|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Common|
|Commander Anthology Vol. II (CM2)||Common|
|Duel Decks: Elves vs. Inventors (DDU)||None|
|Commander 2017 (C17)||Common|
|Commander Anthology (CM1)||Common|
|Commander 2014 (C14)||Common|
|Vintage Masters (VMA)||Common|
|Commander 2013 (C13)||Common|
|Duel Decks: Izzet vs. Golgari (DDJ)||Common|
|MTG: Commander (CMD)||Common|
|Duel Decks: Elves vs. Goblins (EVG)||Common|
Combos Browse all
Tranquil Thicket enters the battlefield tapped.
: Gain .
Cycling (, Discard this card: Draw a card.)
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Tranquil Thicket Discussion
1 week ago
Some cheap land upgrades: Tainted Wood and Llanowar Wastes are a great plus here. Tranquil Thicket and Barren Moor are usually better than Memorial to Unity and Memorial to Folly. Blighted Woodland and Golgari Rot Farm help you ramp even further. Jungle Hollow, Golgari Guildgate and Foul Orchard can fix your mana if needed. Bojuka Bog is a staple utility land against graveyard strategies.
2 months ago
Kick ass in your meta!
2 months ago
You could play some of the cycle lands (Barren Moor, Tranquil Thicket, Lonely Sandbar) for some "free" cycle cards. Also, I think you should go up on the Cunning Survivor/Grisly Survivors so you have the max number of payoffs. Oona's Grace is the slowest and costliest card you're playing, plus it's not very good in multiples, so I'd cut a couple of that.
2 months ago
Hey, so I had a bit of a closer look at your list and I have a few suggestions that may or may not be useful.
As we mentioned in the comments section on my deck, going down a few of the weaker lands would be good, especially because you are going the scepter route to infinite mana. I think you really need to add some more rocks to make this more viable. I think I would lose the cycling lands first (Barren Moor & Tranquil Thicket. I understand the utility and them being ok for fuelling delve but they could easily go. As for the rest of the mana base there are obviously some missing fetches that would really help, especially if you're running a loam package (Crucible of Worlds has been really great in my deck in the last few months). With the extra fetches you might also consider running more fetchable lands also, such as the new dual cycling lands. Cabal coffers would also be good here considering you run Urborg, although this is less of a pressing matter if you don't run Palinchron. I also always run Reliquary Tower as I frequently end up with a tonne of cards and this really helps. Finally, Tolaria West can tutor up any land and I always find this handy!
We also mentioned running some reanimation and again this is a great addition in my experience. I would go up Entomb, Reanimate and Animate Dead and then choose a few big creatures that would make great targets. I currently favour Nezahal, Primal Tide and Consecrated Sphinx. I also use this to recur my combo but that doesn't apply here.
Otherwise most of the tweaks are really a matter of budget. Upgrading the tutors and counterspells etc. I only quite recently managed to get Force of Will and Pact of Negation, but having free counterspells makes a huge difference!
There a few cards in the list I am unconvinced by, but maybe you have particular reasons for them:
Phyrexian Arena - this is way too slow and doesn't do anything as it comes down.
Time Warp - seems unnecessary to me.
Go for the Throat - there could definitely be something stronger in this slot.
Memory's Journey - again this doesn't feel that strong.
I would also consider running Notion Thief, this is really strong to control other players from comboing off and drawing their decks. It's also incredible to cast in response to your own Windfall... It's hard for your opponents to come back from that.
How have you found Languish? I had it in before but quite quickly moved to Yahenni's Expertise, it still worked to wipe the board when facing down overbearing creature swarms, obviously you miss some of the bigger creatures but they are easier to keep in check with some spot removal. The added benefit of a free spell sold it for me and I have never missed that extra -1/-1. Something to consider at least, maybe you more often play against creature decks where that extra -1 is essential.
Anyway the list looks really good and a few tweaks will certainly knock up the power level some more! Hope this has been a little helpful.
All the best!
3 months ago
Nice deck! Brings me back to my early days of magic where everyone seemed to run mono green decks :D.
I browsed your list and here are some thoughts I had. Maybe there are some that are useful to you:
- Consider running Crop Rotation or Pir's Whim instead of Sylvan Scrying. Those cards have way more applications.
- You run Cultivate and Nissa’s Pilgrimage, but not Kodama's Reach? I guess I would play that over Lotus Cobra in this list as you don’t run that many ways to get more lands into play to make the Cobra shine.
- Also, Green Sun’s Zenith is synonymous with Dryad Arbor. Turning the Zenith into ramp for 1 mana. Easy include imo.
- I counted about 8 cards that draw you cards. I always prefer to run a bit more. You could consider Harmonize, Elemental Bond or Zendikar Resurgent
- With so many forests I expected to see Extraplanar Lens or something, but I could not find a card that would benefit from so many. This means you have a lot of room for improving your deck by including more utility lands. I’m thinking Scavenger Grounds, Strip Mine, Homeward Path, Tranquil Thicket, Blighted Woodland, Mosswort Bridge, Petrified Field etc. These can give you an additional edge if added in the right balance.
Hope there is something there that fits your vision for the deck!
GL & HF,
3 months ago
Well, depending on how "good" at milling you want Mr. druid to be, you can always add Woodland Cemetery, Dakmor Salvage (which also mills if it gets in the graveyard), Barren Moor, Bojuka Bog, and Tranquil Thicket. You then could get more draw with The Gitrog Monster and Ramunap Excavator. Depending on how "graveyard focused" you want the deck to be.
Personally, I would add the cycling lands before adding the dual tap lands that do nothing on entry. Losing a little speed early game for a late game draw is very good in slow games. Also would add something like a Temple of Malady before them as well.
4 months ago
Personally, I would drop the Thornwood Falls and the Tranquil Thicket, because they are way to slow for an infect deck. It never hurts to just try using all basic lands since they will give you a lot better chance at having a consistent turn 1 and a good setup for a turn 3 or 4 kill
6 months ago
Like many of us I'm sure, I'm considering a Muldrotha, the Gravetide build and came across an interesting conundrum.
I could run 12 cycling lands in the deck:
I'd almost certainly not run the less efficient Blasted Landscape and with Ash Barrens and Fetid Pools occupying a different sort of design space (and basically being shoo-ins!) I wondered about the pros and cons of the others.
costing // OR // OR raises the question of what is the most useful or most efficient, whether indeed they all have a place.
What is everyone's thoughts on these various cycling types, how/if they belong in this commander, or others and why? I've looked for discussion on this on Google and have come up with very little so if anyone has links they can post too that would be interesting...