Rootbound Crag

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Commander (2016 Edition) Rare
Magic 2013 Rare
2012 Core Set Rare
2011 Core Set Rare
Premium Deck Series: Slivers Rare
2010 Core Set Rare

Combos Browse all

Rootbound Crag

Land

Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest.

: Add or to your mana pool.

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Rootbound Crag Discussion

ginko2580 on Eternal Burning of Temur (Modern)

3 days ago

Just a couple of quick thoughts for you..... and my new Deck coming... I'll give you the finders credit.

For starters, Any need of Mana fixing? Sulfur Falls Hinterland Harbor Rootbound Crag's??? Think i'm going to "Adjust" it.

Next, What about Serum Visions for Sleight of Hand? With the Slight, it would suck looking at a draw of Orochi Leafcaller and Zhur-Taa Druid, On Turn 1 ........ Serum affects 3 cards, positively I believe?........ ?

How attached are you to the Kird Ape's and Wild Nacatl's (8 Cards total). They are 2/2 Creatures for 1 CMC..... So! If you really want to use the "Combo" as the Main Win-Con, Then i'd protect it a little more... These 8 cards are not even gonna be a "Target" for Thoughtseize or Path to Exile's to help YOUR MAIN Win-Con and the combo....

I don't know if I would suggest stuff like Counter Spells or Hexproof or maybe faster draws.... yet.... Ape's and Wild Nac's Are my issues though... I think Instants are my Direction for 8 cards.

Cheers, I'll Be back later. GL

Emzed on Competitive Uril: Just Let Me Win!

5 days ago

Since your commander costs 5, ramping twice on the first two turns allows it to land on turn 3. Of course there are a couple cards like Sol Ring and Joraga Treespeaker which can accomplish that all by themselves, but otherwise you will need to cast a ramp spell on both of the first two turns. In order to make that happen, you usually need a 1cmc ramp spell on the first turn, and you don't have many of those currently. Some of your Signets could make room for Search for Tomorrow, Orcish Lumberjack (enables turn 2 Uril by himself, but maybe that's too all-in), Llanowar Elves / Fyndhorn Elves / Elvish Mystic, or Carpet of Flowers. (Many people underestimate that card, it's incredibly good. Sure, there is always a chance it's a dead card if there are no Islands, but that's really rare in competitive EDH rounds and quite often Carpet is even better than Sol Ring.)
As for your mana base: Reflecting Pool and Tarnished Citadel are solid mana fixers, despite having some drawbacks. I would definitely play them here. Forbidden Orchard doesn't work incredibly well with your commander, but it might still be better than a basic land or Jungle Shrine. In my experience, the "fast lands" Copperline Gorge, Razorverge Thicket and Inspiring Vantage are a little more reliable than Rootbound Crag, Sunpetal Grove and Clifftop Retreat.
I was surprised not to find Ethereal Armor in your list. Do you think it's not good enough? I can't really claim to know if what's correct in that case, but assumed the card was too good not to play.
Also, you currently have zero answers to planeswalkers in your 99, and also nothing against artifacts and enchantments unless you sideboard your one Krosan Grip. That might be a justified metagame call, but are you sure you don't want access to at least Song of the Dryads or Beast Within? Especially the Song seems useful since you have so many tutors that can find it.

MidgeRub on Burns When I Pee

1 week ago

Yeah Monastery Swiftspear would be good, Searing Blaze is a great card but without fetches you can't fully utilize it. Browbeat isn't as great as it seems, as giving the opponent the choice will usually work against you, I'm sure Vexing Devil has had the same issue at times. Maybe replacing some of the mountains with Rootbound Crag to give yourself access to some Destructive Revelry in the SB as Leyline of Sanctity would mess you up pretty bad as well as other pesky enchantments like Phyrexian Unlife and Worship plus can also give you access to Atarka's Command which is good against leyline while also shutting down lifegain, which is enemy #1 and you should definitely have Skullcrack in the 75 regardless.

Runaller on Hydra EDH

1 week ago

Managorger Hydra is crazy powerful when you play with more then two other people. Have fun with your 30/30 with trample. Also the shock lands, fast lands, and check lands for GR are good.
Shock: Stomping Ground
Fast: Copperline Gorge
Check: Rootbound Crag

hoardofnotions on Saskia The Beatdown Boss

3 weeks ago

Possible changes

I hope some of these suggestions are helpful. I'm working on a deck I could use a couple of fresh eyes on, if you wouldn't mind checking it out I'd really appreciate it!



dana.roach on Werewolf EDH

3 weeks ago

You need more ramp. It's a creature aggro deck and you'll need to get more of them out than your opponents. You've got a Sol Ring, and I'd add Skyshroud Claim, Cultivate, Kodama's Reach, Nature's Lore, and Rampant Growth, maybe even Nissa's Pilgrimage. I wouldn't have less than five ramp cards in this deck, and probably be closer to seven.

More draw or you're gonna run out of gas. Harmonize is easy, so is Outpost Siege. Someone suggested Temple Bell; that person isn't your friend and hates you. Bell draws you 1 card for every 3-4 it draws your opponents. Unless you're running hugs or Nekusar that's terrible math. Life's Legacy and Momentous Fall can do work, as can Shamanic Revelation. As with ramp, I wouldn't go with less than 5 draw sources, and seven is better.

Ways to deal with back-breaking problems. Chaos Warp deals with anything, so does Beast Within. Find room for both.

Broaden your land base. Taiga and Stomping Grounds are great but expensive, but Cinder Glade, Command Tower, Game Trail, Rootbound Crag, Karplusan Forest, and Mossfire Valley are all relatively cheap.

No reason not to run Hanweir Battlements. A few colorless sources never hurt, and having haste on a land can win games.

dan.gilbert on Atarka EDH v1.0

4 weeks ago

Well first off, Im glad you like the deck. Its a ton of fun to play in multiplayer games.

Your turn protectors (Like City of Solitude and Defense Grid) seem cool on paper, but I dont know if they really do too much in the end. Your opponents are not as affected by these as you may think, and if they are, then expect it to be removed before they continue with their plans. As you noted, it is a meta-call. If you do anticipate a lot of countermagic, fogs or tons of spot removal, then simply be more aggressive. If you pull too many aggressive cards out of the deck, suddenly youre just a slower version of what you want to be when those inhibitors turn out to be dead cards. Theres not much you can do against countermagic, so perhaps adjust your play style to establish dominance through politics. Usually the guy with the counterspells isnt very well liked in the first place. Also remember that no deck can handle every play style either.

I look for each card in the deck to push me in one direction. Enchantments like Fervor force my opponents to expect anything at any time. Also if the card isnt a creature, then it helps me either get to more creatures quicker (i.e. ramp) or set the tempo. Stay focused and youll find that doing one or two things extremely well is more enjoyable than doing four things awkwardly.

As for budget suggestions, my first suggestion would be to simplify the land base to fit your needs. Theres nothing wrong with running a ton of basics. Its an easy way to still play the fun cards, but unfortunately you might notice awkward stumbles at times. Also, if youre buying online, just go for the cheapest printing and buy grades all the way down to heavily played. Youll be amazed at how much you can save that way. Of course another budget plan is to just go a completely different route than the one that I took here, haha.


Here are the most expensive cards (as of 12/26/16) along with quick reasons for being in the deck, and why/why not to leave them out:

Stomping Ground (Avg $16): An easy cut. It smooths and fixes your mana, but as long as you still run Cinder Glade (for the Forest/Mountain type) and some cheaper duals like Command Tower, Game Trail and Rootbound Crag, you wont really notice the loss.

Dragon Broodmother (Avg $12): If youre NOT chopping lands down to basics, this is an absolute must. But if you are chopping lands, this is an easy cut because (R)(R)(R) and a (G) in the cost can be near impossible without adequate duals. She is probably the best dragon in the deck though, as she is able to take over entire games on her own.

Reflecting Pool (Avg $9): Another easy cut for budgeting. Basically a second copy of Command Tower.

Karplusan Forest (Avg $8): Another easy cut. Entering untapped is a big plus and being able to add (1) is much better than City of Brass and Mana Confluence.

Balefire Dragon (Avg $7): Difficult cut. One of the most devastating dragons in the deck. With Atarka giving him double strike, he gets two unfair triggers with his ability. Also just being a 6/6 at 7 mana is a great deal too.

Elvish Piper (Avg $7): An easy cut. A fun card, but definitely not necessary.

Thundermaw Hellkite (Avg $7): The absolute best deal for what you pay for. This guy would be playable at 7 mana. The red Baneslayer Angel is an extremely difficult cut. Plus, he makes your team unblockable when he enters. Sometimes he steals games, sometimes hes just the first 5/5 on the field. With haste I just dont get it.

Xenagos, God of Revels (Avg $7): Never cut this. With Atarka as the commander, this is automatically one of the 99. Instant win out of nowhere. Plus, hes just another great haste enabler that almost never gets dealt with in time. Total all-star.

Garruk, Primal Hunter (Avg $6): Nine times out of ten, he's a second copy of Soul's Majesty. Sometimes he makes a dude or two then draws. He's a good way to refill your hand in green, but he can be cut quite easily for something like Harmonize or Shamanic Revelation.

Mana Confluence (Avg $5): Easiest cut. This and City of Brass are always the last lands I tap.

Lurking Predators (Avg $5): This one depends. It is a build-around card, so if youre running 35+ creatures, then its a perfect fit. If youre not going to be totally creature-oriented like me, cut it because you dont want to whiff more than hit.

Well I hope that helps you make some decisions. Honestly, the deck is pretty budget friendly as/is but I totally understand not wanting to fork over money for a fun deck. Just look through what you already have at home and find some random fun cards. Good luck! :)

m0x on Red Green - O shit I'm dead

4 weeks ago

I dont know how I feel about Arbor Elf, another 1 drop threat would be more consistant. Vines of Vastwood is good but 4 is a lot, maybe go to two and add another removal option.

I highly recommend 4 Copperline Gorge. That is the best land for a fast deck like this and will outperform Rootbound Crag in almost all relevant scenarios.

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