|Commander / EDH||Legal|
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|Modern Masters 2017 Edition (MM3)||Rare|
|Zendikar Expeditions (EXP)||Mythic Rare|
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, Pay 1 life, Sacrifice Misty Rainforest: Search your library for a Forest or Island card and put it onto the battlefield. Then shuffle your library.
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Misty Rainforest Discussion
2 weeks ago
Think of Mario saying "Here we go!"
Yavimaya Coast, Simic Growth Chamber, Breeding Pool, Alchemist's Refuge, Lumbering Falls, Novijen, Heart of Progress, Oran-Rief, the Vastwood, Botanical Sanctum, Path of Ancestry, Terramorphic Expanse, Flooded Grove, Misty Rainforest
3 weeks ago
3 weeks ago
Have you thought about upgrading the land base? I assume there is some budget element to it, but I feel like you could reduce the basic count by quite a bit and have less etb tapped fetches. Some suggestions:
In general im not crazy about putting LD lands in my deck, but in Titania they're often useful for hitting your own lands for more elementals, so I feel like you should try and fit in as many as possible.
Then non-land suggestions that have been amazing in my build:
3 weeks ago
Looks like a pretty solid competitive Infect build. The biggest problem I see is with the land base. Since your converted mana cost sits at 1, you should be running like 9 or 10 fetchlands. One more Misty Rainforest for sure, Windswept Heath, Verdant Catacombs, and Wooded Foothills are also good choices. Breeding Pool can be knocked down to a 2 of since you'll be able to fetch it and won't have to rely on drawing it. Noble Hierarch should be a 4 of, he allows you to cast your spells and the Exalted ability can be super helpful. Viridian Corrupter is pretty good as a one of in the main deck, it definitely should at least be in the sideboard. Dispel is better in the sideboard because it won't always have a target and I'd switch out one Apostle's Blessing for another Blossoming Defense. Lastly, Jace, the Mind Sculptor doesn't really have a place in the deck. Its a good card, but it doesn't help with what you are trying to do.
1 month ago
1 month ago
The problem with the article (and this has been pointed out all over the place over the years every time it gets posted) is that it assumes everything in a vacuum. It ignores that life is a resource.
For example, suppose I lose next turn to my opponent's infinite combo and the only way I can win is if I do so on my current turn. In that case, paying all but 1 of my life total to gain a even a 1% chance of drawing the card I need to execute my own combo is worth it. If I'm playing Storm and sitting at 4 life, paying 3 of that life to go grab a Steam Vents before I try to draw a card is worth it.
This is done at multiple instances throughout the game because I can only play one land a turn. So with the example of Storm in Modern, if I'm going up against another fast deck like Death's Shadow, Burn, or another combo deck, I can map out the number of cards my opponent can play.
So let's continue by taking a look at Burn. It can do 4 damage with Boros Charm. 2 damage a turn with Goblin Guide is one of its more efficient means of damage. Monastery Swiftspear does a lot of damage but is limited by the mana available. Atarka's Command likely does the most damage. A resolved Eidolon of the Great Revel is enough to kill me on its own. What's the fastest way that a burn deck can kill me, as a Storm player?
Hitting a land drop each turn is ideal for the Burn player. If they hit 4 lands and nothing but spells, they should be able to do 20 damage by turn 4.
So with 7 starting cards and then 4 turns being on the draw, they have 11 cards total. 4 of those are lands, meaning they get 7 of their burn spells. The absolute nuts is if they get multiple Goblin Guides and Atarka's Command. So:
Turn one: Goblin Guide, attack for 2 (18 life remaining).
Turn two: Cast another Goblin Guide, attack for 4 (14 life remaining). Cast Lightning Bolt (11 life remaining).
Turn three: Monastery Swiftspear -> Atarka's Command for 3 to the face (8 life remaining), pump the team, attack for 9 (0 life remaining).
That's 21 damage by turn 3, with the Burn player getting a strong draw. So if I'm on the play, and I know I take 21 damage by the Burn player's turn 3, that means the most life I can pay of my own is 10. That's because it's what keeps me alive at the end of turn 2. If I pay even 1 life, I'm dead on turn 3 regardless of what else I play. Because of this, any life I pay by turn 3 is irrelevant.
So if my opening hand has only 2 Misty Rainforest, but I need , then I'm going to pay at least 2 life to fetch a pair of Steam Vents. If I have to fetch and shock twice, I go to 14. I'm dead when my opponent gets their turn three, so I decide to combo off. Part way through my combo, I draw Scalding Tarn and Island. I can still play a land and I only need to get , so I can play the Island. However, since I know I'm dead the following turn, I may as well pay the life to use Scalding Tarn, even if it only improves my draw by 0.000000000000001%.
This is a long, convoluted example, but I hope it illustrates my point. Life is a resource. Games more often that not depend on certain life total breakpoints (in our Burn example, it goes 18 -> 13 -> 1). Using a fetch to thin out your deck in those cases makes the smallest percent worth it.
The times where the article is correct is when looking at a meta that does random amounts of damage each turn and you're playing Mono-Red Burn. It's better off to play nothing but basic Mountains, even if the option of fetches is there. That's because you'll never be in a situation where paying life to improve your chances will be relevant.
Even then, sometimes the shuffling itself becomes a relevant resource. Or you want to fill your graveyard (Grim Lavamancer being the go to example). But most of the time, it comes down to mana fixing. Because fetchlands can grab dual lands, they open up all 5 colors without any issues. If you rely just on dual lands, you may draw all of your spells, but only your lands. If those lands were Verdant Catacombs? It's no longer an issue because you can go get your Taiga or Badlands.
This becomes even more obvious against decks with few actual win conditions. Sneak and Show is going to attack me with either Griselbrand, Emrakul, the Aeons Torn, Ashen Rider, or all of the above. Scapeshift is going to kill me with Valakut, the Molten Pinnacle. Once you know the threshold for when these decks can kill you, crossing that threshold means any life you pay from fetchlands makes the deck thinning worth it.
Edit: I should mention, my point is that "Fetches are good for thinning your deck" is a correct statement. This is only clear if you take the time to think about why. But once you do, it's obvious and becomes second nature to most players.
1 month ago
So (going by tcgmarket)
2x Polluted Delta KTK $17.38 each
1x Misty Rainforest ZEN $31.87
that leaves you with $2.87 to find in my binder. I could also send $3 cash in the mail
1 month ago
This is awesome! I have looked around at many build and deck techs for Prossh and this one takes the price hands down!
Quick question: I have other fetchlands besides the ones you included in your list. Did you limit this because of budget or because do you not think make the deck better? The ones I can add are: Arid Mesa, Marsh Flats, Misty Rainforest, Polluted Delta, Scalding Tarn,and Verdant Catacombs
If you think this would help, what would you remove? Thanks in advance!