Lumbering Falls

Legality

Format Legality
Pre-release Legal
Limited Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battle for Zendikar (BFZ) Rare

Combos Browse all

Lumbering Falls

Land

Lumbering Falls enters the battlefield tapped.

: Add or to your mana pool.

: Lumbering Falls becomes a 3/3 green and blue Elemental creature with hexproof until end of turn. It's still a land.

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Lumbering Falls Discussion

shadow63 on Best Manlands for Modern?

3 weeks ago

I had a bug tempo build and Lumbering Falls serious work. Having an unremoval threat proved invaluable at times

GreenLover21 on Fable of Wolf and Owl

1 month ago

MRSCHROEPFER, I like the concept. Maybe try out Temur Sabertooth. She can pull double-duty as an indestructable blocker and hit your Fable of Wolf and Owl.

Also the mana base looks like its leaning majority blue, but you have a large green demand. Maybe look at running a full playset of Evolving Wilds and shift to Forest dominant to ensure hitting them in the early plays for Arbor Elf.

Other options for smoothing out your mana development try:

Breeding Pool, Thornwood Falls, Simic Guildgate, Lumbering Falls, Misty Rainforest, Flooded Grove, Hinterland Harbor, Simic Growth Chamber,

Mr.tatak on How to cheat eldrazis into play 101

2 months ago

xBradley5000 thanks! I removed the 2 Lumbering Falls, 1 Temple of Mystery and an Island and added 2 Awakening Zone. Also swap all the Salvage Drone for a playset of Nest Invader and added 2 Blossoming Defense as additional protection against removals.

xBradley5000 on How to cheat eldrazis into play 101

2 months ago

So what I noticed from playtesting the deck with Tappedout's Playtest function is that you have a little too many lands. I kept scrying away lands and drawing into more lands, which isn't too helpful. Honestly, I would probably remove the 2 Lumbering Falls because of their tendency to come in tapped, and a couple other basics. 19-20 seems like a substantial amount for a deck like this. With those freed up, you will have room for 2-3 Awakening Zone. I understand putting Salvage Drone in there for a quick turn 1 play, but other than that they aren't too useful. I would take those out and replace them with maybe 3 or 4 Nest Invader. They cost an extra mana, but they ramp, allowing you to cast Call to the Kindred a whole turn earlier. Depending on how many card slots you have after that, maybe put in another Call to the Kindred for extra consistency. They are the center of the deck after all.

xyr0s on Draw-Go Simic Control

2 months ago

Why the green element in a draw-go-control deck? I can only see reasons to use other colors, like black (discard and removal, which are the stuff good control decks are made of), or white (removal, sweepers, a super-useful leyline)... and then green.

But you could always try Mystic Snake (in my opinion too expensive for modern, but for UG draw-go, it might just be the thing), putting cards back on library with Primal Command, repeat through creative use of Snapcaster Mage or Aether Vial/Eternal Witness.

And Lumbering Falls is great for having a creature, after you've played a sweeper (which you'll probably end up having to splash a color for).

multimedia on My edit on Ezuri

2 months ago

Hey, nice upgrades to the Ezuri precon.

I agree with ThallionDarkshine the Cube + Sages combo is out of place here. Honestly you don't need it.

I suggest a few Simic Commander staples that are all budget:

Bident of Thassa and Bred for the Hunt are enchantments that can draw you a lot of cards especially if your attacking creatures have trample.

For the manabase I suggest a lot more Simic dual lands most are budget:

In my opinion your deck is currently fine as is except the manabase. Before upgrading anything else upgrade the manabase.


ThallionDarkshine on Ezuri Morph

2 months ago

Zoetic Cavern seems decent as a morph to trigger Ezuri and then flip to serve as a land. Willbender is one of the best morphs for its ability to protect your stuff from targeted removal. Kheru Spellsnatcher is very mana intensive, but offers a very powerful flip ability. Ainok Survivalist is a decent piece of artifact/enchantment removal. Broodhatch Nantuko is a decent way to produce a bunch of tokens off of people attacking you. I really like Temur Sabertooth as a repeatable bounce outlet. I would also suggest Kodama's Reach and Viridian Joiner as some great pieces of ramp. Fathom Mage is an incredibly powerful card draw engine in any Ezuri deck.

I'm not really sure what Thran Turbine is doing in here. Simic Cluestone seems ok, but I like Simic Keyrune much better for its ability to turn into a difficult to kill creature that can accumulate counters. In this same vein, Lumbering Falls is a great land for this deck.

Check out my Ezuri list (We're Gonna Need a LOT of Dice) for more inspiration. It may not have a morph package, but there are lots of great options for your deck.

Howdie91 on Swell the Host +$200 Deck-building Challenge

3 months ago

Thanks for the advice! I really like Vizier of the Menagerie, and Lumbering Falls. I had Sakura-Tribe Elder, Kodama's Reach, and Rampant Growth in the deck originally (I think they all came with the PreCon). I mainly took them out because I have 9 creatures that either act as mana sources (like Crystalline Crawler and Rishkar, Peema Renegade) or fetch lands (one-offs like Solemn Simulacrum or repeatable like Fertilid). That being said most of my ramping ability uses Ezuri's counters to produce said mana, so I could see how that would be a problem if he wasn't around.I also didn't realize I had so many lands, so I may cut a few for fetch spells like Kodama's Reach!

My comment about the landbase was if there were any better utility lands to help with my win conditions. Until I can afford the shock, and check lands, the tap lands will have to suffice.

From your deck I'm really curious how a few cards perform:

1) Can you use Duplicant on Ezuri, Claw of Progress to protect him while still abusing the counters? Allow him to be exiled, and when someone board wipes or removes Duplicant, Ezuri would then come back? Just kidding, Duplicant doesn't return the exiled card when he dies.

2) Simic Keyrune and Lumbering Falls, do they retain counters once they stop being creatures after end of turn?

3) Is there something you usually tutor for with Fauna Shaman?

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