|Commander / EDH||Legal|
Printings View all
|Masters Edition IV||Rare|
|Masters Edition II||Rare|
|International Collector's Edition||Rare|
|Limited Edition Beta||Rare|
|Limited Edition Alpha||Rare|
Combos Browse all
Land — Forest Plains
(: Add or to your mana pool.)
Price & Acquistion Set Price Alerts
4 days ago
Not sure if you know, but fetches can get dual lands. For example, Verdant Catacombs can get you a Savannah, Temple Garden, Taiga, or Stomping grounds in addition to its ability to get a basic. Fetches warrant their price for a reason.
Just leave the Cast Out. It's an amazing card and I don't really want to keep messing with the curve. We would have to remove Chaos Warp to keep the curve correct though. Grasp of Fate is probably better than Chaos Warp too (now that I think about it) just because it gets rid of three permanants with no drawback.
We really need to get rid of a three drop to curve out...hmmm how about this...
Snake Umbra -> Stranglehold/Cartouche of Zeal. I don't think going down to 18 should be that different. Having multiple of the same effect is always good in EDH, but if you're worried about it I think the other aura is fine. Cartouche lets you recover well if Uril gets hit by a board wipe or close out a game for a low CMC.
4 days ago
I'm a big fan of the update, the deck has come a long way. However there still are a few things that I think would make the deck better still:
Rounding out the curve so that it has the look of a descending staircase. To do this we need to replace a 3-drop with either a 1-, 2-, or 4-drop. Snake Umbra is definitely the weakest 3-drop.
Holy Mantle could still probably be replaced. I still find this card to be really unimpressive at 4 mana.
Lastly, Grasp of Fate is still missing. This card is really hard to pass up.
I don't want this to get lost in translation over multiple posts so I'll try to fix the curve and you can either agree or disagree with my adjustments...
You mentioned getting rid of the color fixing enchants like Abundant Growth and Unbridled Growth, but those are there for multiple reasons. They add to enchantment count (for both Ancestral Mask & Ethereal Armor), can filter and/or draw cards, and provide early game fixing. There is not really a need to remove them as they actually do more than you think.
The lands that I suggested were...Grove of the Burnwillows, Horizon Canopy, City of Brass, Mana Confluence, more fetches, and Okina, Temple to the Grandfathers. They will be better than the speed lands and with the replacement of more basic lands, better than the check lands as well. I definitely would not get rid of all your basics though.
My suggestion for your ideal land base would be...
1x Ancient Tomb
1x Arid Mesa
1x Marsh Flats
I also love that you have this deck tagged as "casual," this deck is a far cry from casual. Lol
1 week ago
Cool, I think Grasp of Fate works nicely, and I have similar thought process, regarding your other suggestions.
I'll probably acquire Mox Diamond at a later time: for now, Taiga, Savannah and Horizon Canopy seem like more pertinent additions. I'll update my deck later in the week, once I have the pieces that I need.
1 week ago
Hey man, thanks for the offer. I already have a Savannah and I don't really wanna trade for a Heavily Played land. I would be willing to do all the cards you mentioned for your Scrubland, Creeping Tar Pit, and $100. Not sure if you're looking to put money towards this or not though.
2 weeks ago
I am not a fan of Sublime Archangel, Seraph of the Sword, Skullclamp, would cut them all for either rocks in the vein of Gilded Lotus or some early group-hug effects (Collective Voyage is hella sweet). Then I would try to get an Emeria, The Sky Ruin for more recursion and then swap out some of the duals for Temple Garden, Savannah, Scattered Groves. Also Concerted Effort could just be Akroma's Memorial and be better always.
1 month ago
Currently looking for the following cards!
Liliana of the Veil < pref judge promo but open to other prints of course!
Wheel of Fortune < revised or judge promo plz!
Only interested in Revised lands also!
Take a look at my binder, and if anything catches your interest please let me know! Any questions or request for more details let me know! Binder link!
1 month ago
That does raise the question of whether it is worth splashing white in the first place, which is an area I have messed with in the past. If I were to splash white, as far as I know I would also gain Gaddock Teeg, Ethersworn Canonist, Kataki, War's Wage, Linvala, Keeper of Silence, and a bunch of others that I can't quite remember off the top of my head.
First, the cost of splashing white wouldn't be negligible. There are only 13 colored lands in the deck, and ideally you would want two of them by turn 4. The odds of drawing one forest in opening hand is about 80%, and the odds of drawing a 2nd forest is around 60-65%. Because of the dependence on getting at least one green source in opening hand and two green sources a few turns later, that means the best way to splash would be with fetchlands and duals that don't affect the math behind these already borderline risky numbers (so Savannah and green fetches like Windswept Heath ). If the fetchlands didn't have the life payment, then the white splash would be the easiest decision ever. However, as it stands, there really isn't much that splashing white adds to the deck. Combo matches are always going to be bad, there are alternatives to Terra Eternal in green (I mentioned Crucible of Worlds and Splendid Reclamation earlier), and the deck is quite capable of surviving through land destruction, minimum two lands at any given point (in fact I used your deck as a measuring stick and the matches were real close). Finally if I REALLY wanted to splash for one of those effects I would probably play Sacred Ground instead. This ends up in a place where the life payment from splashing is much more likely to be detrimental compared to the benefits gained from splashing for that one white sideboard card, and even if I did splash I wouldn't use Terra Eternal.
Appreciate the comment though, always cool to see new ideas.
1 month ago
In light of the recent MTGO Commander Banlist announcement, I thought to ask everyone what the banlist would look like if they made it.
The following proposed banlist is my opinion of what the banlist should look like. You will see 3 criteria for what makes a card unfit for the format, and a list of what cards could be banned based on them:
Proposed banlist Show
First off, the easiest thing to tackle is the fact that simple bans can be made to ensure the format is not a pay-to-win game, in order to make the format more inviting AND ensure that the winner isn't always the one with the most money:
- The ABUR Duals (Tundra, Underground Sea, Badlands , Taiga, Savannah, Scrubland, Volcanic Island, Bayou, Plateau, and Tropical Island)
- The Power 10 (Black Lotus, Time Walk, Ancestral Recall, Mox Sapphire, Mox Jet, Mox Ruby, Mox Pearl, Mox Emerald, Timetwister, and Library of Alexandria)
- Candelabra of Tawnos
- Capture of Jingzhou
- Gaea's Cradle
- Gauntlet of Might
- Grim Tutor
- Imperial Recruiter
- Imperial Seal
- Mana Drain
- Mishra's Workshop
- Ravages of War
- The Tabernacle at Pendrell Vale
- Time Vault
Next, what's the point of having the format be 100-card singleton if we can just jam the best tutors and obscene card drawing engines into every deck? I'd ban those cards to ensure the game can't become stale through consistency:
- Altar of Bone
- Arcum Dagsson
- Birthing Pod
- Captain Sisay
- Defense of the Heart
- Demonic Tutor
- Diabolic Intent
- Edric, Spymaster of Trest
- Eladamri's Call
- Enlightened Tutor
- Fauna Shaman
- Gifts Ungiven
- Green Sun's Zenith
- Hermit Druid
- Merchant Scroll
- Mystical Tutor
- Oath of Druids
- Personal Tutor
- Sterling Grove
- Survival of the Fittest
- Sylvan Tutor
- Trade Secrets
- Traverse the Ulvenwald
- Vampiric Tutor
- Worldly Tutor
- Yawgmoth's Bargain
- Yisan, the Wanderer Bard
- Zur the Enchanter
Lastly, the elephant in the room. According to a survey conducted by MaRo, people said that the most unfun event for them in a game of magic is mana denial. Being denied mana production or being unfairly out-ramped is a core part of games that are the opposite of fun:
- Braids, Cabal Minion
- Limited Resources
- Mana Crypt
- Mana Vault
- Mana Vortex
- Rofellos, Llanowar Emissary
- Sol Ring
- Static Orb
- Tangle Wire
- Tolarian Academy
- Winter Orb
And that's it!
I'm anticipating a few arguments to this proposed banlist.
Firstly, I'm sure that many would argue that such a banlist would allow many combos to run rampant through commander, to which I would say, with what tutors? Combos that previously didn't exist truly now exist, but without tutors to back them up, it will be difficult to assemble combos.
Some will say that Stax decks are no longer viable, to which I respond with the question: If stax and MLD are objectively the most effective way to ensure opponents don't enjoy the game, what argument could there possibly be for their inclusion?
Lastly, many opponents of this proposed banlist will probably argue that such a banlist is far too long to be healthy. I agree that a shorter banlist would be better, so I am interested to hear which specific examples aren't as bad of violators of the problems I mentioned for each section.