Sheltered Thicket


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Rare

Combos Browse all

Sheltered Thicket

Land — Mountain Forest

(: Add or to your mana pool.)

Sheltered Thicket enters the battlefield tapped.

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

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Sheltered Thicket Discussion

Shyvana_ on Here Be Dinos

1 week ago

Jimmy_Chinchila, how's this instead? I had dropped one of each of my removals (Savage Stomp and Abrade) for two Samut, the Tested because I'm sure the first one will attract removal like a moth to a light because Planeswalkers are rather uncommon in Standard. I really really like Rile just because of the double draw ability. Then, Abrade is just about needed for that artifact hate in game 1. I also really like the Ranging Raptors because if a card like Rile or Samut, the Tested gets shoved to the bottom because of Commune with Dinosaurs, I'm able to reshuffle them back into the deck. Though,I really do appreciate the suggestions! I probably won't do Sheltered Thicket for a while because it's $4-$5 a card.

Jimmy_Chinchila on Here Be Dinos

1 week ago

Looks pretty solid, you could maybe go down 2 Abrade main board and add a Samut, the Tested and maybe a Sheltered Thicket. Samut makes Riles trample even more potent and basically forces a block to double the Enrage triggers. The Ultimate grabs 2 Tyrants and basically wins the game. I like Thicket to cycle if drawn later and its a nice T1 play with no 1-drops that turns on Rootbound T2 if no basics in opening hand.

Ive been experimenting with Lightning Strike, nice for final points of damage, and can even target your own Ranging if youve already used Stomp on it to get a counter, if you miss a land drop. Could maybe go down 1 Stomp and 1 Rile for a pair.

Keep up the Dino fight! +1

prodigy77 on Dinos of the Perfect Curve

1 week ago

Just wanted to post an update. Won 4-0 on FNM, manage to beat temur energy with Carnage Tyrants. Changed the deck a little bit, still the same just the land base and a few cards I tweaked, if you wanted to try out what I worked for me, may work for you as well. Not sure if you'll like the changes I made but I found that it needed more dinos MB, a couple of times I only hit lands/non-creature spells with commune and when I actually casted gishart, I would only hit like 1-3 dinos. With adding 4 more dinos MB, it helped alot. The sideboard I think still needs some tweaking, but not sure what else to try out yet. Let me know what you think about the changes!

Creature (27)
4x Carnage Tyrant
4x Drover of the Mighty
1x Gishath, Sun's Avatar
4x Otepec Huntmaster
3x Ranging Raptors
4x regisaur alpha
4x Ripjaw raptor
3x Rampaging Ferocidon

Instant (4)
4x Lightning Strike

Land (23)
1x Plains
4x Forest
3x Mountain
4x Rootbound Crag
1x Scattered Groves
3x Sheltered Thicket
3x Sunpetal Grove
2x Unclaimed Territory
2x Hashep Oasis

Sorcery (4)
4x Commune with Dinosaurs

Planeswalker (2)
1x Huatli, Warrior Poet
1x Samut, the Tested

Sideboard (15)
3x Deathgorge Scavenger
2x Ixalan's Binding
2x Kinjalli's Sunwing
2x Prowling Serpopard
2x Abrade
2x Solemnity
2x Chandra's Defeat

KingkillerKvothe on Torment From the God-Pharaoh

2 weeks ago

Awesome list! I'm thinking of building something similar as it throws together basically all the best bomb cards in standard that I own. One thing I'm not sold on however is Attune with Aether. Do you feel you have enough green mana sources to reliably play it? I feel like Spirebluff Canal would be better suited than Rootbound Crag and Sheltered Thicket. I also might consider cutting a couple of your higher end cards for Fatal Push. Thoughts?

Sledwick on Yay Dinosaurs!

4 weeks ago

So Growing Rites of Itlimoc is redundant here, it's a legendary for one so there's no need to have 4 of them, however I would cut them entirely, you mainly want them to pump out mana for your big creatures but you don't have enough little guys to reliably flip it, generally by the time it flips here you'll already have enough Mana that you won't really need it.

You have no removal in this deck despite running red which is a wasted opportunity.

You're relying on big creatures to flex on the battlefield but no real way to get them out early enough for it to matter.

I also feel like you're being a slave to your theme.

Here's some suggestions


1x Carnage Tyrant

1x Otepec Huntmaster

4x Ranging Raptors

2x Raptor Hatchling

2x regisaur alpha

1x Ripjaw raptor

2x Thundering Spineback

4x Growing Rites of Itlimoc

4x Commune with Dinosaurs

4x New Horizons

1x Forest


3x Servant of the Conduit

4x Abrade

4x Attune with Aether

3x Cathartic Reunion

3x Fiery Cannonade

2x Fling

3x Savage Stomp

4x Sheltered Thicket

vortical42 on Pumping the pummeler

4 weeks ago

I spent quite a bit of time running a deck almost identical to this before the rotation. If you want to see this list I'm running now, check out:

The only major changes I would make would be some adjustments to your land and cutting the Glorybringers.

Rhonas is the only mana sink in the deck, so getting mana flooded tends to be a disaster. I would trim down to 20 lands and replace 3 or 4 of them with Sheltered Thicket for additional insurance. A few copies of Hashep Oasis would also be good, but you will have to experiment to find the number that works best for you. The good news is, by cutting down your lands, you free up room to maindeck Fling.

As for Glorybringer, I found that the card is too much of a tax on your mana base compared to the benefit it brings. If you want a hasty creature, Lathnu Hellion is 2 mana cheaper for the same stats and there are plenty of options to make sure it gets through in this deck.

Prowling Serpopard and Sweltering Suns are also pretty 'meh' these days. The only deck that you are really worried about countering your creatures right now is Temur Energy. Unfortunately, Temur also packs plenty of other removal, so the cat-snake really doesn't help there. That said, If you expect a meta heavy on U/B control it might still be worth running.

Sweltering Suns is also not really worth running post-rotation. It was there mainly for aggro token decks like Zombies and Monument that didn't survive rotation. The new crop of token decks don't really care of you sweep their board; once they get their engine online they can crank out tokens faster than you can remove them. Mabey you would want it for Sultai Energy, but again that is a meta call you will have to make.

ThallionDarkshine on First Deck: Sek'kuar

1 month ago

I feel like you may have gone a little overboard on the self-recurring creatures. Maybe in place of the worse ones you could include a few more graveyard tutors like Buried Alive or Entomb. That way you won't get stuck with a hand full of cards that do nothing on their own.

There are a few really strong draw engines that fit into a deck like this. Deathreap Ritual lets you draw tons of cards off of all the death triggers you generate, while Phyrexian Arena just gives you an additional card each turn. Humble Defector is a nice draw effect on a creature, that can either curry favor with the table or just be sacrificed in response to his ability to keep the card draw to yourself.

Finally, I think your land base could use some work. I'm really not a fan of the tri-filter lands, Savage Lands would be much better. With the fetches you are running, it would be a good idea to include some dual lands with basic land types. Some good ones are Cinder Glade, Smoldering Marsh, Canyon Slough, and Sheltered Thicket. In addition, I really like the new Path of Ancestry . Even if you only get to scry once off of casting your commander, it's still a tri-land with upside.

GeminiSpartanX on Why hasn't ANYONE noticed this?

1 month ago

I playtested a few hands, and the thing that stuck out the most to me is that the mana needs a little work. I'd cut 1 Endless Sands and 1-2 mountains for 3 Sheltered Thickets to help get green early while still having enough red for Burning Sun's Avatar. I'd also reconsider using so many Blossoming Defenses in favor of more burn or to add a few more creatures. Otherwise the deck seems like fun!

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