|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||Uncommon|
|Commander 2017 (C17)||Uncommon|
|Commander Anthology (CM1)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Commander 2014 (C14)||Uncommon|
Combos Browse all
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
Myriad Landscape Discussion
4 hours ago
Nomad Mythmaker provides repeatable Aura recursion.
Sun Titan is the undisputed King of Recursion, and has many targets in your deck.
Sylvan Caryatid is one of the better mana dorks available. It's a decent blocker and produces both of your colours.
Rancor is cheap, effective, and recurs itself.
Sol Ring is a Commander staple. It's included in every Commander Precon deck, so it's easy to acquire. Colourless mana may make things awkward for Krond, but it's still ramp for your other spells and can pay for Commander Tax.
Reviving Melody is a great recursion spell for enchantment decks.
Spot Removal options:
- Path to Exile and Swords to Plowshares are the best creature removal spells in the game. Path is a bit on the pricey side, but well worth it.
- Sylvan Reclamation exiles two targets and can be cycled for a basic land early game to hit a land drop.
- Krosan Grip can't be responded to.
- Song of the Dryads is on-theme and hits anything. Excellent at disabling Commanders.
Command Tower is a Commander staple. It's included in every multicoloured Commander Precon deck, so it's easy to acquire.
Cascading Cataracts makes colourless mana less awkward for Krond.
Field of Ruin tags one of your opponents' utility lands.
1 day ago
Muldrotha is such an awesome Commander. I put together my own list and have been playing it a while now. I'm going to give some suggestions based on my experience with our supreme Commander.
For ramp, you seem to be relying on traditional signets. Muldrotha makes some cards that usually aren't good, very good. Here's a few ramp cards that Muldrotha empowers: Sakura-Tribe Elder 1G to ramp early and infinite 1G ramp once Muldrotha is in play. Silverglade Pathfinder 1G Tap, move a card from your hand to your graveyard: repeatable ramp. Wayfarer's Bauble and Font of Fertility function basically the same as Sakura-Tribe Elder. There's also Blighted Woodland and Myriad Landscape. Between the 4 you have an artifact, an enchantment, a land, and a creature that you can use to ramp from the early game then continue to use repeatedly when your commander is out.
Muldrotha really loves things that sacrifice themselves to make an effect happen. You can use them to your benefit in the early game, then get repeated value after your commander comes out. In addition to the 3 ramp cards I already mentioned that sacrifice, here's a few more things that get value from sacrificing themselves: Spore Frog is probably the absolute best example. Just one green mana to fog every single turn. Siren Stormtamer is also rather amazing. As long as this bad boy is on the field, you can keep your commander or any other important creature safe from removal.
Merciless Executioner+Fleshbag Marauder are excellent pieces of removal. Sacrifice themselves and you can use it every single turn. Speaking of removal, Executioner's Capsule is a solid piece of removal tied to an artifact that you can play once a turn as well. In addition to these three wonderful pieces of removal, I'd consider running these three cards: Grave Pact, Dictate of Erebos, and Butcher of Malakir. With all the repeatable sacrificing we're doing, may as well take advantage of it to keep our opponents board states nice and clean. With three copies of this effect, we can pretty reliably draw into it most games. Avatar of Woe is a surprisingly strong card in here as well. You'll trigger his mana reduction nearly every game and his ability is priceless. Pernicious Deed is a repeatable board wipe that can scale to what suits your needs. The last piece of removal I'd suggest is an EDH staple, Attrition. It enables you to trigger sacrifice affects at will and gives you repeatable targeted removal. Plus, you can just play whatever you sacrifice from your graveyard again. Value!
Mystic Remora and Elephant Grass let you use their abilities for 1 mana each turn, rather than paying the scaling cumulative upkeep. This makes them extremely powerful cards, as their effects are strong and very under costed.
There's one final piece that ties this sacrifice value engine into place. That piece is Mazirek, Kraul Death Priest. This guy turns your army of value 1/1 creatures into an actual army to evoke fear in your enemies. Note that his ability says "permanents" and not just creatures. His ability triggers when we sacrifice creatures, artifacts, lands, enchantments, or really anything.
Meren of Clan Nel Toth and Ezuri, Claw of Progress have a lot of synergy both with each-other and with Muldrotha. They can use the experience counters that the other creates, so when both are played in the same game that is a lot of value in and of itself. Ezuri works extremely well with our value x/1 creatures and can turn our small value army into an offensive threat. Meren gains experience when one of our creatures die, which we will be making happen a lot. He really shines once you've got a few experience counters in play, as he's almost like a graveyard focused Omniscience. Very strong.
In any deck where you find yourself running a lot of value 1/1 creatures, Skullclamp provides infinite value. In a deck that rewards you for sacrificing your creatures, it provides even more value. This card is very strong. Speaking of artifact staples, you're missing Sol Ring. Secrets of the Dead is almost mandatory in this deck, as it just gets incredible value.
Self-mill is something that Muldrotha gets a lot of value from. Here's some of my favorite self-mill cards: Splinterfright can be a big green trampler for only 3 mana, but he also essentially lets us draw two cards into our graveyard every turn. Nyx Weaver has the same utility without being attached to such a potentially big body. Also lets you return a needed card from your graveyard to hand when your commander isn't in play. Mesmeric Orb is surprisingly strong at filling your graveyard and can screw your opponents out of some good draws. Altar of Dementia is one of the greatest, as it's a sacrifice engine and self mill. Taigam, Sidisi's Hand provides self mill and removal and card filtering. To tie these effects together, we've got Sidisi, Brood Tyrant. In addition to being pseudo draw, all your self-milling will passively create an army of zombies!
Anyways, sorry for the wall of text. Hopefully some of this is helpful!
2 days ago
Next I think you really need to up the number of cards in your deck that give you lands, sword of the animist is GREAT but it can't do all the work so here's a catalog of them:
- Wayfarer's Bauble
- Burnished Hart
- Expedition Map
- Gift of Estates
- Myriad Landscape
- Surveyor's Scope
- Thaumatic Compass Flip
That's all I could find and the ones that put them onto the battlefield are notably better because combat tricks.
These next suggestions are if you stay more artifact focused, and just general good cards for Voltron:
- Basilisk Collar
- Emeria sheperd
- Umezawa's Jitte
- Sram, Senior Edificer
- Hanna, Ship's Navigator
- Sword of Vengeance
- Masterwork of Ingenuity
- Sculpting Steel
- Blinkmoth Urn
- Silent Arbiter
- Cathedral of War
- Remember the Fallen
- Leonin Abunas
- Magus of the Tabernacle
Sorry if I went too overboard... Also sorry for the lack of black voltron, I just don't know much black voltron-y stuff. Ok. to-da-loo!
6 days ago
Displacement Wave, Kefnet the Mindful, Learn from the Past, Snapcaster Mage, Sphinx of the Final Word, Pearl Lake Ancient, River's Rebuke, Scatter to the Winds, Myriad Landscape (thinning) are some options to consider. Buried Ruin and Field of Ruin are good utility, perhaps also Nephalia Academy, Geier Reach Sanitarium, Sea Gate Wreckage and Arcane Lighthouse.
Niblis of Frost good against creature decks.
Looks good, +1
1 week ago
I like the build. You have a few weak pieces that that I would swap for lands, ramp, and draw to make sure the deck can consistently do what it wants.
I would remove Kiln Fiend, Rite of the Raging Storm, Whispersilk Cloak, Blazing Volley, Awe Strike, Kindred Boon, and Blazing Salvo. These cards don't do enough, are too conditional, or are too high on your mana curve for what they do.
I think this will help the deck run more smoothly. Let me know what you think!
1 week ago
Let's get you some wincons, and fix that landbase.
First: Landbase. Basic stuff, manarocks, and better land cards, and a touch of fetchlands to get us rocking and rolling. Then, guess what, you're playing green. Congrats, you get the luxury of a vast array of tasty morsels called ramp spells, so we'll take advantage of that.
Next, let's look at capitalizing on your commander's strengths: Card draw. We'll add in card draw, and some hand size manipulation to help manage it, along with some ways to make use of all that mana you gain and cards you draw.
- Storm Sculptor + Tishana, Voice of Thunder
Now for some wincons:
-Devastation Tide +Goblin Cannon (with your upcoming infinite mana/card draw combos, draw into this, then ping everyone for infinite damage and win, the ability stacks as many times as you pay the mana for it, before sacrificing itself).
-Spelltwine. - River's Rebuke
-Ghostly Flicker +Aphetto Alchemist (equip bracers to alphetto, tap to untap it and target manarock or kydele for aother infinite mana combo, once you have infinite combos going, you can take multiple turns, draw out your whole deck with psychosis or lab maniac or tishana, or empyrial plate, etc)
Other infinite combos you can look for are Sword of the Paruns or Umbral Mantle equipped to kydele if she's drawn enough cards. The possibilities are vast, just a matter of finding yourself a bit of room for those cards, which shouldn't be too hard. However I'm also aware of budgets, I know I've suggested a LOT of changes, many that you might need to purchase, and while the individual cards aren't too pricey, collectively it's a lot once you look at all the changes. But if you're personally looking to take your deck to the next level, I'll add some more blingy suggestions at the end of this comment.
Last couple of swaps to make:
The bling: Staff of Domination (more kydele comboing)
other cards to consider would be a touch more cantrips and counterspells? Depends on local meta, how often you need to stop people from preventing your comboing off: Pact of Negation Muddle the Mixtures Brainstorm Mystical Tutor
3 weeks ago
@louisjrt No worries at all. I made changes to this deck just a couple days ago, so I'm definitely not above improving it. If you want a great resource for commander deck-building edhrec.com is what I use for a lot of ideas and then test out what I like best. So since you made so many suggestions, I've decided to give each one a quick blurb based on my experience and a letter grade for simplicity's sake.
-Arcane Lighthouse C, by my quick count there are only 8 cards in this deck that would target opponents' creatures and most of them are of little consequence, more useful in other decks
-Buried Ruin A, there are several useful artifacts in this deck and if they are destroyed or milled this can be a saviour
-Myriad Landscape C+, can be useful if you get stuck on 3 lands and need to cast Krenko, Mob Boss, but more often than not I find it slows me down because it enters tapped and only taps for colourless
-Combat Celebrant A, a good, cheap way to get an extra combat, don't expect him to last long though
-Voracious Dragon B+, good way to deal quick damage and can be a powerhouse with evasion, though it can be taken out with targeted removal and lose your goblins for almost nothing
-Paradox Engine A, great card in general, but if you have a way to generate a lot of mana and can keep refilling your hand this can be very, very powerful
-The Immortal Sun C+, solid card that provides several benefits, but I think it's better served in other decks, the cmc is a bit high for goblins as well
-Kyren Negotiations C+, can be good for getting through blockers/pillow forts or comboing with infinite untaps, usually better to attack though
-Kindred Charge B-, can be useful as a finisher, requires a fairly good board state to be worth it though
-Burn at the Stake B-, pretty much same as above
-Last-Ditch Effort B-, pretty much also same as above, cmc is a lot more affordable though of course you lose your goblins
1 month ago
I really dislike Aerial Modification: paying 5 mana just to make one of your vehicles a creature and buff it a tad just feels very weak to me. In addition, you seem to have 2 Reliquary Towers in your deck.
I feel like the deck is a bit lacking in ramp, especially since you can sink mana into your commander's ability to refuel after you empty your hand. A few more 2-cmc rocks would probably be a good idea, and there's also Myriad Landscape, which gives you ramp in a land slot.
You seem to be missing what is (in my opinion) the best dwarf of them all: Duergar Hedge-Mage. Artifacts and enchantments are some of the most powerful cards in EDH, and it can destroy both. And just after I finished typing out that sentence, I found a better dwarf: Mirror Entity. Since you should have a bunch of mana anyways to sink into Depala, you should be able to pump up your team a ton with it.
Lastly, I'm not sure how heavily you want to commit to the dwarf theme, but there are some powerful non-dwarves that can support the strategy very well. Goblin Welder can help recur some of your powerful vehicles that got killed. Iroas, God of Victory gives your team menace and stops them from dying to blockers. Jor Kadeen, the Prevailer should pretty much always give your team a huge buff from metalcraft.