Cultivate, you should go with Farseek, Nature's Lore and I'm a fan of Into the North with the R/G and G/W Snow Duals (Arctic Flats and Highland Weald) with a few snow basics in case you draw them early. I would even argue for Sakura-Tribe Elder because it's such a good ramp card. Afterwards, even if they're not in-theme Wood Elves and Farhaven Elf make way more sense in a beatdown deck than Sorceries.

I also think you're one land short of what you need, plus I would cut the Evolving Wilds/Terramoprhic and replace with another dual of some kind. Krosan Verge is a great way to ramp at little to no cost and can grab you duals. There's always Blighted Woodland. I also think the deck can probably decently be able to use Mosswort Bridge, Spinerock Knoll and Windbrisk Heights.

Since you do want damage, we previously talked about Throne of the God-Pharaoh, Harsh Mentor and Scab-Clan Berserker. Since your game plan is put Creatures into play and kill the table with turning sideways, Impact Tremors would be great. Ajani Unyielding looks like it would be good for this deck too, another draw I would suggest is Skullclamp in any Creature-based shell. Plus Harsh Mercy for a Wrath that mostly leaves you untouched.

I think you also have enough Creatures to use some of my favourite tech: Birthing Pod, Zendikar Resurgent, Lurking Predators and Assemble the Legion (Though they're Soldiers, not humans). If you're willing to forgo flavour, there's also Oketra's Monument to get more dudes.

lilgiantrobot on Sigarda's Army

1 month ago

A couple more sources of ramp couldn't hurt. Maybe even just a Cultivate, but I'd also want something like Sakura-Tribe Elder.

A Ghost Quarter effect would also be a nice addition. There's so many good lands running around this format its nice to have a 'free' answer to them. I usually try to run two. Something like Beast Within works great as well, since that hits lands, planeswalkers, everything. Song of the Dryads or Acidic Slime provide the same general utility. Krosan Verge is another good land fixing option.

Scavenging Ooze is my only other option, it can just be so powerful as graveyard hate, and even when hate isn't needed there's always opportunities to keep it growing over the game.

OctaviusFalcon on Bird Tribal EDH

1 month ago
So, I was wondering why my deck consistently underperformed, and after reviewing my deck a bit I realized I somehow ended up only running 31 lands and a lot more high cost things than I should've been playing. I also realized I was running a bit of lockdown stuff, and I think wanted to tone that down a bit in favor of more tribal support. As this was the case, I decided to fix it up a bit.

CHANGES

Abundant Growth --> Mirari's Wake

Azorius Keyrune --> Glacial Fortress

Cryptic Gateway --> Birthing Pod

Azorius Chancery --> Hallowed Fountain

Selesnya Guildgate --> Sunpetal Grove

Simic Growth Chamber --> Yavimaya Coast

Simic Signet --> Breeding Pool

Fertile Ground --> Gavony Township

Glare of Subdual --> Supreme Verdict

Opposition --> Deluge

Deadeye Navigator --> High Sentinels of Arashin

Azorius Signet --> Hinterland Harbor

Dismiss into Dream --> Beast Within

Windreader Sphinx --> Mirror Entity

Coastal Breach --> Krosan Verge

Obelisk of Urd --> Sol Ring

Bronzebeak Moa --> Wargate

Marshal's Anthem --> Bower Passage

Skullclamp --> Murder of Crows

Wing Shards --> Temple Garden

Krosan Grip --> Adarkar Wastes

Favorable Winds --> Thieving Magpie

Perpetual on Mayael command

1 month ago

For my taste, you have too many cards that benefit your opponents just as much as they help you. Archangel of Strife could be Thunderfoot Baloth or Elesh Norn, Grand Cenobite. Borderland Explorer could be Sylvan Ranger or Borderland Ranger or Civic Wayfinder. Ghirapur Orrery and Rites of Flourishing could be virtually any card draw engines that helps only you: Drumhunter, Garruk's Packleader, Magus of the Library, Primordial Sage, Mind's Eye, Seer's Sundial, and Staff of Nin all come to mind. Collective Voyage could be Cultivate or Nissa's Pilgrimage.

The next problem is that you are light on land. I use less land than most people, and you are at least 2 lands short for me, probably more like 3-4. And two of your lands don't produce any mana, meaning you would need even more. You could replace Evolving Wilds with Naya Panorama or Krosan Verge, or just add them at the expense of a creature or enchantment. You have all sorts of conditional taplands and Grand Coliseum, so replacing one of them with (or just adding) Jungle Shrine doesn't seem like a bad idea.

You are also light on spot removal, a trap I have fallen into more than once. Terastodon would probably have a home in your creature mix, and Fade into Antiquity, Krosan Grip, or even just Naturalize would not be a waste of space.

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