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

KJLaBrone on Hope You Didn't Want That

1 week ago

First of all, props on the build. I dig it. Creatures, enchantments, sorceries, and instants are on point, and I see you've had quite the discussion on most of those topics. The place I would focus my attention on is the mana/ramp package. You see Yasova is a mana hungry lady. I would try to limit the cards that "come into play tapped" so I would try to add lands like Command Tower, Evolving Wilds, Terramorphic Expanse, and then because you have so many basic lands, I'd look at cards like Rootbound Crag and Sulfur Falls. These cards will not only help in speeding up your plays, but Evolving and Terramorphic will help clean up some draws later in the game by thinning mana out of the deck.

I was wondering why you didn't make use of cards like Homeward Path and Despotic Scepter but I see that you're taking creatures instead of exchanging creatures. So nevermind on that suggestion. Have you given any thought to Thada Adel, Acquisitor?

Firebones675 on MizzMizz

2 weeks ago

I'll start by talking about jund. If you make a deck with it, let me know and i can help you refine it but here's my take on it. I haven't played jund personally but can give you an overview. Jund can be a bit expensive depending on how much you want to invest, but here's my take on a budget build.

Removal: Part of what makes jund is being able to answer almost any threat the opponent tries to play. I'd look into some combination of Maelstrom Pulse, Abrupt Decay, Lightning Bolt, Dreadbore, Terminate and Kolaghan's Command. Slaughter Pact sometimes sees play as well.

Hand Disruption:

You can also spend the early game picking apart your opponents hand making it so they can't do what they want. Thoughtseize, Inquisition of Kozilek, Kolaghan's Command and liliana are the norm but Transgress the Mind, Duress, & Distress(this one is a bit iffy as getting double black early game might not be easy) also work.

Creatures:

The two staples of jund creatures are Tarmogoyf and Dark Confidant but due to budget needs you can work without them. Scavenging Ooze will grow quickly while at the same time nuking your opponents graveyard, Kalitas, Traitor of Ghet gives your removal extra value, and Huntmaster of the Fells  Flip, Kitchen Finks, Thrun, the Last Troll, Tasigur, the Golden Fang, and Grim Flayer are other cards i've seen in jund lists as well. (Also if you don't plan on running confidant, Painful Truths is another way to get some card advantage back).

Manabase:

This is where it gets a bit tricky. Color ratios vary from list to list but you would ideally want to be able to have any two colors on turn 3. This is normally done with fetchs and shocks but that can get pricey. What you really want at the end of the day though is lands that can tap for 2 colors but can also reliably enter untapped. Rootbound Crag, Dragonskull Summit, & Woodland Cemetery is a decent option as are Blackcleave Cliffs, Copperline Gorge, & Blooming Marsh. Raging Ravine is often used as another way to close out games.

Also here's a link to a jund guide by channelfireball

http://www.channelfireball.com/articles/jund-deck-guide/

vibrabones on Werewolf Tribal

3 weeks ago

Really cool deck! Honestly, my only recommendation would be investing in a few dual-color lands (Kazandu Refuge, Rootbound Crag, Rugged Highlands, etc) and other sources of mana fixing (like Gruul Cluestone). Mana-fixing like that can be a total lifesaver, even if you're just running two colors. Otherwise, a very cool deck and a definite +1 from me!

Acerola on Jund Cascading Blades

3 weeks ago

Have you about removing 2 Firewild Border posts for Rootbound Crag s?

ginko2580 on Eternal Burning of Temur (Modern)

4 weeks 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!

1 month 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 month 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 month 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

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