Timber Gorge


Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Arena [BETA] Legal
Heirloom Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Casual Legal

Printings View all

Set Rarity
Dominaria (DOM) None
Amonkhet (AKH) Common
Oath of the Gatewatch (OGW) Uncommon

Combos Browse all

Timber Gorge


Timber Gorge enters the battlefield tapped.

: Add or to your mana pool.

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Recent Decks

Timber Gorge Discussion

Grrnewt on Ghalta Fling

4 days ago

Poaralion - I have found that the 4 red sources can be a little sparse, even by the late game when I would want to cast Fling. I tried a couple Mountain, but it too frequentyl kept me from casting a Steel Leaf Champion. I have been thinking about adding 2 Sheltered Thicket or 2 Timber Gorge, but the entering tapped thing is already a problem with Memorial to Unity, not sure if I want more.

multimedia on Fire and Nature - Chandra and Nissa in Dominaria

2 weeks ago

Hey Nylea, you asked for my advice. By the way I like the name :)

I agree with some comments here, there isn't a defined strategy. Several of the best cards here are in the sideboard. Does this mean you don't have the cards in the sideboard and just using the sideboard for playtesting purposes? If you do have them, I suggest adding many of them to the main deck.

The majority of the best cards here especially Chandra and Nissa are not aggro or really ramp, but midrange: Chandra, Nissa, Phoenix, Champion, Glorybringer, Hazoret, Radha, Brontodon and Bladewing. Including ramp like Llanowar Elves and Drover of the Mighty can help the midrange plan getting to cast these four and five drops faster than normal.

I'm first going to give you a midrange/ramp list to consider mostly based on the cards you have here already. I will explain the card choices after the list. I've added two cheap rares: Mouth / Feed, Lifecrafter's Bestiary and one medium priced rare Rootbound Crag. I also added some commons and uncommons: Timber Gorge, Fight with Fire, Magma Spray and Fiery Cannonade as well as increased the number of copies of some commons and uncommons already here. Hopefully this gives you some ideas:

  • 4x Llanowar Elves
  • 4x Drover of the Mighty
  • 4x Thrashing Brontodon
  • 2x Steal Leaf Champion
  • 1x Rhonas the Imdomitable
  • 2x Rekindling Phoenix
  • 1x Grand Warlord Radha
  • 1x Hazoret the Fervent
  • 1x Glorybringer
  • 1x Verix Bladewing

  • 1x Chandra, Torch of Defiance
  • 1x Nissa Vital Force

  • 4x Abrade
  • 2x Fight with Fire
  • 3x Blossoming Defense
  • 2x Mouth / Feed

  • 4x Gorge
  • 4x Crag or Evolving Wilds
  • 10x Forest
  • 5x Mountain

  • Sideboard
  • 2x Ripjaw
  • 3x Magma Spray
  • 2x Fiery Cannonade
  • 2x Kari Zev's Expertise
  • 1x Fight with Fire
  • 1x Mouth / Feed
  • 2x Lifecrafter's Bestiary
  • 2x Deathgorge

The example is not aggro/ramp, but midrange/ramp. I've chosen midrange instead of aggro for two reasons the manabase can't be consistent enough for aggro. If you want to play aggro you're better off using only one color, mono-red or mono-green. The second reason is simply the best cards here including Chandra and Nissa are not for an aggro strategy because they're four and five drops and there's a lot of them.

The example list is midrange using Llanowar and Drover as ramp to play four and five drops. You'll notice a few 4 ofs (cards with four copies) Llanowar, Drover, Brontodon and Abrade. These are for the early game, 4 ofs of each gives you the best chance to have one in your opening hand or draw one early in the game. You want to consistently have in your opening hand a Llanowar or a Drover, this gives you the best chances to play either turn one or turn two.

Getting one of these into play at either of these turns makes a huge difference in how you play the game. Giving you options to play three drops turn two, four and five drops turn three and turn four. Drover is needed because he can make red mana which Llanowar can't do. You'll want minimum 10x green sources from lands that enter the battlefield(ETB) untapped turn one to consistently be able to play Llanowar turn one in this case 10x Forest is the only option.

In the example Brontodon is a 4 of because it gives you a strong creature to ramp into turn two with help from Llanowar. Steel Leaf Champion is a better turn two play with Llanowar, but with only 2x Champion and lots of lands that ETB tapped as well as Mountains, it's not consistent enough. I feel you need a consistent good green turn two play to take advantage of Llanowar.

Brontodon turns on Drover making it a 3/3 this is a big reason to play Drover with Dinos. This interaction has synergy with Mouth / Feed. Mouth makes a 3/3 Hippo then Feed can be cast from the graveyard to draw a card for each creature you control with power 3 or more. In the example Llanowar is the only creature who can't have 3 or more power making Feed a very nice draw spell. Mouth costs three mana it's another fine green turn two play thanks to turn one Llanowar, the more of these the better.

For the four and five drops other than Chandra and Nissa I've trimmed down the rest to the ones that I think are the best here: Phoenix, Hazoret, Radha, Bladewing and Glorybringer main deck and Ripjaw in the sideboard. 8x four and five drops is a lot and another reason in the example there's 8x possible early game mana dorks to help to cast these cards; again this makes Drover important because he can make red mana. These cards are however powerful enough that playing them without ramp is fine.

For the manabase it's not ideal, but the example is more consistent than playing 22x basic lands. Timber Gorge is a budget Gruul dual land and Rootbound Crag is a medium budget Gruul dual land I suggest adding both of them as this will help the manabase to be more consistent having a color when you need it. Rootbound Crag is expensive if you want 4 copies of it, but it's also one of the safest cards to spend money on because lands are always good and will be legal in Standard until Sept. 2019. A budget alternative for Crag is Evolving Wilds.

Green is more important than red because of Llanowar, Drover and Champion. But you also need a lot of red because of double red Chandra, Phoenix, Glorybringer, Bladewing and early game Abrade. It's very hard to build an ideal budget manabase using all these cards. Expect to have some manabase issues...

The sideboard is a broad approach, I've taken into account the four major archetypes in Standard: Aggro, Midrange, Control and Combo. Ripjaw, Spray and Cannonade are for Aggro matchups especially Mono-Red. Expertise, Fight and Mouth are for Midrange matchups especially Mono-Green. Bestiary, Deathgorge and Mouth are for Control matchups especially Azorius. Spray, Deathgorge for Combo matchups especially God-Pharaoh's Gift.

Good luck with your deck.

multimedia on Golgari splash Red

3 weeks ago

Hey, nice budget deck.

For the Saproling strategy I suggest adding Saproling Migration cutting Shock. Shock is not doing much here, you will consistently not be able to cast it turn one. My next suggestion is to streamline your deck, you're playing a lot of 3 ofs (cards with three copies). Some of these cards would be better as 4 ofs. 4 ofs help to bring some consistency in game play. For instance consider playing 4x Migration, 4x Swarm, 4x Sapherd and 4x Sporecrown? These four cards are the strongest for the strategy and they're all budget. Think of them as a core for the deck.

I don't think you need 15x main deck creature removal spells, this many is overkill. Vicious Offering is your best budget option because it's very versatile with Sap tokens. Cast Down is a good removal spell, but I don't think you need it main deck, it can go in the sideboard. I would choose between playing main deck Abrade or Cast Down. The one you don't choose can go in the sideboard.

Darigaaz Reincarnated is a fun card, but without having any ramp or reanimation I don't think he's worth it.

Consider cutting 1x Mountain for 1x more Timber Gorge? Rootbound Crag is a better Gorge, but it might be too much for your budget.

Good luck with your deck.

multimedia on Elf Land (budget)

3 weeks ago

Hey, you're welcome glad I could help.

To continue my advice I know you like red, but you should consider cutting red and playing only green. Going with only one color has a large advantage when you have a low budget because of the manabase. To play a two color manabase you want dual lands in this case Gruul dual lands. Rootbound Crag and Sheltered Thicket are nonbudget options and Timber Gorge and Evolving Wilds are budget options. Wilds is not a dual land, but it can fetch either a Forest or Mountain so it can help to fix colors of mana much like a dual land can.

I see Aether Hub in the manabase, but no other source of energy to power it. Servant of the Conduit is a budget Elf who interacts very well with Hub. For the last year and half I've been playing Servant and Hub together they're great. Servant is an Elf who can make red mana using energy.

If keeping red I suggest adding 4x Wilds, 4x Gorge, keeping 4x Hub and adding 4x Servant. If you choose to cut red then all you need are Forests and I would also include Wilds and Oasis because of the nice synergy with Multani.

Here's a couple of budget manabase examples to consider:

  • 16x Forest
  • 4x Wilds
  • 4x Oasis

Gruul example with Hub and Servant:

  • 9x Forest
  • 3x Mountain
  • 4x Gorge
  • 4x Wilds
  • 4x Hub

  • 4x Servant

Gruul example without Hub:

  • 12x Forest
  • 4x Mountain
  • 4x Gorge
  • 4x Wilds

Legoarf on Animar Morph

1 month ago

Alright so initial thoughts: needs more ramp, needs more card draw and needs more interaction.

Ramp: You are in green so there is a lot of really good and cheep ramp you should add. You have the three two mana rampent growths which are good, but you should have at least 10 pieces of ramp in your deck, generally I like the higher mana ones that get two lands. The two mana ones are better in faster playgroups, but with how slow our games usually are, card efficiency and advantage is more important in my opinion. Cards I suggest: Cultivate, Explosive Vegetation, Kodama's Reach. You might also consider running all the signets though you may not need them. Also a note on mana, I'd say you should still run at least 36 lands, 34 is a bit low. For budget reasons you can probably cut the scry lands too. Look at: Kazandu Refuge, Highland Lake, Simic Guildgate, Timber Gorge, Woodland Stream. You also need to add some Mountains to your deck, at least 4 I'd say. You can also try to reduce the number of tap lands but yeah.

Card draw: One note first, make sure you add Ancestral Statue. Honestly your card draw isn't to to bad. I'd include Fierce Empath to for tutors, Skullclamp is always great card draw too. Secret Plans is cheap and goes with your deck. Trail of Mystery is also a good card, remember you can unmorph inside of combat too. Salt Road Ambushers is also a morph card that goes really well with other morph creatures. Remember megamorph is the same thing as morph, except when it flips it gets an extra +1/+1 counter. Whisperwood Elemental is crazy good card advantage too. Ixidor, Reality Sculptor is really crazy good when you can turn expensive un-morph creatures face up for only 3 mana too. Master of the Veil is also really good to rebuy some of the unmorph effects.

Interaction: This is one you could use some more work on. Most of your interaction will come from creatures but you still need to have some. For artifact and enchantment destruction you should be running a few of these: Acidic Slime, Nantuko Vigilante And a few ways to interact with creatures: Thousand Winds And maybe some spell removal: Beast Within, Primal Command, Shatterstorm.

Cards I dont think are pulling their weight: Recurring Insight is bad imo, if you want Fact or Fiction is better I'd say. Ashcloud Phoenix really slow and probably not going to recur. Broodhatch Nantuko interesting if you block a big creature and unmoroh it but even then I dont think its that good. Dawntreader Elk unless you are returning it from the graveyard I like other ramp more. Desolation Twin only good when you are ahead and even then questionable. Fathom Seer good card, but may not always have two islands, or just needs to be a consideration when you are ramping. Protean Hulk really good for combos and sometimes ok for value. In your deck of high cmc creatures though not as good. Unless he's a combo piece I'd say you can cut him. Thelonite Hermit dont think its worth it. Thought Harvester good if you are comboing it with Ancestral Statue or the like for a game winning combo, so probably fine, doesn't do much if you are not comboing though. Tishana, Voice of Thunder probably only good if you are already winning, may be fine but also cuttable for budget reasons. Flash really doesnt need to be here. Swan Song is a great card but can also probably be cut.

On other notes, your curve is looking pretty good, and overall it looks like a good deck. You can move a few cards around for budget reasons, but really your almost as low as you can go. Cards you can probably cut for budget reasons: Solemn Simulacrum, Voidmage Prodigy, Shaman of Forgotten Ways, Rootbound Crag, Protean Hulk, Cinder Glade, and Swan Song. Other than that it gets iffy I'd say. Let me know if you have any further questions.

RaberSaber on

2 months ago

Have you considered Invigorated Rampage . Hashep Oasis is only around $2 now so I think it goes fine in a budget build. Also there are some budget dual lands like Timber Gorge that really won't cost too much at all and I think you should put in just to make the deck more consistent.

GunsNBacon on [MTG Arena] Dino Invocation

2 months ago

Timber Gorge is not part of Ixalan Block Constructed, but is part of current MTG Arena

multimedia on Dinosaur Ramp

3 months ago

Hey, very nice for a budget under $100 Standard deck.

I have a few suggestions:

I see the strategy is ramp here, and Wayward Swordtooth helps with this although requires lands in your hand to actually ramp, but Thrashing Brontodon is a much better three drop budget Dino. The problem with Swordtooth is it's not going to be doing much of anything for a long time in a game other than helping to reduce the cost of Ghalta and maybe getting a second land drop for a turn while this is good it's not worth a three drop. Because it can't block without having the city's blessing makes it quite bad. Consider replacing Swordtooth with Brontodon?

Consider replacing 4x Forest with 4x Timber Gorge or 4x Evolving Wilds? 14x Forest is a lot, I foresee games where all you draw are Forests and not a Mountain. You need a red source just as much as a green source turn two to cast either Huntmaster or Migration.

Reckless Rage is an instant and because it's an instant I think it's better than Savage Stomp. Both these spells are one mana and they require you to have a creature in play before you can cast them, but doing 4 damage to a creature at instant speed I think outweighs putting a +1/+1 counter on a Dino. You could play both something like 3x Rage main deck and 2x Stomp in the sideboard for additional removal.

For the sideboard here's some suggestions:

Good luck with your deck.

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