Urban Evolution

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Uncommon
Duel Decks: Elspeth vs Kiora (DDO) Uncommon
Gatecrash (GTC) Uncommon

Combos Browse all

Urban Evolution

Sorcery

Draw three cards. You may play an additional land this turn.

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Urban Evolution Discussion

Yen24 on Dragons, Dragons, Dragons!

1 month ago

Cascading Cataracts / Crystal Quarry / Sylvan Ranger / Rampant Growth / Bloom Tender / Birds of Paradise / Sylvan Caryatid / Utopia Tree / Reflecting Pool / Oblivion Ring / Gruul Signet / Golgari Signet / Simic Signet / Selesnya Signet / Bringer of the Red Dawn / Bringer of the Blue Dawn / Bringer of the Black Dawn / Unclaimed Territory / Cavern of Souls / Keiga, the Tide Star / Breath of Darigaaz / Nissa's Pilgrimage / Explosive Vegetation / Molten Disaster / Subterranean Tremors / Ash Barrens / Evolving Wilds / Terramorphic Expanse / Sudden Demise / Fault Line / Beast Within / Dragonlord Dromoka / Sylvan Reclamation / Wear / Tear / Grand Coliseum / City of Brass / Mana Confluence / Fellwar Stone / Solemn Simulacrum / Farhaven Elf / Wood Elves / Heartless Summoning / Urza's Incubator / Sensei's Divining Top / Cyclonic Rift / Reclamation Sage / Urban Evolution / Nature's Lore / Eternal Witness / Skyshroud Claim / Chaos Warp / Manglehorn / Vizier of the Menagerie / Relic of Progenitus / Chromatic Sphere / Chromatic Star / Terrarion / Llanowar Wastes / Shivan Reef / Yavimaya Coast / Karplusan Forest / Sulfurous Springs / Battlefield Forge / Brushland / Caves of Koilos / Night's Whisper / Reanimate / Anguished Unmaking / Swords to Plowshares / Path to Exile / Flame Slash / Vindicate / Sarkhan's Triumph / Preordain / Ponder / Brainstorm / Anticipate / Weathered Wayfarer / Safewright Quest / Temple Garden / Breeding Pool / Overgrown Tomb / Stomping Ground / Mirari's Wake / Nature's Claim / Fatal Push / Thunder Dragon / Scourge of Kher Ridges / Skyline Despot / Siege Dragon / Karrthus, Tyrant of Jund / Foe-Razer Regent / Eternal Dragon / Dragonlord Atarka / Balefire Dragon / Vorosh, the Hunter / Swift Warkite / Scourge of the Throne / Runehorn Hellkite / Rith, the Awakener / Prossh, Skyraider of Kher / Numot, the Devastator / Noxious Dragon / Mordant Dragon / Harmonize / Ancient Craving / Ambition's Cost / Dragonlord Silumgar / Dragonlord Kolaghan / Destructor Dragon / Darigaaz, the Igniter / Surrak Dragonclaw / Stormbreath Dragon / Sarkhan Unbroken / Necromaster Dragon / Icefall Regent / Hunted Dragon / Glorybringer / Fearsome Awakening / Dragonlord Ojutai / Boltwing Marauder / Thunderbreak Regent / Territorial Hellkite / Skyship Stalker / Dragonloft Idol / Dragon Throne of Tarkir / Dragonsoul Knight / Dragonmaster Outcast / Slumbering Dragon / Omen / Serum Visions / Read the Bones

CaptSillva on Ramos the Voltron Spellslinger

1 month ago

Here is a list of some great cards you could consider for this deck. Corpsejack Menace, Horde of Notions, Sliver Queen, Progenitus, Atraxa, Praetors' Voice, Saskia the Unyielding, Cruel Ultimatum, Brilliant Ultimatum, Cultivate, Kodama's Reach, Bound/Determined, Decimate, Urban Evolution, Abzan Charm, Bant Charm, and Sultai Charm.

As far as some cuts go you could cut these Chandra's Ignition, Day's Undoing, Reforge the Soul, Unexpected Results, Mind's Dilation. I don't really thing they do enough in this deck.

eLLIPSIS666 on I'm the reason people hate Child of Alara

2 months ago

UpperDeckerTaco Land Tax is a card I've been seriously thinking about, and same with card's like Exploration and Burgeoning. My deck runs a loooooot of ramp, and land tax seems like it may not do a whole lot if i'm always ahead of curve. My fear is that their usefulness will fall rather short because of my tendency to ramp into a child on turn 4 or 5 followed instantly with sacrificing child to clear the board and discourage my opponents from winning. And those cards are extremely powerful early game. It's something I will have to test and see how effective it is versus a sorcery like Explore or Urban Evolution which i can very easily recur with Archaeomancer,Izzet Chronarch,Mnemonic Wall. But Eternal Witness and Noxious Revival can grab anything. So I think it is something that will just come down to testing.

Norberry on But I'm Not the Only One

3 months ago

armillary fixes your land drops, but you have 39 land, donno if youu need that Nature's Lore can get you the duel lands, which is super handy Search for Tomorrow is kinda cute that you can get it going on turn one in the 3 mana spot, Kodama's Reachthe new Spring / Mind card seems pretty handy, turning into a late game draw card rather then peregrination, i recommend Explosive Vegetation or Skyshroud Claim

the signets work pretty well, whatever ones you find i'd shift them in over the 'dragons cost 1 less mana cards' as you find the ramp cards i guess, might even be able to pull out one or two lands for the 2 mana ramp spells

Urban Evolution isn't bad as a draw/ramp card either

for 7 mana, I dont' feel like that guy is doing enough in your deck, you might have one card in your hand it applies to when you cast it, and he doesn't do much else

i'd focus more on things that are going keep you ahead, you are a swinging deck Pathbreaker Ibex Stormtide Leviathan Prime Speaker Zegana

Daedalus19876 on Surrak Dragonclaw V1.0

3 months ago

Ooh, I get to be the first to look this over! OwO

The first thing I would suggest is a better description, to be honest. It's hard to critique something with zero knowledge of its goals. I see you're working on a budget, so I'll tailor my advice accordingly.

As general advice, I would include Beast Within over Bramblecrush, Counterspell over Cancel, Unravel the Aether over Fade into Antiquity, Explore over Urban Evolution.

I would also try to put in a bit more draw that's not dependent on having large creatures (Rhystic Study is pretty sweet).

Bonds of Mortality is trash under most circumstances. I wouldn't normally play it unless I had a very specific reason to do so.

Considering how many creatures you have, have you considered cost reducers like Cloud Key or Semblance Anvil?

You don't have a Sol Ring in here. You should fix that.

Quicksilver Amulet is a great way to cheat things in early and unexpectedly.

Of your maybeboard, I would definitely try and find space for Command Tower, Fierce Empath, Lightning Greaves, Soul of the Harvest, and Temple of the False God. I would cut Manaweft Sliver, Sylvan Scrying, Bonds of Mortality, and Natural Connection.

If you get some more money, Mana Vault and Asceticism would fit well here.

Hope this helped - happy deckbuilding!

Geralf_Cecani on Sac lands

4 months ago

Thanks everyone for your input!

PlattBonnayI love the idea of Bontu the Glorified, he's a bit expensive money-wise, but he is a Standard staple and the combo is hilarious so I'll consider buying him. Greater Gargadon is just amazingly OP (I would probably put in a one drop that could only help me wrath a couple times, but I also get a free 9/7? Sweet!) I'll also consider Angelic Purge for one of the 99. It's definitely sideboard worthy, in case I come up against a Avacyn, Angel of Hope deck or something.

the.beanpole Thanks for mentioning Grim Backwoods, the deck is focused around mana ramp so the 4 mana won't be a problem, and hey I get a free card. However, I don't think that the Child of Alara has to go to the graveyard for it's ability to trigger. My reasoning is that stuff like Kokusho, the Evening Star has "when put into the graveyard from play", which is the same as dying, except the graveyard bit is specified. I'll have to check with my playgroup, however.

Chandrian and cklise: thanks for the idea, but I'm planning to focus heavily on the Maze's End win con, and thus pretty much the only permanents I have are lands, my commander and things like Expedition Map and Sakura-Tribe Elder, which aren't gonna stay on the battlefield long. But still, thanks for your input!

Ohthenoises... I have no idea what's going on there, but thanks anyway!

Iron_Cube: Keldon Necropolis, is definitely usable. As i said earlier to beanpole, the deck has a shit load of Explore and Urban Evolution effects, so mana won't be a problem. Granted, the two damage will be effectively useless, with the wipe happening immediately after and the win condition not being damage related, but it's the sacrifice bit that's important. Mirrorpool isn't the best sac ability, as it can only trigger once, and is mildly expensive mana wise and has no additional effects. I would rather play Morbid Curiosity or Disciple of Bolas to get something out of the solo sac. Westvale Abbey  Flip would just take too long and use up too much mana to pump out the clerics, and I don't have my one creatures to supplement Ormendahl, Profane Prince  Flip's diet. And I would swear the creepy kid didn't have to go to the graveyard... but I'm running lots of recursion to get back stuff like removed gates or Expedition Map so even if it does so I should be fine. Gift of Immortality would however mean that I don't have to pay the casting cost ever again, command zone or no, so it's a definite addition.

PookandPie: Thanks for going to all the trouble of getting the list of all those lands together, now I know that all you guys haven't missed anything. I wouldn't be so quick to dismiss Grim Backwoods and Keldon Necropolis, the entire deck is built to getting lots of land out as fast as I can, so mana shouldn't be a problem. As for copying, I would rather not turn my lands into creatures, simply because they would be that much easier to remove: I don't to lose my Izzet Guildgate to a Doom Blade lol. But yeah Phyrexian Tower and co. are too expensive for a little edh player like me lol.

Epidilius: The idea is sound, but there are instant/sorceries out there that have sac a creature as an additional cost, and thus their CMC is really low too (eg. Culling the Weak or Abjure). As for removing opponent's stuff, the commander is literally wrath on a stick that (effectively) doesn't effect me. If I were to use removal, I would probably use exile effects, cos destroy may not cut it.

xyr0s on

5 months ago

Is this a relatively competitive deck, or a casual deck? If casual: enjoy. I'm not gonna ruin your day.

If it's supposed to play against somewhat competitive decks (fnm-level), you need to change it quite a bit. Starting by buffing Experiment One up to a full set. Remove 3 of the most expensive creatures to do this. Then you could use 4 Hardened Scales. For that, goodbye Plummet, Unexpected Results, and Urban Evolution. Since +1/+1 counters is a theme, Strangleroot Geist fits right in, and so does Avatar of the Resolute - again, remove the most mana-demanding creatures to accomodate (and this is probably going to be some of those you really like, due to their funny and gameturning special abilities - sry about that).

Land: Anything blue-green that comes into play untapped is good. It's an aggro deck, and it shouldn't sit around waiting for mana to get ready.

Ranman on pile o cards

5 months ago

Can't edit Tappedout comments...

If you want different/ bigger/ more draw, perhaps consider Rishkar's Expertise, Life's Legacy, Momentous Fall, Soul's Majesty, Overbeing of Myth, and/ or Urban Evolution.

For some added protection, consider Asceticism, Archetype of Endurance, Heroic Intervention, Lightning Greaves, and/ or Whispersilk Cloak.

And for that final push to victory, consider Stonehoof Chieftain, Decimator of the Provinces, Pathbreaker Ibex, Craterhoof Behemoth, Archetype of Imagination, and/ or Invert the Skies.

You will get hit by boardwipes and removal, so to combat this, consider Wildest Dreams, Eternal Witness, Evolution Charm, Greenwarden of Murasa, and/ or Seasons Past.

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