Secluded Steppe

Legality

Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander 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

greatdevourer on All Hands on Deck

1 day 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 weeks 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

3 weeks 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.

Snydog17 on Isamaru Equip

1 month ago

I would recommend having a few board wipes to access in dire need, Fumigate, End Hostilities, and Day of Judgment are cheaper equivalents to Wrath of God.

You have a lot of nice artifacts. But maybe a few more tutors could help get which ones you need. Relic Seeker, Steelshaper Apprentice, and Stonehewer Giant could help get what you need.

Card draw is white's biggest problem, so Puresteel Paladin and Sram, Senior Edificer.

Having too many lands sitting around could be a problem, so the cycling lands like Secluded Steppe could get rid of extra unnecessary lands.

Cathedral of War could help the Voltron esque function of your deck by buffing your Isamaru with Exalted, with Sublime Archangel and Battlegrace Angel serving this function also

I really help that this helps you with your deckbuilding.

hoardofnotions on Cheap-Manno, Revolutionary(<15$)

1 month ago

Relic Seeker- probably too expensive, but it's your budget stoneforge mystic

Skyhunter Skirmisher- carries a sword or enchantment well

Wing Shards- board control. Plus a personnel favorite i don't see played much

Mass Calcify-on color Plague Wind

Mask of Memory- card draw in mono

Ring of Thune vigilance and a slowly growing threat

Trailblazer's Boots unblockable always!

Haunted Cloak- generic good stuff equipment, this one is iffy

Mind Stone mana rock that draws you a card

Bonehoard big dude and allows for commander kills (hopefully)

Oblivion Ring removal

Secluded Steppe better than a plains imo

Drifting Meadow better than a plains imo

New Benalia better than a plains imo

Kor Cartographer iffy mana ramp. seems like you don't need to ramp after 4 lands but in case you wanted that option

Decree of Justice finisher and card draw!

Tamiyo's Journal card draw!

Darksteel Mutation commander lock down!

Faith's Fetters hits everything and more removal!

Armored Ascension commander killS

SilverhawkPX45 on Nahiri

2 months ago

I'm putting lands into a separate thing because I'm currently seeing 72 cards for your mana base, so something's clearly off and I can't make any assumptions as to what's actually part of the decklist and what isn't.

A mono colored deck, especially a white one always likes Terrain Generator, in my experience. I'd probably cut Rustic Clachan for it, because it's not a particularly great combat trick and always comes into play tapped for you. Myriad Landscape is another fairly obvious suggestion for mono colored decks, cutting one plains for it. Since you'd probably enjoy manlands but don't really want to re-equip your creatures all the time, maybe try Foundry of the Consuls as well as Spawning Bed, although the former is probably strictly better for your purposes. Lastly, I want to suggest running City of Shadows as a big mana land. You should have enough token production to make this viable, but it's still kind of risky considering it doesn't produce mana on it's own. Nykthos, Shrine to Nyx is another option that at least produces mana, but you'd need two white symbols in addition to your commander to get any benefit from it and considering a lot of your deck is colorless it seems like a waste. You should probably also add the two mono white cycling lands, Secluded Steppe and Drifting Meadow, as well as Buried Ruin for some attractive options inside your mana base.

I'm confused about Terramorphic Expanse and Evolving Wilds in the decklist. It seems like it's not worth having your lands come into play tapped simply to thin out one more plains, especially considering there are so many other nonbasic lands you could play. Strip Mine is obvious, because some lands just can't be left on the table for too long (hi there, Gaea's Cradle!). For the other land it feels like New Benalia's Scry 1 is a more immediate benefit compared to having one less plains in the decklist. Windbrisk Heights is another good option, though I always feel underwhelmed by the impact of Hideaway lands.

I'll summarize the entire manabase since I have no idea what is and isn't in there:

39 Land total

1 Eiganjo Castle
1 Emeria, the Sky Ruin
1 Kjeldoran Outpost
1 Kor Haven
1 Mistveil Plains
1 Throne of the High City
1 Strip Mine
1 New Benalia
1 Terrain Generator
1 Myriad Landscape
1 Foundry of the Consuls
1 City of Shadows
1 Secluded Steppe
1 Drifting Meadow
1 Buried Ruin
24 Plains

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

2 months ago

Looking to increase the cards that either discourage attacks against me or come as surprise swings, as well as trim some things that were underperforming.

Out:

Assemble the Legion - Too slow. I want turnaround wins. This doesn't do that, and places a target on my head. May need to add another wincon though.

Chaos Warp - Finding I don't play it when I have it. Taking away their options is often counter to the strategy of this deck. Leaving them to overcommit or develop, while laying low myself, leads to my opponents taking each other out. My offense is often letting their offense develop and be used against everyone but me. When I do choose to intervene in their development, I want it to be final, with no upside for them. This is counter to that.

Oblation - Same as Chaos Warp.

Isochron Scepter - Many times a dead draw, and when it comes into play it is less impactful than I want. It also creates too much worry over my board state any time I play it. Counter to my strategy.

Silence - Not the impact I was hoping. Proactive counter does not work the way I wanted. I want turnaround after their deck does what it is supposed to, not just delaying their playing their deck.

Wild Ricochet - Many times a dead draw, many times too expensive, rarely as impactful as I wanted.

Lapse of Certainty - I often let things through because I want them to be used against my opponents, I don't want a target on my head, and I want to use those things against their controllers. I sit on this card too much.

Foreboding Ruins - Almost always an ETB tapped dual with no upside. I can do better.

Secluded Steppe - ETB tapped plains that I rarely Cycle. No combos to take advantage of it.

In:

Temple of Malice - Upside that Foreboding Ruins didn't have.

Temple of Triumph - Replaces Secluded Steppe. Still ETB tapped, but now a dual and with an extra upside of Scry instead of Cycle.

Mystifying Maze - Another Maze. Leads to attacking elsewhere or to overcommitting. Encouraging both is exactly what this deck wants.

Gossamer Chains - Essentially another Maze.

Gift of Estates - Smoothing out the early game, ensuring land drops.

Karmic Justice vs. Martyr's Bond - I will cycle both. Redirecting targeted removal at my opponents would be good. Adding the chump block Rattlesnake of Martyr's Bond may or may not make up for the extra cost.

Some combination of Fogs such as:

May Consider:

Academy Rector - Just a simple Rattlesnake tied to a tutor. Would potentially be great.

False Prophet - Another Rattlesnake card tied to a boardwipe. May be counter to the strategy, but the Rattlesnake may be worth it.

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