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Search your library for up to four land cards with different names and reveal them. An opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle your library.
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Realms Uncharted Discussion
1 week ago
Mirrorpool ...clone land?
Natural Order ...(green creature) tutor.
Constant Mists ...fog/sac?
Realms Uncharted ...tutor!
1 month ago
Realms Uncharted is neat kind of a fact of fiction wih lands. Its odd.
1 month ago
Hey, there aren't a lot of cards in the precon worth keeping if you want a big upgrade. This is the biggest problem with the precon, not enough good cards :( Sure you can make a $50 upgrade with a few cards, but looking at the cards in the maybeboard here this is not the type of upgrade you're looking for. The upgrades I would make to the precon are to include more cards that care about lands, with landfall and equivalent abilities. With Windgrace to consistently get to draw two cards with his +1 ability you want to play a ton of lands 40+. With this many lands the majority of the cards in the deck want to interact with lands to get enough value.
Another big problem with the precon are the three other possible Commanders don't have good enough synergy with Windgrace. Gyrus, Xantcha, Thantis are fine cards, Commanders of their own decks with different strategies, but I wouldn't play them in the same deck with Windgrace as Commander. They're not powerful enough with land strategies to warrant including.
Consider these upgrades and cards to add (some of these cards are already in the maybeboard):
- Titania, Protector of Argoth
- The Gitrog Monster
- Tireless Tracker
- Ramunap Excavator
- Crucible of Worlds
- Omnath, Locus of Rage
- World Breaker
- Azusa, Lost but Seeking
- Courser of Kruphix
- Oracle of Mul Daya
- Wayward Swordtooth
- Mina and Denn, Wildborn
- Lotus Cobra
- Sylvan Safekeeper
- Zuran Orb
- Constant Mists
- Nissa, Vital Force
- Life from the Loam
- Eternal Witness
- Splendid Reclamation
- World Shaper
- Seasons Past
- Nissa, Vastwood Seer Flip
- Sylvan Library
- Horn of Greed
- Dragonmaster Outcast
- Crop Rotation
- Nature's Lore
- Kodama's Reach
- Realms Uncharted
- Ghost Quarter
- Strip Mine
- Ghost Town
- Urborg, Tomb of Yawgmoth
These cards create a clear land strategy that starts with land ramp spells (Cultivate, Kodama, Harrow) and cards that allow you to play an additional land per turn (Exploration, Azusa, Gitrog). These cards are great with cards with landfall (Tracker, Cobra, Omnath). Cards that let you repeatably sacrifice lands (Safekeeper, Mists, Zuran) for benefits are good with Titania, Gitrog and the strategy of putting lands into the graveyard, getting them back (Crucible, Loam, Reclamation, Windgrace). More finishers who care about lands (Omnath, Gitrog, Avenger and Breaker) are still good if you draw a lot of lands. One card I want to mention is Ghost Town it gives you a possible land to have in your hand every turn to discard with Windgrace to draw two cards. As long as you have a way to get Town back into play or your hand after discarding it (Crucible, Excavator, Loam) then if it's in play you can bounce it back to your hand at your last opponent's end step, then discard it on your turn and repeat the process.
Hopefully these suggestions give you some ideas :) Good luck with your deck.
2 months ago
How much of a focus do you want on lands themselves? There's a lot of utility such as cycling lands, Cabal Coffers + Urborg, Tomb of Yawgmoth, Maze of Ith / Thaumatic Compass Flip, Strip Mine (and variants), Arena, Glacial Chasm, Mirrorpool, or Petrified Field. My Gitrog deck uses 8+ ways to untap lands to reuse specific utility lands. Green creatures/planeswalkers and Deserted Temple.
The Mina and Denn deck I play has a heavier focus on creatures/landfall. In addition to the commander, Ghost Town can bounce itself, and lands such as the panoramas or Warped Landscape can provide a landfall on demand but still provide mana until you want that trigger.
Signets are still worth playing, even in a land deck. Some generic green value/ramp in the form of Tireless Tracker, Oracle of Mul Daya / Courser of Kruphix, Kodama's Reach, and a mana dork (or seven) is always good.
For ramp, I'd swap out: Budoka Gardener, Grazing Gladehart, Retreat to Hagra, Retreat to Kazandu, Far Wanderings
I'd rather have a complete boardwipe than a conditional one, most of the time. Massacre Wurm, Night Incarnate
The weakest landfall options are Rampaging Baloths and Zendikar's Roil.
The deck is bit top heavy, consider dropping some of the higher cost cards. Silklash Spider, Soul of Innistrad, Vaevictis Asmadi, the Dire, Whiptongue Hydra, Rise of the Dark Realms
I'd only play two of the Golgari Rot Farm cycle.
2 months ago
Alright, here goes:
- Cavern of Souls/Yavimaya Hollow - I'm getting them eventually, the foils are expensive, especially the hollow, and I've had other deck projects I've been working on.
- Hall of the Bandit Lord - it's an interesting card, and I may have to test it out.
- Miren, the Moaning Well - I already plan on getting one.
- Petrified Field - not sure on this, I just added in Ramunap Excavator and have a few other recursion tools to get back important lands.
- Tempt with Discovery - I really like this card. And I know it can get me any land. Problem is. My friends know this deck and not a single one of them will take the bait for me to get extra lands, so i think I'd rather go with your suggestion of Crop Rotation instead.
- Elemental Bond - not a fan, only because at least with packleader, it's an off rive threat on top of draw engine. But you're right, he us the weakest of my draw engines and I think Greater Good will work out, really well.
- Dryad Arbor - this card has been in my mind since I first created the deck and I both like it and hate it. I like the fact it's a 0 cost creature and a land. But at the same time. It takes my land play for the turn, and I can't tap it for mana since it has summoning sickness. So I don't know if I'll ever add it or not, but maybe I'll try it soon.
- Shamanic Revelation - I really like this card, and it'll find a home once I figure out what to take out.
- Beastmaster Ascension - great card, but not needed in this deck. I already have several backups for Kamahl in case he gets locked down, and they all add trample on top of buffing my creatures.
- Wolfbriar Elemental/Ant Queen - token production in this deck has always been passive, i.e. landfall, planeswalker, etc; it helps the deck, but it's not a focus and I don't want creatures that require lots of mana to generate tokens.
- Realms Uncharted - really just not a fan of this card, I can see it's potential. But I really just don't like it.
- Rude Awakening/Early Harvest/Magus of the Candelabra - I like being able to untap my lands. But since I'm adding in Staff of Domination, I don't think I'll need it. As I'll have several ways to infinite mana now, but you never know. I'm gonna keep these in mind just in case.
- Birthing Pod - this a great card, but my deck isn't set up to maximize how it works.
- Vernal Bloom - this affects all forests, and I hate group hug cards. Concordant Crossroads is an exception because I only play it when I cast a big genesis wave so I can win that turn.
2 months ago
Always great to see another Azusa player. It looks like your deck is based around going wide with elves for fast early mana to be finished with an explosive cradle. Since you're playing mono green, you should upgrade your mana base. You could also go with better LD like Strip Mine and Wasteland or even Ghost Quarter or just add more LD to go with crucible and Ramunap Excavator (add this card now!)
Other non LD options to mana base include the following...
Cavern of Souls - It seems you have a lot of hate for blue. Lets help.
Eldrazi Temple - Fuel eldrazi
Eye of Ugin - Tutor for eldrazi
Hall of the Bandit Lord - Highly underrated but subjective to meta
Nykthos, Shrine to Nyx - Baby cradle
Reliquary Tower - Always useful
Yavimaya Hollow - Regen is great
I know you have a lot of 1 drop elves, but some flexibility in your land base is key.
Now to find the utility lands...
Realms Uncharted - Just added this to my azusa deck and it works very well. Get the utility lands you need (politics) or recur them later with crucible and the excavtor (ADD HIM!)
Tempt with Discovery - Worst = Gaea's cradle untapped. Best = 5 untapped lands of your choice. RUN THIS!
You're going to want a lot of card draw with azusa since you'll be dumping your hand. Large bursts of card draw are preferred over slower incremental card draw
Garruk, Primal Hunter > Soul's Magesity. Or just have both. Same effect with more options for the same mana
Rishkar's Expertise > soul's magesity. Much strong effect for 1 more mana.
Shamanic Revelation - Baby regal force
Aside from your eldrazi, you dont have much creature removal. Green's weak point. As such, you should consider the following...
Song of the Dryads - enchant it on their commander and watch them cry
Lignify - Same with above but cheaper/budget. Easier to remove
Beast Within - Instant speed permanent removal
Vernal Bloom > heartbeat of spring. It costs 1 more, but since most of your lands are forests (even after adding in utility), it will help you more than them most of the time rather than all of the time.
It looks like you really hate the blue player. You could consider adding Dosan the Falling Leaf to replace or be redundant to hall of the gemstone.
Kamahl, Fist of Krosa - Works well with cradle, provides wincon and anti-boardwipe. HIGHLY recommended for your type of deck.
I would take out all 3 of your artifacts with an activated ability (everything except crucible and horn) and put in Null Rod. Since you're green, you will be ramping with lands and not artifacts like all 4 other colors do. If you remove your global mana doublers (aside from vernal bloom) and put in null rod, then you will be effectively winning the ramp race AND making it difficult for them to catch up. Don't forget blue decks use artifacts ;)
Blackblade Reforged - Azusa voltron! Fuels greater food effects.
Now for the ramp....
Boundless Realms - RAMP!!!
Courser of Kruphix - Ramp!
Lotus Cobra - Ramp
I know I offered a lot of suggestions so here are just a few ideas of what to cut, if you want more, lmk.
Norwood Priestess - You dont need to cheat things into play
Goreclaw, Terror of Qal Sisma - It's ok, but you should ramp and provide evasion though less killable cards.
Elvish pipe - See norwood
Wirewood Channeler - How do you feel about him? I took him out of my elf deck because he felt slow. Maybe he works for you? I still feel his slot of ramp could be replace with non-creature based ramp since you already run so many elves at lower CMC that does similar effects like Priest of Titania of Evlish Archdruid. I feel it is TOO redundant to have him.
Garruk's Packleader - Cool but elemental bond or any other card draw is better
Grazing Gladehart - Just bad, if you need lifegain, see Miren, the Moaning Well which acts as a sac outlet to prevent your stuff from getting exiled/stolen, life and AND tutorable and doesnt take up a slot in your deck
While our decks differ, you can get some ideas by checking out my list Azusa, Lost but Woke
2 months ago
All I can see when I look at your name is Kakarot (Goku from DBZ). Anways, since you're running mono green, your mana base could use some utility in there. I understand you need green mana for your commander's ability but some utility is key.
Cavern of Souls - 30% of your deck is creatures and you run boseju but not this?
Hall of the Bandit Lord - Haste outlet that doesnt help your opponents or take a slot in the deck. Worth considering.
Miren, the Moaning Well - Used to prevent them from stealing your commander or exiling important creatures. Life gain is always nice too :)
Petrified Field - Getting back cradle or utility land
Yavimaya Hollow - Regen your commander? Yes please! Also a RL card so good investment.
Tempt with Discovery - Gets cradle untapped (very underated card). Add it.
Crop Rotation - Helps lower your curve, find's cradle, could replace concordant crossroad at the 1 CMC slot (if you choose to add in hall of the bandit lord). Slyvan scrying is your only way to find cradle which seems to be a focal point of your deck.
Elemental Bond - Could replace Garruk packleader. While it isn't a creature to fuel cradle, it is less prone to creature removal. Then again, you say your meta has a lot of artifact enchantment removal, so it depends. Also, it only interacts with 13 creatures. At that point, you might just want to add Greater Good. Nets card advantage, acts as a sac outlet. ADD IT
Dryad Arbor - Fuels cradle and interacts with Green Sun Zenith for X = 0.
Shamanic Revelation - If you aren't taking out pack leader for elemental bond, at least take it out for this. Synergy with your token generation from your commander and avenger.
Beastmaster Ascension - EH, maybe add it. Can make your dudes huge.
You can also take this deck to a more token based strategy which is based on finding cradle and fueling it through tokens. Should you choose to do so, I would add the following...
Wolfbriar Elemental - Wolves!!!
Ant Queen - Steady token generator
Realms Uncharted - Helps you find utility lands. If you choose to add fetchlands in the deck's future, then this choose then as well. Might also want to add a crucible to provide redundancy, but thats for later.
Rude Awakening - Add it, trust me. Super ritual with built in win con
Early Harvest - Weaker version of above
Magus of the Candelabra - To untap utility lands and cheap cradle fuel
Birthing Pod - While i've never completely understood the power of this card, but you'r creature curve looks really good and you might want to consider this as an additional creature tutor to ensure consistency.
Why no vernal bloom?
I honestly didn't even mean to comment this much but your deck seems really interesting. I look forward to reviewing your thought process on these potential additions. Cheers!
2 months ago
I think Storm the Vault is very much a ramp card--both front and back.