|Commander / EDH||Legal|
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|Battle for Zendikar||Rare|
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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
4 days ago
Thanks for commenting on my Swan Lands deck! I found your white splash very clever. Leyline of Sanctity is the best silver bullet against Burn and Thoughtseizes, our toughest matchups. Plus white can also be used to cast Swans. +1 from me!
Mystic Speculation is a very interesting choice. Not sure if it's worked out for you in playtests, but it doesn't seem to check out mathematically. On average, it would take 3.4 turns of activating Mystic Speculation to find a combo piece you didn't have. Assuming you start using it turn 3 (since otherwise it's just a worse Serum Visions), that means you get the combo on turn 7.4 average. There are probably much better uses of that time and mana (though maybe there isn't). What about Faithless Looting, Sindbad, or Day's Undoing?
It doesn't seem like you modified the land base much from the original Swan Hunt list. You might have noticed my list has about 20 utility lands. From playtesting, I can tell you it hardly even impacts mana accessibility. Since you have 41 lands, even if you hypothetically cut 20 lands entirely, you'd still have a 21 land deck (and we know those can handle 3 colors). Your list is all-in combo, so you probably can only squeeze in 15 utility lands. That still means you could squeeze in (in order of priority) 4 Ghost Quarter/Tectonic Edges, 1 Dakmor Salvage (further increases your probability of reaching 10 lands), Gemstone Caverns (they're like Simian Spirit Guides that don't reduce your land count), Halimar Depths, 1 Lumbering Falls (to guarantee finishing off your opponent), Bojuka Bogs, 1 Treetop Village, possible Amonkhet bicycle lands, followed by more copies of the above if there's room.
Alternatively maybe you could go Blood Moon! I would definitely play Blood Moon in my list, if I didn't need 3x red, 2x blue, and 1x green, whereas you only need 3x red, 1x blue, and 1x white (and only in sideboard).
And sorry about the above comment (I accidentally hit post), could you please delete it?
5 days ago
CoreGon, these are the very early stages of the newest version. Black may be added back in :) Energy alone can just about support the fourth color of black, but I'm finding consistency issues. I'm in the process of trying to make the fourth color work better using Four-Color Saheeli as a template, that deck is four colors and relies on energy and it's using both Attune with Aether and Oath of Nissa to get and find the lands it needs. I'm mimicking this with a version of Dark Bant.
You're right using the fourth color will make it easier to max out on converge, five colors for both Skyrider Elf and Woodland Wanderer, but we still have to worry about consistency of the manabase which three color Bant is much better at. Bant is better mana consistency while still giving us the ability to converage Skyrider and Wanderer, maybe not with five colors as easily, but four yes.
Here's my new idea for Dark Bant, using Four-Color Saheeli as a template. Here's the list so far:
- 4x Servant of the Conduit
- 4x Skyrider Elf
- 4x Woodland Wanderer
- 4x Sylvan Advocate
- 3x Rhonas the Indomitable
- 4x Attune with Aether
- 3x Oath of Nissa
- 4x Cast Out
- 4x Aether Hub
- 4x Forest
- 2x Plains
- 1x Island
- 1x Swamp
- 4x Botanical Sanctum
- 3x Concealed Courtyard
- 2x Lumbering Falls
This leaves room for 9x more cards, some combination of Rishkar, Peema Renegade, Verdurous Gearhulk, Tireless Tracker, Fatal Push and Tamiyo, Field Researcher. This is too many different cards something is going to be left out, but I'm not sure what yet.
It's also possible that we only splash black as a fourth color to better converge and just play a Swamp which Attune can get or Oath can find.
1 week ago
Great deck overall. Close to the list I'm playing. But I think Llanowar Reborn and the 2 Vivid lands are not worth it. According to your description, you have 8 cards that proliferate. That's only 8% of your deck. By the time you start proliferating, you have all your colors and a single +1/+1 don't make a huge difference. Instead, Dryad Arbor and Khalni Garden can give you experience counters, more useful in the long games. Blinkmoth Nexus fly, and Lumbering Falls gets hexproof and is a great target for Ezuri's Ability. Add Sakura-Tribe Elder, maybe Green Sun's Zenith or Mulldrifter ?
Green fetchlands and zenith can get you the Dryad Arbor too.
2 weeks ago
Grasslands, Bad River, Flood Plain, Bant Panorama, Esper Panorama and Krosan Verge are super budget fetches. I would re-include Murmuring Bosk, because of it's forest type it is essentially a fetch-able Sandsteppe Citadel. The KTK block fetches are at a low right now, with all three in Atraxa's colors at $10-15 (Flooded Strand, Polluted Delta, Windswept Heath. For more U/G lands Yavimaya Coast, Lumbering Falls, Opulent Palace, Hinterland Harbor, Botanical Sanctum and Temple of Mystery are great budget options. Breeding Pool itself though is under $10 right now so I'd jump on that.
4 weeks ago
I think your mana base is a little messy.
- There's no need for the Panoramas (Bant Panorama and Naya Panorama), you could just go with Terramorphic Expanse and Evolving Wilds.
- Checklands (Rootbound Crag, Hinterland Harbor and Sulfur Falls) and Bouncelands (Simic Growth Chamber, Izzet Boilerworks and Gruul Turf) benefit most from decks having more basics, so I'd tell you to replace some utility lands with basics (drop Alchemist's Refuge, Desolate Lighthouse and maybe even Kessig Wolf Run)
- Manlands (Lumbering Falls, Raging Ravine and Wandering Fumarole) aren't all that useful in EDH. Considering the amount of lands in your deck, I think you might want to cut them as well.
- Considering the amount of card-draw in the deck, you might want to consider Reliquary Tower
As for ramp in itself:
- Gilded Lotus is amazing, but it only nets you one color of mana, which can be a bummer at times.
- I always advocate for the use of all available signets (Simic Signet, Izzet Signet and Gruul Signet in your case), since they fix your colors in the early game and help you ramp up a bit (plus, a Sol Ring + Signet starting hand can go crazy pretty fast)
- Thought Vessel and Mind Stone are other 2-mana artifacts with some great extra utility.
Cards I don't like/I don't find useful enough:
- Crystal Shard - Reusable bounce is good, but I don't think this card is good enough to be here.
- Ranger's Path could be replaced with Nissa's Expedition (if you tap a creature it's exacly like a Explosive Vegetation) or Nissa's Renewal (costs more, but gets you 3 lands and 7 life). Or simply drop it. You run too few basics and with all the sorcery ramping you might run out of lands to search for...
- Recurring Insight - In the late game where you can give in to the luxury of spending 6 mana to draw some cards it can be great, but I'd rather use it in a See the Unwritten or Seasons Past or Selvala's Stampede or Saheeli's Artistry.
- Zendikar Incarnate - poor defenses and no trample. You can do better. Mystic Snake or Ogre Battledriver or Master Biomancer or Faerie Artisans (you can clone the token with Riku in order to keep it)
- Charmbreaker Devils can be good, but they might do nothing as well
- Deadwood Treefolk doesn't seem that appealing to me either; specially considering it only gets back creature cards. Greenwarden of Murasa is almost strictly better (bigger body and returns any card, but no "leaves the battlefield" trigger)
- Rampaging Baloths seems out of place. Yes, it creates some good tokens for playing lands, but generating 1 trample-less 4/4 per turn seems pretty bad. This creature is better suited for landfall-based decks in my opinion.
- Sphinx of Uthuun and Fact or Fiction are cards I just can't enjoy. I think the impact they make is negligible in the game, but I understand the appeal and sometimes it can be quite interesting. I'd say keep the creature and ditch the spell.
Other suggestions (mostly more creatures to use as a toolbox):
- Farhaven Elf another ramp on a stick.
- Reclamation Sage is a staple in the format for a reason
- Peregrine Drake generates infinte mana in conjunction with Deadeye Navigator and gives you some quick ways of ending the game (such as paying buyback of Capsize to Upheaval everyone but yourself constantly)
- Triumph of the Hordes - another win con
- Ghostly Flicker gives you a way to reuse ETB triggers or save something from removal. Also has a combo with Peregrine Drake + Archeomancer.
- Coiling Oracle forces you to reveal the top card, but the fact that it ramps if it's a land makes it so much better
- Phyrexian Ingester - removal on a stick. You could also go with Duplicant
- Drowner of Hope - never underestimate this little guy, since it's quite versatile. The "sac a scion: tap a creature" has saved me quite a few times and it can also work as some sort of ramp tool (It costs , but it refunds with the tokens).
- Nim Deathmantle brings a creature back for one more round.
1 month ago
1 month ago
Could use some work, to be honest. Cards to add:
Flooded Strand, Polluted Delta, Bloodstained Mire, Windswept Heath, Verdant Catacombs, Arid Mesa, Priest of Urabrask, Dryad Arbor, Glimpse of Nature, Ulamog, the Infinite Gyre, Emrakul, the Promised End, Sylvan Safekeeper, Primordial Sage, Lotus Petal, Mana Crypt, Mox Diamond, City of Brass, Mana Confluence, Worldly Tutor.
Things to cut: Lumbering Falls, Raging Ravine, Jace Beleren, Cinder Glade, the checklands, Mosswort Bridge, Earthcraft, your remaining basics, and most of your large creatures are underwhelming. This deck seems to have the classic Animar problem: too stompy to hold its own at TRULY competitive tables, and too commander-reliant (though that of course comes with the territory in this kind of deck).