Myriad Landscape

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Pauper Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Uncommon
Commander Anthology (CMT) Uncommon
Commander 2016 (C16) Uncommon
Commander 2014 (C14) Uncommon

Combos Browse all

Myriad Landscape

Land

Myriad Landscape enters the battlefield tapped.

: Add to your mana pool.

, , Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle your library.

Price & Acquistion Set Price Alerts

C17

CMT

C16

Ebay

Recent Decks

Load more

Myriad Landscape Discussion

ScrOuch on Wrath of Nature - Infinite Combo Edition

2 days ago

I'll try the deathmantle then and report you how it performs. I also understand your thoughts about beast vs rec sage but on the other hand is it also possible to tutor AND cast rec sage at instant speed with Chord of Calling (which also doubles the chance to be able to use the needed removal). Not that easy. I'll just try both.

The amulet is actually an awesome card! Besides comboing off with Perilous Forays it also works with Gruul Turf which I can put into play, tap for mana and return to hand several times. Same counts for every land that enters the battlefield tapped like Myriad Landscape or nearly every land I get through ramp spells. That way I'm also able to chain my ramp spells even more effectively which significantly accelerates the deck in the early game.

liamgoodale on one creature in edh? this will be fun

2 days ago

Make a budget version. Run Jace the unplayable instead of Karn, e.g. Also, Myriad Landscape, that land that bounces an island and taps for a blue and colorless, and also terrain generator (not that these will help keep the cost down). Anyways, well done for creativity, I'd just build it a bit differently, for one, I couldn't afford the 1000 dollar price tag haha. My meme Ixidor deck, e.g. is OK --a bit slow-- but can win casual games if left alone.

Also, why run Index? It's pretty bad compared to cantrips. Ponder Preordain and so on aren't in the deck, and if you're looking for a free filler card, run Urza's Bauble.

NoSoyYucateco on When the control player discovers EDH

4 days ago

I would recommend taking a few counterspells out for more draw and ramp options. Having more cards in hand, and more mana to spend, will help ensure you greater consistency.

Recurring Insight, Flow of Ideas, and Future Sight are great on the higher-cmc end, and will put in all the work of Thought Reflection more consistently. Fact or Fiction, Rhystic Study, Day's Undoing, Thassa, God of the Sea, and Mystic Remora all put in great work on the lower end.

As for ramp, Solemn Simulacrum, Burnished Hart, Wayfarer's Bauble, Sky Diamond, Coldsteel Heart, and Fellwar Stone are all good.

What do you plan on doing when a threat actually hits the battlefield? I would think about Cyclonic Rift, Evacuation, AEtherize, Wipe Away, Echoing Truth, Pongify, and Reality Shift.

There are also a few lands you might want to consider, like Terrain Generator, Strip Mine, Ghost Quarter, Myriad Landscape, Temple of the False God, Nykthos, Shrine to Nyx, Reliquary Tower, Glacial Chasm, to name a few. You should probably add at least 5-7 more lands as it is.

GoldenDiggle on i have no clue what im doing dragons

1 week ago

Hey mollycat, it mus be really fun to play Karrthus with all these Ur-Dragon decks going around!

I would slip in around 3-6 more lands, concentrating on , but otherwise your manabase looks pretty good.

As the others have said, it is probably not worth keeping the token generation in, as the cards that interact with it are few, however, if you tutor them they can be worthwhile.

Mana ramp is really important in a high cost deck like yours, you have 6 cards that get you mana, but adding a few more is important. Cheap (but effective) cards are Darksteel Ingot, Gruul Signet, Rakdos Signet, Golgari Signet, Rampant Growth, Cultivate, and Myriad Landscape. I recommend putting in at least 3 or 4 cards like this to speed up your early game.

Fires of Yavimaya doesn't do much for you, since your Commander already gives your Dragons haste. I would swap it out for Dragon Tempest if you still need haste that deals bonus damage. Scourge of Valkas also deals a lot of damage based on dragons you control.

Death by Dragons and Descent of the Dragons could be really fun to play before casting your commander, then you would get all the dragons.

Other good dragons that may help are Dragon Mage, Kolaghan, the Storm's Fury, Silumgar, the Drifting Death, Dragonlord Silumgar, and Thunderbreak Regent.

Good luck!!

lechgame on Charge of the Light Brigade

1 week ago

Mana rocks help a high-cost list immensely. Boros Signet, Commander's Sphere, and Darksteel Ingot are good budget adds. Any way to put lands directly into play is good, such as Myriad Landscape, Burnished Hart, and Walking Atlas. There are plenty more and better ways, but those are all relatively cheap and easy, and low on the curve, to help accelerate you a bit.

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]

1 week ago

Pallino: Since they both effect activated abilities, here is all the stuff that can take advantage of one or both (Note: You don't have to pay the original cost of the ability - like saccing the creature - each time you copy it):

Burnished Hart - Both, up to a total of 6 basic lands.

Feldon of the Third Path - Both, up to a total of 3 copies of graveyard creatures.

Goblin Chirurgeon - Both, regenerating up to 3 creatures for each sac'd Goblin.

Goblin Sledder - Both, up to +3/+3 for each sac'd Goblin.

Goblin Welder - Both, up to 3 switched artifacts.

Ib Halfheart, Goblin Tactician - Both, up to 6 goblin tokens for each pair of Mountains sac'd. This gets out of control with Purphoros/Impact Tremors out.

Kiki-Jiki, Mirror Breaker - Both, up to 3 copies of 3 different creatures you control.

Krenko, Mob Boss - Both, up to 3 sets of Goblin tokens. This is especially strong because it recounts the number of Goblins for each cast. 5 goblins on the field already turns gets 5 additional tokens from the first ability, then the copy that ability for an 10 additional tokens, and copy it a third time for 20 additional tokens for a total of 40 Goblins!

Moggcatcher - Both, up to 3 tutored Goblins into the battlefield.

Siege-Gang Commander - Both, up to 6 damage distributed 2 at a time to a creature or player.

Skirk Fire Marshal - Both, up to 30 damage to each creature and player.

Skirk Prospector - Both, up to 3 red mana from one sac'd Goblin (still costs 2 colorless though).

Aggravated Assault - Just Rings, up to one additional combat for an extra 2 colorless (as opposed to casting again for 3RR)

Goblin Bombardment - Just Rings, 2 damage per each sac'd Goblin.

Scroll Rack - Just Rings, draw 2 times the number of cards set aside.

Surveyor's Scope - Just Rings, fetch 2 lands times the number of players with more than two lands than you. In a 6 player game I've used Ib to sac down below the threshold for every opponent, and then used Scope with a copy from Rings to bring 10 lands into play!

Arid Mesa - Just Rings, fetch two lands.

Bloodstained Mire - Just Rings, fetch two lands.

Myriad Landscape - Just Rings, fetch four lands.

Scalding Tarn - Just Rings, fetch two lands.

Strip Mine - Just Rings, destroy two lands.

Wooded Foothills - Just Rings, fetch two lands.

As you can see, there are a lot of ways to take advantage of them that aren't all that obvious. Honestly though, I would probably include them just for their benefit to Krenko and Ib alone.

Goblin Welder I tend to get more use out of. He is nice to draw naturally, but I will also tutor for him if I am having a particularly hard time with certain artifacts on the field. I don't run it anymore, but it combos really well with Liquimetal Coating.

Feldon of the Third Path is definitely more situational, but between him and say an Elixir of Immortality, where I will also get back all the lands I purposely sac'd (lategame this lowers the chance I would topdeck a spell I want over my 10th land that I don't.), I would rather have Feldon all day long. Bringing back a hasty Krenko, Purphoros, Grenzo, or Skirk Fire Marshal for even a turn can be enough to win the game. It is definitely more of a fringe benefit card, but I still like having that little bit of "recursion" in there over nothing at all.

Load more