Sejiri Steppe

Legality

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

Printings View all

Set Rarity
Duel Decks: Knights vs. Dragons Common
Worldwake Common

Combos Browse all

Sejiri Steppe

Land

Sejiri Steppe enters the battlefield tapped.

When Sejiri Steppe enters the battlefield, target creature you control gains protection from the color of your choice until end of turn.

Tap: Add W to your mana pool.

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Sejiri Steppe Discussion

Chino90 on Neverending Landfall

22 hours ago

Knight of the Reliquary.

Also, you may be interested in adding lands that have etb effects, like those from both zendikar blocks. For example, Sejiri Steppe, Oran-Rief, the Vastwood, Gavony Township or Blighted Woodland, and Ghost Quarter for the sideboard.

greatdevourer on All Hands on Deck

4 days 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.

Vathlo on Brave the Biohazard (Pauper Infect)

4 weeks ago

Hello and thanks for the upvote!

  1. Game 2 sideboard plans depends on the deck, but generally it goes:-2Cystbearer +2 Corpse Cur-1 Groundswell +1 Predator's StrikeI usually worry more about Edict effects, since I only have Khalni Garden for protection. Disfigure and cards like it can be countered by pump spells. Terminate I haven't seen and I don't believe is widely played.

2.Pulse of Murasa is meta dependent, I think.For example, my local paper meta MBC is still a thing. So Pulse wouldn't help much in that matchup, because they have more removal than I do creatures post-board. But I could be wrong. I just don't think that the deck is built to really grind out games on purpose.

  1. I don't think the toolbox lands are meta dependent. Although Halimar Depths has been overall lackluster. The ability to look at the top three cards and arrange them is nice, but not being an actual scry effect is sometimes a feel bad. It might become a Sejiri Steppe in the future, or just another Forest.

Perfect_Phyrexia on Perfect_Phyrexia

1 month ago

Thank you for your praise, I am really proud of my primer and its been my main project for so long. My next goal is to figure out how to make text colored so I could start making sections like "sacrifice" or "discard" which will make the lists more process-able.

wombatula I know of a few powerful legacy Golgari decks. The main premise of these decks is the use of turn 1 discard (Thoughtseize or Inquisition of Kozilek) disruption like Pithing Needle, Phyrexian Revoker, or Surgical Extraction and green for land ramp (Sylvan Scrying or Crop Rotation). It's important to have a good finisher in this kind of deck, which can easily be a set of Wurmcoil Engines for modern or 4 Vampire Hexmages and 4 Dark Depths with Not of This World support for legacy. Abrupt Decay or Maelstrom Pulse will be important additions based on whether you need hard removal or not, I would highly suggest the former if your meta is competitively fast and has dirty blue players.

Many legacy and modern STAX decks go for a full artifact plan (often called mono brown) which is very strong but a hard investment $ wise. This version is the cheaper path, focusing on ramping up for a win condition with Elvish Spirit Guides, Lotus Petals and land search along the lines of the ramp cards I mentioned above while removing, disabling, and forcing discards. If your win condition is a land Dark Depths being the best example, then cards like Thespian's Stage and Crop Rotation gain immense value as they can become or search up niche items like Wasteland, Bojuka Bog, or even a Sejiri Steppe to give the Marit Lage or a Wurmcoil Engine the evasion it needs to kill.

I hope this was helpful, for more 60 card stax advice I would look at the site MTGtop8 or look up "mono brown stax" for other examples. Finding specific Golgari ones can be difficult so I tried to give you as much advice as I could.

beninator on Gruul Landfall

1 month ago

Nice deck. Check out my version of the deck, Gruul Cropfall, which is centered around using Crop Rotation to achieve more landfall triggers and/or allowing access to a small toolbox of nonbasics like Sejiri Steppe and Bojuka Bog

Pscioed on Brave the Biohazard (Pauper Infect)

1 month ago

I really like what you've done here. The Crop Rotation toolbox is really awesome. How does it work against a Counterspell matchup, like Teachings? It seems like they could really getcha when you sacrifice a forest going for Sejiri Steppe or Khalni Garden, but it gets countered.

I am also curious to hear your thoughts on Seal of Strength vs Giant Growth. I figure the power of seal is the 'mana storage' aspect, where you can cast it turn 1 but crack it turn 3 when you swing lethal. Does that outweigh the hidden information that Giant Growth provides? Or is there some other reason I should be running seal over growth?

+1 awesome deck.

Fr0sty11 on remove

1 month ago

PLz remove this post

kamarupa on Soulja Boy

2 months ago

Well done. I really like this build. +1

I think maybe it might be just as good with Scout's Warning as it is with Cavern of Souls. You don't need the Cavern to mana-fix, so all it does is prevent counterspell. It would make the deck a lot less expensive - without Cavern and Path, this deck is basically budget. Which I think is awesome.

A few cards to maybe consider:

Immortal Servitude - you have a lot of 1 drop creatures - for 4 you can bring them all back after a wrath. Alternatively, Return to the Ranks.

Windbrisk Heights - 1x might be an unlikely, but viable cheat for Captain of the Watch.

Sejiri Steppe - 1x of these can be nice mid-late game. There aren't a lot of non-basic mono-white lands worth considering.

Sanctimony might be worth considering for the sideboard.

Tezzeret's Gambit can draw you 2 cards and proliferate counters bestowed by Thalia's Lieutenant.

Erase seems like it has a place in your sideboard. Or drop Kataki, War's Wage and just go with Disenchant or Revoke Existence.

I like Pithing Needle a lot, but Oblivion Ring is even more useful. It's broad spectrum seems worth 1x in just about any deck.

Serra's Blessing can deliver vigilance (to your tokens, too!) for 1 less than Always Watching , albeit sans the +1/+1.

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