Risen Reef

Risen Reef

Creature — Elemental

Whenever Risen Reef or another Elemental enters the battlefield under your control, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand.

Browse Alters

Trade

Have (1) Smokingclays
Want (1) Golgoroth

Printings View all

Set Rarity
Core Set 2020 (M20) Uncommon

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Risen Reef Discussion

thebanana on I Need To Double The Triggers I Need To Double The

1 week ago

And also I just deck tested it, we get most ramp from Risen Reef/Uro, Titan of Nature's Wrath. So, I don't need mana artefacts or plus one plus one counter artefacts.

slashdotdash on 5 color no theme deck

1 week ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

fmastrome2008 on Yarok's Wake

2 weeks ago
  1. Ob Nixilis, the Fallen and Sire of Stagnation are great psuedo landfall cards. 6 damage and 6 +1 counters, drawing 8 per opposing fetchland is just straight gas!

  2. Shriekmaw is a great utility spell. It also triggers Risen Reef.

  3. If you're looking for an alternative Birthing Pod, Prime Speaker Vannifar is fantastic

fmastrome2008 on Yarok, the Desecrated budget

2 weeks ago

For a budget build, this has a majority of the pieces needed to be competitive.

Other cheap options to include:

  1. Get the bounce lands out of the manabase. Returning 2 lands to hand is not what this deck wants to be doing.

  2. Command Tower and Bojuka Bog should definitely be in this manabase.

  3. Mulldrifter and Shriekmaw are great utility spells for this deck. They also trigger Risen Reef.

  4. Woodland Bellower combos with Fierce Empath. Nab Empath + Wood Elves to net 2 lands, Deadeye Navigator, and another fattie. This nets 6 cards off 1 creature cast.

  5. Thassa, Deep-Dwelling will help you further abuse ETB effects. Not exactly dirt cheap, but definitely a staple this deck wants.

  6. Sol Ring belongs in nearly every commander deck. This deck is no exception.

  7. You're going to want a few extra early turn mana acceleration. Sylvan Ranger, Farseek, and Cultivate are good options to accelerate your mana early turns.

fmastrome2008 on Mr. Mime

2 weeks ago

I'm going to assume "pulled" means cards from your collection. Here's some recommendations for some cheap additions that will significant boost the power of the deck.

  1. Bojuka Bog will provide great graveyard interaction.

  2. Tatyova, Benthic Druid is great for lifegain and card draw.

  3. Shriekmaw is a great utility spells for 2 mana. It also triggers Risen Reef, another good synergy.

  4. Bounce lands do not belong in a Yarok build. Replace Simic Growth Chamber with any other land.

  5. Reclamation Sage is a great utility card as well.

  6. Sire of Stagnation draws 8 cards off 1 opposing fetchland.

  7. Deadeye Navigator is perhaps one of the most broken cards with Yarok. Infinite combos start with this guy.

fmastrome2008 on Double Trouble

2 weeks ago
  1. Bojuka Bog provides great graveyard synergy without affecting synergy. Great for multiplayer.

  2. Sire of Stagnation is straight gas and draws 8 cards off 1 opposing fetchland.

  3. I like Sylvan Ranger over Sakura-Tribe Elder in its slot. If you're milling yourself, pulling 2 lands into your hand is better than 1 to me. I played a ton of Dredgevine in Modern over the years, so I appreciate this kind of acceleration.

  4. Mulldrifter and Shriekmaw make for great utility cards, no matter what kind of Yarok build. They also both trigger Risen Reef.

  5. Ramunap Excavator lets you play lands from your graveyard, which could help build a board state from the graveyard.

  6. Thassa, Deep-Dwelling will help you bounce creatures to further abuse ETB effects.

fmastrome2008 on late to the party

2 weeks ago
  1. Bojuka Bog will provide extra graveyard interaction without affecting consistency.

  2. Tatyova, Benthic Druid is a great 2 way threat... lifegain and card draw.

  3. I think it's a mistake to not run at least one creature removal threat that doesn't target yourself as well... Ravenous Chupacabra, Shriekmaw, etc... Shriekmaw also triggers Risen Reef.

  4. Ice-Fang Coatl, Baleful Strix, and Fblthp, the Lost provide additional 2 mana cantrips. It looks like you're trying to have a low curve, hence this recommendation.

  5. Deadeye Navigator allows for mana infinite combo shenanigans such as drawing your entire deck in one turn with Wall of Blossoms.

  6. Sire of Stagnation is straight gas and draws 8 cards off 1 opposing fetchland.

  7. I'd highly recommend throwing in Wood Elves and Farhaven Elf. Going from 3 -> 5 lands or 4 -> 6 lands is such a tempo play for dropping fatties the following turn.

  8. Fierce Empath is a great tutor effect for this deck, especially late game. Add Woodland Bellower and you can net 6 cards off 1 creature cast. Use the 2nd trigger for Wood Elves. 2 lands + 2 creatures on top of the extra 2.

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