|Commander / EDH||Legal|
Printings View all
|Core Set 2019 (M19)||Basic land|
|Global Series: Jiang Yanggu & Mu Yanling (GS1)||Common|
|Oath of the Gatewatch (OGW)||Uncommon|
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Timber Gorge enters the battlefield tapped.
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Timber Gorge Discussion
4 days ago
You're very welcome. I'd say that you would rather run basic lands rather than than Timber Gorge. This is to increase the chance of a T1 Commune with Dinosaurs and drawing a land to play your spells on curve. 22 lands for any deck is fairly low, and this deck will especially suffer for considering you have a cmc curve. Wishing you the best of luck with the deck! Perhaps some Unclaimed Territory for the mana base?
5 days ago
Pabs4444 I originally had more lands then what the deck is running now (was running 25) but I was trying to avoid cards that will be leaving standard in the autumn of this year so I avoided using Sheltered Thicket since I wont be able to make many tournaments till after October. So I removed some basic lands of each color for a couple different creatures/spells. Looking at the Core 2019 list I should have just replaced them with Timber Gorge. Thanks a bunch for your recommendations of Thunderherd Migration and Savage Stomp I'll have to play around and see what fits best and what cards to remove for them. Thanks a lot for your insight on this deck its very much appreciated.
2 weeks ago
I like the idea a lot. I recommend taking out 5 cards to take it down to 60 cards so you have a bigger chance of drawing the right cards (Emrakul's Hatcher and some of the enchantments aren't great here imo.)
With your current land-base you might get manascrewed pretty often so lands that give multiple colors of mana would be great. Painted Bluffs and Rupture Spire both slow you down quite a bit, they're not very good. Jungle Shrine is better, enters tapped but mana of any color you need after that. Tranquil Expanse, Timber Gorge and Stone Quarry all work too.
Looking forward to updates!
4 weeks ago
Nah, the life loss is negligible for pain lands, and since the 2+ opponents lands don't work in 1v1 or when two opponents are dead, it becomes a kind of Timber Gorge. We don't need more duals, and the landbase is pretty sweet as is.
1 month ago
Hey, looks good for low budget.
Consider 4x Adventurous Impulse? Impulse can give you a potetnially turn one play that can find Drover or Huntmaster. It's good turn one or turn ten. It can potentially find a land, a Dino or most importantly Forerunner, Huntmaster or Drover.
I think 20x total lands is a pretty low; you can't count on having a Drover or Huntmaster turn two every game or count on either surviving to ramp turn three. Adding Impulse will help with a low land count, but I think you should consider adding more lands. I suggest 23-24x total lands.
For the manabase because of low budget consider 4x Tranquil Expanse, 2x Stone Quarry and 2x Timber Gorge? Adding Expanse will help to cast Siegehorn Ceratops and it's casting cost. A lot of basic lands is not going to work with the current deck because you want green, white and red in the early game. You want more dual lands to be able to make mana for all these colors consistently. You still want basic lands because of Ranging Raptors, but I think you can cut down on them. If later on it would be great if you could afford the Check lands: Sunpetal Grove and Clifftop Retreat these lands are good investments because they can be played in a lot of different decks you make.
Good luck with your deck.
2 months 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.
2 months 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
- 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.
2 months 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.
Good luck with your deck.