Secluded Steppe

Legality

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

Printings View all

Set Rarity
Commander 2015 Common
Duel Decks: Elspeth vs Kiora Common
Commander 2014 Common
Vintage Masters Common
Commander 2013 Common
MTG: Commander Common
Archenemy Common
Duel Decks: Divine vs. Demonic Common
Onslaught Common

Combos Browse all

Secluded Steppe

Land

Secluded Steppe enters the battlefield tapped.

: Add to your mana pool.

Cycling (, Discard this card: Draw a card.)

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Secluded Steppe Discussion

KongMing on

3 weeks ago

I would say go with four Secluded Steppe over two Sandstone Bridge and two Plains. That way you stay land heavy, and can cycle them away if you draw into them mid to late game.

Tattermunge Witch gives you an effect similar to Ride Down, and gives you a 2/1 body on Turn 2.

Some Sylvan Caryatid will help with your mana ramp and fixing.

LVL_666 on Brago, King of Eternal Value

1 month ago

Your deck reminds me of Astral Slide, the most OG of flicker spells. Since Cycling is now a thing again, you have a whole host of Cycling lands to choose from:

Additionally, you could use:

  • Eternal Dragon to help you get more Plains.
  • Akroma's Vengeance for mass destruction, and a chance for you to slide a creature to save them from the destruction.
  • Decree of Justice A bomb of a spell, especially great after you just do a board wipe.

I realize that these suggestions would basically change your entire deck, but that's what came to mind. Take it all worth a grain of salt. But if you're willing to go into that direction, let me know. I'm curious to see what you'd think up.

cobalt127 on Deck Cycling the Cycling Deck

1 month ago

First off I love that this is a Zur deck that isn't hardcore voltron. As for suggestions there's some older cycling lands that you could use, if you don't mind having land that enters tapped: Barren Moor, Drifting Meadow, Lonely Sandbar, Polluted Mire, Remote Isle, Secluded Steppe.

greatdevourer on All Hands on Deck

2 months ago

Let me start by saying that I think you have a great theme and you've done a great job of sticking to your theme elements.After going over your list, here's the recommendations that I think might help you.

Cards to take out (to get down to 100):
Golem Foundry is just a weak card. It is kinda nice getting a golem token for casting 3 artifacts, but I've never been happy playing that card. It always ends up feeling like a waste of board space.
Metalwork Colossus is really nice, but with all of the vehicles and other creatures, it seems kinda mana intensive and you're not really working on a sacrificing artifact theme.
Blinkmoth Urn is symetrical, meaning it helps you opponents as much as it helps you. Yes, you may have more artifacts than them, but do you really want to give your opponents free mana? And they get that free mana before you do.
Darksteel Juggernaut is a great card in a draft, or in another deck where you're primarily focused on attacking each turn. But the requirement of attacking each turn makes this card feel like it doesn't fit.
Sram's Expertise is cute, and I understand why it is in the deck but a few 1/1 tokens seems kinda weak for this deck.
Chief of the Foundry helps out the vehicles, but not the dwarves.

Those initial cuts gets you down to the 100 cards for Commander. Now to make the deck a bit stonger.
These changes might help make your deck more resilient againt various opponents. Obviously, you'll need to temper these recommendations with your collection, budget, and local metagame.

I'll start with lands. Nine (9) out, Nine (9) in.
Take out:
Spinerock Knoll, Better in a combo deck.
Shinka, the Bloodsoaked Keep, Not enough legends
Wind-Scarred Crag, Boros Guildgate, and Stone Quarry come into play tapped. You have too many lands that come into play tapped and it slows you down.
Drifting Meadow, Forgotten Cave, Secluded Steppe, Smoldering Crater, the cycle lands are nice in a deck with lots of graveyard recursion or when you're focused on cycling cards. But you're deck isn't set up for those things and these are just more lands that enter the battlefield tapped and slow you down.
Kabira Crossroads for it. The 2 life usually isn't enough in Commander games to make a big different.

Put in:
4 Plains
2 Mountain
Sejiri Steppe is something to consider. And the Boros Garrison makes it better.
Move the Rugged Prairie and Sacred Foundry to the mainboard from your maybe board.
Don't ignore the plain old basic lands. Even if you just use a couple of each. You never know when an opponet will play a "Every seach for a basic land" card and you're left out of the party.

I would also consider Holdout Settlement and Springleaf Drum to help take advantage of Depala, Pilot Exemplar's ability to load your hand with creatures and vehicles. Remember that you can tap a creature with summoning sickness to activate the Settlement or the Drum since you aren't activating the creature's ability.
Lightning Greaves is a tough card to consider. Yes, it is a great card. But does it really help that much? You aren't themed around equipment. I would drop in in favor of something that helps more often.

One-shot effects like Built to Last and Built to Smash are not really good in a multiplayer game.

I hope these suggestions help give you some ideas. Let me know what you think. Feel free to look over my decks and let me know what you think of the suggestions.

Korlus on Kitties!!

2 months ago

Terrible cards:

Creatures:

Artifacts:

Enchantments:

Lands:

Bad cards:

Creatures:

Instants:

Enchantments:

Sorceries:

Fine cards:

Creatures:

Artifacts:

Lands:

Good cards:

Creatures:

Artifacts:

Instants:

Enchantments:

Lands:


You need to add more cards that are good in EDH, and add some ramp beyond Sol Ring and Pearl Medallion. My suggestion for cheap ramp includes:

Hedron Archive, Mind Stone, Marble Diamond, Worn Powerstone etc.

Other cards you may want to consider are:

White Sun's Zenith, Hero of Bladehold, Sun Titan, Elspeth, Sun's Champion, Mentor of the Meek, True Conviction, Swords to Plowshares, Return to Dust, Martial Coup, Oblivion Ring, Captain of the Watch, Thalia, Heretic Cathar, Recruiter of the Guard, Heliod, God of the Sun, Knight of the White Orchid, Mirror Entity, Mother of Runes, Emeria Shepherd, Bastion Protector, Oblation, Secure the Wastes, Austere Command, Open the Armory, Decree of Justice, Caged Sun, Obelisk of Urd, Dictate of Heliod, Shared Triumph, Elspeth Tirel, Secluded Steppe, Buried Ruin, Ghost Quarter, Rogue's Passage, Nykthos, Shrine to Nyx, Kor Haven, Divine Sacrament, Bygone Bishop.

I would cut cards from the "Terrible" bracket first. They have no place in most EDH decks.

Delta-117 on Pauper Tax Collectors

2 months ago

I think you should consider 1-2 cycling lands over a couple of your basics. I happen to do this in my own g/w pauper slivers deck, where I have in fact the same land count and 4 tapped lands (Blossoming Sands and use 2 of these over more basics.

So in your case of deck colors, that would be Secluded Steppe and Barren Moor.

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