Rootbound Crag

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Rare
Commander 2016 (C16) Rare
Magic 2013 (M13) Rare
2012 Core Set (M12) Rare
2011 Core Set (M11) Rare
Premium Deck Series: Slivers (PDS) Rare
2010 Core Set (M10) 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

GeminiSpartanX on Budget Ponza

23 hours ago

Looking at your list, I'd rather not try to make the Valakut plan work, since you always need green mana on turn 1 for an elf/sprawl. The order of good dual lands to have in Ponza normally goes as such: fetchlands, shocklands (Stomping Ground), fastlands (Copperline Gorge), Cinder Glade (this moves up a spot if you have fetchlands), then Karplusan Forest or Rootbound Crag. Utopia Sprawl needs to enchant a land with the 'forest' subtype, so having dual lands without that subtype don't help when you draw hands with sprawl as your acceleration in certain cases. Copperline Gorge gets the nod over Rootbound Crag simply because you need untapped lands in the beginning of the game and seeing an opening hand with a Cinder Glade and Rootbound Crag as your only lands means you're going to be behind. For right now, I'd drop the valakut in favor of a Kessig Wolf Run, and swap some rootbound crags for more forests and work towards getting the lands over time. The Ponza facebook page often has people looking to sell their ponza decks or pieces of their decks, so you could try there to find a deal. Otherwise just work on getting the lands as you can, starting with Wooded Foothills and Stomping Ground

As far as threats go, Inferno Titan shouldn't be out of the budget for most players since I think it still costs around $2, and you only need 2-3 copies. The threats you have now are fine, but once someone plays a 4/5 goyf against you you'll find that you'll wish you had something that goes over top of it. Titan also sweeps away tokens and small creatures which can otherwise be a problem for our non-trampling beaters, so I'd look to pick up at least 2 copies in place of your 2nd courser and a huntmaster. (courser is really good when you have Tireless Tracker and Chandra, Torch of Defiance synergies to go with it. Otherwise it's just ok.)

Other than that, I agree with everything clayperce has suggested. Blood Moon has had some recent reprints which means it's likely as cheap as its going to get for a while right now. Ponza needs a lot of things to go right in order to win its games, so you want to fight against your deck as little as possible for it to do what you want it to do, which makes building a budget version hard since it really needs the best lands and Blood Moons. Good luck though!

x12721 on Snakes and Scarabs

5 days ago

I would look into adding red for Soul-Scar Mage, as the synergy is just so good. Cards like Ambuscade count as noncombat damage as well! Also, The Scorpion God would go nicely in here as well. With both the allied and enemy color checklands in Standard, the manabase should easily be able to support that. Canyon Slough, Sheltered Thicket, Blooming Marsh, Woodland Cemetery, Dragonskull Summit, and Rootbound Crag.

Legoarf on Animar Morph

2 weeks ago

Alright so initial thoughts: needs more ramp, needs more card draw and needs more interaction.

Ramp: You are in green so there is a lot of really good and cheep ramp you should add. You have the three two mana rampent growths which are good, but you should have at least 10 pieces of ramp in your deck, generally I like the higher mana ones that get two lands. The two mana ones are better in faster playgroups, but with how slow our games usually are, card efficiency and advantage is more important in my opinion. Cards I suggest: Cultivate, Explosive Vegetation, Kodama's Reach. You might also consider running all the signets though you may not need them. Also a note on mana, I'd say you should still run at least 36 lands, 34 is a bit low. For budget reasons you can probably cut the scry lands too. Look at: Kazandu Refuge, Highland Lake, Simic Guildgate, Timber Gorge, Woodland Stream. You also need to add some Mountains to your deck, at least 4 I'd say. You can also try to reduce the number of tap lands but yeah.

Card draw: One note first, make sure you add Ancestral Statue. Honestly your card draw isn't to to bad. I'd include Fierce Empath to for tutors, Skullclamp is always great card draw too. Secret Plans is cheap and goes with your deck. Trail of Mystery is also a good card, remember you can unmorph inside of combat too. Salt Road Ambushers is also a morph card that goes really well with other morph creatures. Remember megamorph is the same thing as morph, except when it flips it gets an extra +1/+1 counter. Whisperwood Elemental is crazy good card advantage too. Ixidor, Reality Sculptor is really crazy good when you can turn expensive un-morph creatures face up for only 3 mana too. Master of the Veil is also really good to rebuy some of the unmorph effects.

Interaction: This is one you could use some more work on. Most of your interaction will come from creatures but you still need to have some. For artifact and enchantment destruction you should be running a few of these: Acidic Slime, Nantuko Vigilante And a few ways to interact with creatures: Thousand Winds And maybe some spell removal: Beast Within, Primal Command, Shatterstorm.

Cards I dont think are pulling their weight: Recurring Insight is bad imo, if you want Fact or Fiction is better I'd say. Ashcloud Phoenix really slow and probably not going to recur. Broodhatch Nantuko interesting if you block a big creature and unmoroh it but even then I dont think its that good. Dawntreader Elk unless you are returning it from the graveyard I like other ramp more. Desolation Twin only good when you are ahead and even then questionable. Fathom Seer good card, but may not always have two islands, or just needs to be a consideration when you are ramping. Protean Hulk really good for combos and sometimes ok for value. In your deck of high cmc creatures though not as good. Unless he's a combo piece I'd say you can cut him. Thelonite Hermit dont think its worth it. Thought Harvester good if you are comboing it with Ancestral Statue or the like for a game winning combo, so probably fine, doesn't do much if you are not comboing though. Tishana, Voice of Thunder probably only good if you are already winning, may be fine but also cuttable for budget reasons. Flash really doesnt need to be here. Swan Song is a great card but can also probably be cut.

On other notes, your curve is looking pretty good, and overall it looks like a good deck. You can move a few cards around for budget reasons, but really your almost as low as you can go. Cards you can probably cut for budget reasons: Solemn Simulacrum, Voidmage Prodigy, Shaman of Forgotten Ways, Rootbound Crag, Protean Hulk, Cinder Glade, and Swan Song. Other than that it gets iffy I'd say. Let me know if you have any further questions.

hazrdusmaterial on Green/Red/White Hydra Deck

3 weeks ago

Great deck idea. I love the hydras, especially the Savageborn Hydra with its double-strike ability.

Have you considered using duel-lands instead of basic ones? Sunpetal Grove, Rootbound Crag, and Clifftop Retreat are all duel lands that come into play ready for use if you have a basic land of their type.

Jaysterbaby on Need help structuring a Dragon ...

3 weeks ago

I don't have a format in mind as me and my friends just play for fun. If I have to tweak it for formats I can do that on my own time. I just need help tweaking this deck, as I believe 80 cards to be alot even with great mana ramps, I will be going up against Merfolk with unblockable and buffs, and vampires with lifedrain, life link and deathtouch, with some flying

Suggestions and opinions welcome. Thank you

4x Dragonlord's Servant

8x Mountain

4x Crucible of the Spirit Dragon

4x Haven of the Spirit Dragon

1x Bogardan Hellkite

4x Unclaimed Territory

1x Devil's Play

1x Ugin, the Spirit Dragon

2x Geosurge

1x Dragonlord Kolaghan

3x Dragonspeaker Shaman

1x Draconic Roar

3x Lightning Bolt

2x Dragon Tempest

1x Thunder Dragon

1x Ruby Medallion

2x Anger of the Gods

2x Pyretic Ritual

2x Bathe in Dragonfire

1x Flameblast Dragon

1x Balefire Dragon

3x Sarkhan's Triumph

2x Seething Song

1x Fiery Confluence

1x Slice and Dice

2x Rolling Thunder

1x Thundermaw Hellkite

1x Ryusei, the Falling Star

1x Dragonmaster Outcast

1x Ramos, Dragon Engine

1x The Ur-Dragon

1x Slumbering Dragon

1x Awaken the Sky Tyrant

1x Skyline Despot

1x Wasitora, Nekoru Queen

1x Dragonlord Dromoka

1x Thunderbreak Regent

3x Archetype of Aggression

1x Chromatic Lantern

1x Gilded Lotus

2x Archwing Dragon

1x Clifftop Retreat

1x Sulfur Falls

1x Rootbound Crag

1x Dragonskull Summit

davesol on R/G Land Destruction

3 weeks ago

You could replace the Game Trails with Rootbound Crags as all your other lands would allow them to enter untapped whereas the Game Trails require you to have another land in your hand

Argy on Dino Deck

3 weeks ago

You need some Creatures in your early game to hold on until your later Dinos.

Mana dorks don't cut it because you can't defend with them. You don't want them to die or you can't use them to get other Dinos out sooner on the curve.

Raptor Hatchling is a GREAT early defender.

You have very little ways to slow your Opponents down, or interrupt their plans.

Most Dino Decks run Savage Stomp. If you play it on Ripjaw Raptor you make it bigger, draw a card, and kill an Opponent's Creature. That's a lot of value for Play it on Raptor Hatchling, and you get a 3/3 and a free card.

Speaking of Ripjaw Raptor, most Dino decks have four copies. It's just that good.

In a three colour deck you need MANY more dual lands or will you constantly get colour screwed.

A TappedOut Dino Deck that is in the same colours as yours has lands like this:

7x Forest
3x Mountain
3x Plains
4x Rootbound Crag
3x Scattered Groves
3x Sunpetal Grove

The Cycle lands help with late game draw.

The deck is here, if you want to look at it: nayasaurusrex {updated 14/02}

All decks need a Sideboard, and this one is no exception.

I would do something like this:

3x Blossoming Defense - protect your Creatures

3x Fumigate - board wipe your Opponent, and gain life to stay in the game

3x Harnessed Lightning - kill a variety of Creatures

2x Heroic Intervention - survive your Opponent's board wipe

2x Magma Spray - Exile a Creature that keeps returning like Sacred Cat, or Adorned Pouncer

2x Settle the Wreckage - an earlier boardwipe to keep Merfolk Decks under control

If you make changes to this deck, and want me to take another look at it, tag me in the Comments.

Good luck.

SkylordAleksander on Jankons

4 weeks ago

So your ramp could use a little work. May I suggest the Arbor Sprawl combo. It goes like this.Turn 1: Forest + Arbor ElfTurn 2: Forest/Green Mana source + Utopia Sprawl on the other Forest. You now can tap that land for 2 mana, untap it, then tap it again. You could also use some card draw, in the form of Faithless Looting or Harmonize

also you have way too many lands, you could drop out 8 lands easy. I would say for a try: -4 Elvish Mystics-4 Llanowar Elves-4 mountains-2 Swamp-1 Rootbound Crag-1 Forest+4 Arbor Elf+4 Utopia Sprawl+4 Explore+2 Harmonize+2 Stormbreath Dragon

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