|Commander / EDH||Legal|
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|Commander 2018 (C18)||None|
|Vintage Masters (VMA)||Uncommon|
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Mountain Valley enters the battlefield tapped.
, Sacrifice Mountain Valley: Search your library for a Mountain or Forest card and put it onto the battlefield, then shuffle your library.
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Mountain Valley Discussion
2 days ago
The choice of which land to bounce is made as the Golgari Rot Farm's ability resolves, not when it's put on the stack. Therefore when the bounce ability resolves, you will have to choose between the Rot Farm and whatever land you tutored with Mountain Valley.
2 days ago
I had Mountain Valley on the battlefield, untapped. Entered on Turn 1, and now we are on Turn 2.
For my second land, I played Golgari Rot Farm.
Since I have to put the sacrifice trigger on the stack, I did targeting Mountain Valley to be returned to my hand.
In response to this, I sac'd MV to tutor out a land.
Was I able to keep GRF out, even though the land I selected to be returned to my hand was no longer a viable option? Or would I have lost GRF for doing so?
Thanks. This was in the Lord Windgrace deck, by the way.
1 week ago
Odysseus_97/VexenX: Another thing to consider with Mountain Valley vs Evolving Wilds is the timing of them. Both have the same timing as far as mana usage, as you will take a turn off before you have access to said mana. However, one can net you two tokens in one turn while the other will only net you one.
1 week ago
Odysseus_97: You gave me quite a bit to think about, thanks for the comment!
Grow from the Ashes: This seems fine, but not better then my other ramp, and I really don't need any more right now.
Terramorphic Expanse: This could get a spot, but I don't want to lower my basic land count. Do you think there is another land I can take out?
Rampaging Baloths: This is a good question. To explain why this is not played, we have to ask why Om_rath himself is so good. The main reason is because it does not just require you to swing in order to win, but you honestly rarely do. Plus he is amazing removal in a pinch. However, Baloths does none of this. You just get a beast with no evasion that does nothing unless you have Craterhoof Behemoth (but is slow even then for 6 cmc).
Tilonalli's Summoner: This is ok, but REALLY conditional on other cards in play. If you have a sac-outlet is is pretty good, but completely horrible otherwise. Plus it dies really easy. You should NEVER swing with it more then once, and is just a slow Tempt with Vengeance in the best case.
Heroic Intervention: Kinda temping, just to protect Om_rath at instant speed. Might be worth trying.
Krosan Grip or Beast Within: I know we hurt for non-creature removal, but I bank on not caring in most games. If Om_rath is your primary commander and you get hated out a lot, then you will likely want to play these. However, I only pull out Om_rath every couple weeks, so no one plays hate cards for it.
Green's Sun Zenith: I have never been in a state where I think to myself "I really want to Tutor more right now!"
Animist's Awakening: This misses way to often. I use to play it back in the day.
Pir's Whim: This is both weak ramp and removal. Not really what I am looking for.
The Mending of Dominaria:VERRRY slow...
Triumph of the Hordes: REALLY MEAN, and not my style. Play it.
Mountain Valley: Only marginally better, but I might look into getting an alter made of it.
It is important to to note that all of these cards are ok in this deck!!! If you have then and are on a budget, run them! None are unplayable by any means, I am just running what I think to be a more optimized list. The beautiful thing about commander is that a deck does not need to be "optimized" to be good (and more importantly, fun!).
1 week ago
2 weeks ago
Take out terramorphic and evolving unless you add more basics, Spinerock Knoll, probably Rocky Tar Pit, and Mountain Valley, Chromatic Lantern, maybe no Countryside Crusher or Cosmic Larva, Behold the Beyond, Beseech the Queen, Diabolic Tutor, Ever After (Unless you add more better creatures), Natural Balance, you dont really have a use for Doubling Season,
Consider Avenger of Zendikar, Mina and Denn, Wildborn, Omnath, Locus of Rage, Oracle of Mul Daya, Rampaging Baloths, Sylvan Safekeeper, Tireless Tracker, Titania, Protector of Argoth, Ulvenwald Hydra, Crop Rotation, Hissing Quagmire, Raging Ravine, Lavaclaw Reaches, Treetop Village, any more cycling lands, Nissa, Vital Force, Embodiment of Insight, Scute Mob, Dragonmaster Outcast, Squandered Resources, Crash of Rhino Beetles, Undergrowth Champion, Squirrel Nest, Spawning Grounds
I think you need upwards of 40 or so lands in here if thats where you want the focus, some should make creatures, some should BE creatures
3 weeks ago
Those reprints would be nice, but Chromatic Lantern got its reprint in 2016's commander product so it never really stood a chance. However, I am actually pretty stoked to see Rocky Tar Pit and Mountain Valley reprinted as they can be hard to find sometimes.
The whole set looks interesting, but I don't think I'll be purchasing any complete decks. Unless it turns out that some crazy reprints slipped through the cracks, I'll likely just pick up a few singles.
Also, there are already three green magi: Magus of the Candelabra, Magus of the Library, and Magus of the Vineyard. I think the distribution is 4 , 4 , 5 , 3 , and 4. So green is still behind, but it has a few.
3 weeks ago
I think your deck relies too heavily on Omnath’s Landfall ability to make elementals, so I would recommend taking out some of the ramp spells and artifacts and putting in a few more elemental creatures and elemental generators. I would suggest:
Additionally, these would increase the or enable the damage dealt by Omnath’s abilities:
You have a lot of ramp spells, but there are defiantly some better ones you might want put in instead of the some of the ones you have are:
Bounce lands and sac lands would work really well here as well:
I would also recommend: