|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Rare|
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Traverse the Ulvenwald
Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
Delirium — If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle your library.
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Traverse the Ulvenwald Discussion
2 days ago
Wauw. What conclusion: thinning one card from your deck in the early turns aren't worth it, therefore fetchlands are bad.
Along the way, they fix your mana. A lot of decks, at least in modern, have 2 main colors and then splash a third, and it's the splash color that's hard to do, if you don't have fetches. Apart from this, there's regular manafixing - hard to play triplecolor cost cards, if you don't have fetches to get exactly the right lands for that (as long as you play 2+ colors, no problem for monocolored decks, obviously). You want that Siege Rhino on turn 4? It's not impossible out of dual colored lands and basics, but it's fetches that makes it reliable.
Incidental advantages: Shuffling after playing Brainstorm or activating Jace, the Mind Sculptor. As far as I know (and I'm no legacy player at all), this is one of the strongest things to do in that format. Brainstorming without reshuffling is nowhere near the strength of brainstorming and reshuffling.
Triggering landfall (already mentioned). Not something you see that often, but in modern both burn (because Searing Blaze - try and get a basic land to enable landfall in your opponents turn) and decks with Tireless Tracker use this a lot.
Another reshuffle: Anything dealing with the topcard on your library, like Courser of Kruphix or as a play against lantern-control. Useful enough on its own - enough fetches can actually be the only way to play against lanterncontrol before sideboard.
Fetches go the graveyard, which is also an advantage to many decks - anything with Tarmogoyf, or cards that use delirium like Traverse the Ulvenwald and Grim Flayer, or cards that replay from the graveyard like Sun Titan, Ramunap Excavator or Renegade Rallier. Or anything so classic it uses threshold (speaking of classics; fetches can fetch the original ABUR dual lands - they've been able to do that since the first fetches from onslaught). Just count the advantage on this - a card in the graveyard, the land you really wanted for whatever hand you have, and a little bit of late-game thinning.
And only THEN, after you've gotten a good way into the game, the thinning becomes relevant. Is there seriously anybody thinking that removing one card in 52 (opening hand + 1 drawn in your first turn) is anything but microscopically relevant for your turn 2 draw on its own, or is that perhaps a strawman who has learned playing mtg? How often have a deck that didn't really need fetches played them? Are there any examples that could be linked? Monoblue merfolk with fetches whether legacy or modern? Monogreen stompy (without any revolt or landfall)?
1 week ago
Does Traverse the Ulvenwald fit the scheme?
1 week ago
2 weeks ago
Toak83 I agree. As the side board sits the deck does horribly against any TurboDepths deck. I removed 1 Creeping Corrosion 1 Traverse the Ulvenwald and 1 Damnation because in the grand scheme of things they were too slow. I've added 2 Wipe Away and 1 Trickbind in order to deal with the combo. I also believe that they are more versatile cards against many of the other decks that are trying to be quick. Thanks for the heads up!!
3 weeks ago
First and foremost, I love the list and your Saffi alt art is awesome.
A couple of questions about some of your choices:
how has Panharmonicon been playing for you? The card seems cute in principle but a little bit win more. Though I would be interested to get some real world feedback on it.
do you find you get much in the way of card draw off of Lifecrafter's Bestiary?
How has Chrome Mox been going? The fact that you have to exile a non land card seems like a heavy drawback in a green/white deck. It hasn't been too much of a hinderance trading raw cards for mana?
How does the counterspell package go? I've always been tempted to try it.
On the whole though the list seems really strong.
1 month ago
You won't draw Fauna Shaman every game. Summoner's Pact, Tooth and Nail, Natural Order, Chord of Calling, Green Sun's Zenith, and Traverse the Ulvenwald can tutor for your creature combo pieces as well.
1 month ago
Thx for suggestions, you are right I'm not trying to make a Big Abzan with mechanic aroud Doran, the Siege Tower and Assault Formation. This is supposed to be a midrange with some toolbox thx to Traverse the Ulvenwald.