Landfall — Whenever a land enters the battlefield under your control, you may pay . If you do, draw a card.
|Have (2)||metalmagic , jpv|
|Want (4)||Katana , lu5t , Galvain , thejordan0|
Printings View all
|Commander 2018 (C18)||Rare|
|Commander Anthology 2018 (CM2)||Rare|
|Commander Anthology (CM1)||Rare|
|Commander 2015 (C15)||Rare|
|Duel Decks: Zendikar vs. Eldrazi (DDP)||Rare|
|Commander 2014 (C14)||Rare|
|Commander 2013 (C13)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Seer's Sundial occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Seer's Sundial Discussion
3 months ago
Looks good so far. You might consider these: Tome of Legends , Mind's Eye , Smothering Tithe , Harmonious Archon , Coat of Arms , Goldnight Commander , Palace Jailer , The Immortal Sun , Dawn of Hope , Seer's Sundial , Endless Horizons , Windbrisk Heights , Arch of Orazca , Throne of the High City , Seraph Sanctuary , Memorial to Glory
4 months ago
If I may, it seems that your deck lacks ways to churn through the deck, hence card draw is of the uttermost importance. As it lies, the deck only contains Mentor of the Meek , something very susceptible to a wrath. As for my recommendations, Bag of Holding , Bygone Bishop , Endless Atlas , and Seer's Sundial may be of aid.
Good fortune to you.
4 months ago
In colourless decks you might want to take advantage of some of the utility lands to draw cards such as Arch of Orazca , Mikokoro, Center of the Sea or Geier Reach Sanitarium and artifacts like Seer's Sundial , Mind Stone or Hedron Archive or if you have a cheap/agressive commander Tome of Legends .
6 months ago
Easy switch outs to me:
Acidic Slime - you have plenty of destroy enchantment or artifact things.
Verdant Force - meh with what you're doing
Turntimber Sower - also kinda meh
Baloth Woodcrasher - no trample, would be chumped all day long
Seer's Sundial - you should be ramping enough that this is irrelevant to you - green and black are excellent ramping colors save this for the red or colorless deck you're going to build in commander.
Second Harvest - too situational
Deathreap Ritual - seems very situational
Zendikar Incarnate - can grow fast, no trample or other evasion
Scute Mob - dangerously fast growing - no trample or other evasion
Crop Rotation - search for a land card, put on battlefield
Sylvan Scrying - search for a land card, put in hand
Reap and Sow - destroy target land and or search for a land
Tempt with Discovery - search for a land and for as many lands as opponents search for
7 months ago
Hey Andre4000 I'm here as requested to help with your deck.
First, I would recommend a few more ramp cards. RW doesn't have too many ramp options, so you'll probably have to rely on artifacts. I'd recommend Star Compass and Prismatic Lens and Kor Cartographer and Hedron Archive and Everflowing Chalice and Dreamstone Hedron and Sol Ring . Overall, about 10 ramp cards is a good fule of thumb for most EDH decks.
Second, I would recommend a few more card-draw effects. RW also lacks a lot of good card draw, so you may also need to rely on some artifacts here. I'd recommend Dawn of Hope and Seer's Sundial and Conqueror's Galleon Flip and Infiltration Lens and Howling Mine . Again, about 10 card draw effects is good for most EDH decks.
Also, I think you could get away with 36-38 lands if you want to free up a few spots for other cards.
Lastly, I'd recommend you a few board wipes. This deck wants to commit a lot to the battlefield, but eventually you'll run into a deck that can commit more stuff and faster than yours. Some boardwipes you might want are Hour of Reckoning and Martial Coup .
Hope this helps! Let me know if you have any questions.
8 months ago
Looks like a fun tribal deck!
Young Pyromancer could help you get some elementals onto the battlefield.
I think Omnath, Locus of Rage could also be fun in this deck.
Hope this helps!
10 months ago
cute idea but i think people will get wise to this after a game or 2 and enchantment removal/ Pithing Needle will shut you down.
I'd suggest implementing a Landfall theme to help support a heavy land count:
Grazing Gladehart , Undergrowth Champion , Lotus Cobra , Embodiment of Insight , Baloth Woodcrasher , Avenger of Zendikar , Murasa Ranger , Oran-Rief Hydra , Turntimber Basilisk , Jaddi Offshoot , Territorial Baloth , Snapping Gnarlid , Snapping Creeper , Scythe Leopard , Rampaging Baloths
10 months ago
One thing I spaced on was draw power and tutors. Mono-Red burn decks always have an issue here. The best I could suggest are:
Gamble ; the card name could not be more direct to the point, but given what we have to work with, it's one of the best tutors in this color.
Cathartic Reunion ; more Crucible shenanigans to be had here. Still good even without it in play.
Wheel of Fortune ; The OG. Only recommended if you have the cash to blow on this thing.
Illuminated Folio ; I'm iffy here, but I'll throw it out, anyway. The only concern with this card is its initial investment and the odds of having mostly land and not enough Red cards in your hand.
Molten Psyche ; more of a hand refresher, but useful nonetheless, as that kind of effect is a burn deck's best friend.
Teferi's Puzzle Box ; not necesserily draw power, but definitely a hand refresher every turn. It keeps opponents frequently mixed up while giving you greater odds of finding anything that isn't a Mountain.
Browbeat ; almost a guaranteed draw because nobody wants to take 5 damage in this format (unless they have lifegain)
Dragon Mage ; a pricer card in terms of CMC, but getting a wheel effect every time you swing successfully is great.
Knollspine Dragon ; another mana-demanding creature initially, but it has a wheel ETB trigger and high p/t to boot.
Skullclamp ; make a Mountain a creature, equip Skullclamp, sac it, draw, repeat.
Scrying Sheets ; only do this if you're up to replacing all of your normal Mountains with Snow-Covered versions.
Mind's Eye ; a higher initial investment, but it has a solid effect.
Seer's Sundial ; great for a deck dependent on always playing land.
Journeyer's Kite ; Repeatable land search. Perfect for the deck.
Mikokoro, Center of the Sea ; gives everyone draw power, but still produces mana when you need it.
Extraplanar Lens ; if you change your Mountains to the snow-covered versions, you will want this. You're going to be sacrificing your lands a lot, so the further those can go in mana production, the better.
Kher Keep ; mostly for defense.
I don't recommend necessarily all of these, rather, browse through them and see which ones you like.
Try not to add too many utility lands. I only suggested the two I did because chances are, you could get away with 2-3 non-Mountain lands, but I wouldn't push your luck.
Your duplication spells can also be used to either counter Counterspell effects and/or duplicate opponent's draw/tutor spells. Try to keep that in mind in your games.