Treetop Village

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Duel Decks: Nissa vs. Ob Nixilis Uncommon
Duel Decks: Knights vs. Dragons Uncommon
Duel Decks: Garruk vs. Liliana Common
Tenth Edition Uncommon
Urza's Legacy Uncommon
Promo set for Gatherer Rare
Promo Set Common

Combos Browse all

Treetop Village

Land

Treetop Village enters the battlefield tapped.

: Add to your mana pool.

: Treetop Village becomes a 3/3 green Ape creature with trample until end of turn. It's still a land.

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Treetop Village Discussion

squidguy on 99 and 1

4 days ago

what if you used Treetop Village and Mutavault and other manlands?

greatdevourer on Anti Azami lady of scrolls

2 weeks ago

I agree with MagicalHacker. I think Surrak Dragonclaw would be a much better commander to kill off Azami. Green and red both have a lof of 'can't be countered' creatures. Consider Great Sable Stag and Mistcutter Hydra, pro blue and it's gonna hit the table. Also gets you Vexing Shusher and Treetop Village.

Don't forget to look at things like Stranglehold and Ugin's Nexus to negate the extra turns. Consider Boseiju, Who Shelters All to force things like Wrath of God or Curse of the Swine to help negate some of his cards. AEther Flash could help kill his creatures. Banefire for direct damage.

I think you have a lot of options if you don't go for a blue vs blue matchup.

solarPULSAR on 'Tis Merely a Flesh Wound!(8Rack)

3 weeks ago

macaroon That seems like a really elegant solution, does black have any man lands itself? I run Treetop Village as a cheap crappy man land in some of my green decks, but I cant say im familiar.

greatdevourer on Tips for Momir Vig? 1st iteration

3 weeks ago

Let me start by saying that you have picked a great commander. I like Momir Vig, Simic Visionary. He is so much fun, as long as you don't mind shuffling alot. Here's my Simic deck Simic Toolbox for a reference.
Momir Vig, Simic Visionary let you build a toolbox deck that has many options and deal with a wide variety of threats. Let's use that.

I'm going to start with basic strategy, then move onto what to remove, and then what to consider putting in.
Due to the likelyhood of Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre, Gaea's Blessing, or Elixir of Immortality being in an opponent's deck, the mill stategies tand to not work well in commander games. Especially multi-player games. Now, I'm not saying that you can't mill the opponents, just don't rely on that stategy too much.
Additionally, you should be in the 34 to 38 lands range. Only having 29 lands could really slow you down. Don't rely on mana creatures because opponents will target them to hinder you.

I would remove the following:
Blanchwood Armor, only sees forest, auras aren't that good in commander, and there are better options.
Curse of the Bloody Tome, only works on a sinlge opponent.
Khalni Heart Expedition, there are much moer efficient land seach methods.
Ring of Kalonia and Ring of Thune, there are better equipments and other artifacts to consider.
Gridlock, weak tap target permanent ability. Too much of a mana sink.
Gatecreeper Vine, Creatures with defender can't attack and in later parts of the game, just disappoint more often than help. The search for a gate only nets one card.
Skullwinder helps your opponents as much as it helps you.
Wood Elves only finds a forest. Borderland Ranger, Sylvan Ranger, or Farhaven Elf may be better options. And/Or add Breeding Pool.

Without haste, creatuers that have tap abilities are just targets until they lose summoning sickness. Let's minimize those.
Boreal Druid, Kiora's Follower, Llanowar Elves, Merfolk Mesmerist are all cards to consider cutting for lands or stronger creatures.

These are maybe remove or maybe keep, depends on where you want to focus:
Fertile Ground, more land would be better.
Ghostly Touch, better ways to untap a permanent
Paragon of Eternal Wilds, only sees green creatures.

Now for the toolbox creatures. Let's really expand on your +1 counters theme. In no particular order:
From my deck, look at Cytoplast Manipulator, Cytoplast Root-Kin, Cytospawn Shambler, Forgotten Ancient, Helium Squirter, Plaxcaster Frogling, Spike Feeder, Spike Weaver, Triskelion.
Additionally Armorcraft Judge, Baloth Pup, Oran-Rief Hydra, Ainok Guide, Avatar of the Resolute, Battlefront Krushok, Hooded Hydra, Experiment Kraj, Fertilid are all fun cards with abilities that capitalize on counters.
Mystic Snake gives you a repeatable counterspell when you have Roaring Primadox or a Crystal Shard on the field.
Murkfiend Liege, makes everything stronger and untaps your dudes each turn. Truly obnoxious with a Hair-Strung Koto in play.
Gilder Bairn can accelerate your creatures and planeswalkers. But to really abuse it you need a Holdout Settlement, Springleaf Drum or Hair-Strung Koto in play to tap it.
Sphinx of Magosi has been a favorite of mine in commander decks. Flyer, card draw, and keeps gettign bigger.
Omnibian is a good way to remove an opponents blocking creature by reducing it to a 3/3 after blockers are declared and before damage happens.
Simic Guildmage is good for the counters, but if you really want to run some auras then he gets better.

Other cards to consider:
Crystal Shard lets you block and then bounce a creature you control so that you can reuse the 'enters the battlefield' triggers.
Durable Handicraft give you an option to put a counter on any creatures as it enters the field.
Hardened Scales is a great card in this deck and is cheaper than Doubling Season.
Halimar Depths, Khalni Garden, Llanowar Reborn, Oran-Rief, the Vastwood, Temple of Mystery and Treetop Village have always been good to me.
Simic Growth Chamber lets you bounce the Halimar Depths, Khalni Garden or a tapped basic. Also retriggers the landfall cards.

Writing this up has made me want to get off my chair and go build my Simic commander deck. Thanks!I hope that these suggestions help you. As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.

PeeBee on Collected Beast Aggro

1 month ago

I run a very similar deck and I think that you should make the following changes:

-4 Nykthos, Shrine to Nyx - this card is great when you have a lot of devotion, but you dont need it in your deck as you will always play out your hand really fast with the top end at 4 mana and wont need the extra mana that you gain from this card. Its also an awkward draw when you need to always hit green mana turn 1, 2 and 3.

Replace With:

+2 Treetop Village - the best manland in green and is very useful target for a rancor which acts like a pump spell as it will return to hand when it changes back into a land.

+2 Forest - to get back to 20 lands


-2 Reverent Hunter - this can actually be killed before you get the counters with something like Lightning Bolt or Electrolyze

Replace with:

+2 Birds of Paradise - This creature is often hit with Path to Exile which grants you an extra land, its better to have creatures in your deck than lands and this is one way to have both.

You may want to consider these cards too:

Scavenging Ooze, Nylea, God of the Hunt, Eternal Witness, Predator Ooze, Nissa, Voice of Zendikar and Thrun, the Last Troll

SufferFromEDHD on I'm gonna kill you with my land

1 month ago

Very cool lands list! I Have a few of my own in my deck folder but not a 5 color. Again, this is a really cool build.

Suggestions: Kessig Wolf Run and Treetop Village. They will do work.

Portcullis is powerful with man lands.

escesare on Make Swans Great Again (41 land Swans)

1 month ago

Thanks for commenting on my Swan Lands deck! I found your white splash very clever. Leyline of Sanctity is the best silver bullet against Burn and Thoughtseizes, our toughest matchups. Plus white can also be used to cast Swans. +1 from me!

Mystic Speculation is a very interesting choice. Not sure if it's worked out for you in playtests, but it doesn't seem to check out mathematically. On average, it would take 3.4 turns of activating Mystic Speculation to find a combo piece you didn't have. Assuming you start using it turn 3 (since otherwise it's just a worse Serum Visions), that means you get the combo on turn 7.4 average. There are probably much better uses of that time and mana (though maybe there isn't). What about Faithless Looting, Sindbad, or Day's Undoing?

It doesn't seem like you modified the land base much from the original Swan Hunt list. You might have noticed my list has about 20 utility lands. From playtesting, I can tell you it hardly even impacts mana accessibility. Since you have 41 lands, even if you hypothetically cut 20 lands entirely, you'd still have a 21 land deck (and we know those can handle 3 colors). Your list is all-in combo, so you probably can only squeeze in 15 utility lands. That still means you could squeeze in (in order of priority) 4 Ghost Quarter/Tectonic Edges, 1 Dakmor Salvage (further increases your probability of reaching 10 lands), Gemstone Caverns (they're like Simian Spirit Guides that don't reduce your land count), Halimar Depths, 1 Lumbering Falls (to guarantee finishing off your opponent), Bojuka Bogs, 1 Treetop Village, possible Amonkhet bicycle lands, followed by more copies of the above if there's room.

Alternatively maybe you could go Blood Moon! I would definitely play Blood Moon in my list, if I didn't need 3x red, 2x blue, and 1x green, whereas you only need 3x red, 1x blue, and 1x white (and only in sideboard).

And sorry about the above comment (I accidentally hit post), could you please delete it?

adambomb786 on The Elves WILL Walk Over You

1 month ago

Just a couple thoughts!

Maybe consider some of the following
Nissa, Vastwood Seer  Flip
Oath of Nissa <- I don't know the legality of playing multi coloured PW if your commander is green. If legal it opens up ANY PW unless they remove Oath.
Sylvan Advocate to go with Ambush Commander
Treetop Village

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