|Commander / EDH||Legal|
Printings View all
Combos Browse all
Enchantment — Aura
As Utopia Sprawl enters the battlefield, choose a color.
Whenever enchanted Forest is tapped for mana, its controller adds one mana of the chosen color to his or her mana pool.
Price & Acquistion Set Price Alerts
Utopia Sprawl Discussion
11 hours ago
I like where you're headed but it seems clunky. First issue is your mana is too even. A few playtests found myself sorely missing sources. use the mana chart and adjust accordingly. You should consider more shocklands - Breeding Pool + Overgrown Tomb as they'll count as "forest" types for your Utopia Sprawl to land on and can enable you to hit either as well as your colors.
Wasn't sure how I felt about a spell heavy variant cause it lowers the number of permanents in play, but the Memory could be a good way around that. Your only follow up issue is the lack of an alternate wincon. You lose to Leyline of Sanctity. You could also consider lowering the land count. You've got more protection like the Commit and Perilous Vault and Cyclonic Rift when really you should just jam out as hard as you can imho. Consider more big stompy, preferably ones that benefit based off of lands like Ulvenwald Hydra (there are some better Modern alternatives I don't know off hand).
Consider less lands, a more balanced mana base, some creature win-con as backup, and maybe some man-lands as well. Slower mana but nice alternate beats that can be hard to target.
Just needs to build a bit faster and be more straightforward for the kind of speed we're looking for with the card advantage of The Great Aurora. Definitely on the right track though.
2 days ago
Arbor Elf + Utopia Sprawl is the fastest way to ramp in modern with mono-g, and the cards arent too expensive. Then theres a bunch of cheap hydras that make great win cons, like Hydra Broodmaster and Ulvenwald Hydra.
2 days ago
T3: Can usually hardcast or flip a giant morph on this turn. It's a very satisfying play to have a 7/4 trampling common or have 5/5 P/T accross 4 creatures here.
Let me know about that blue btw. I was considering it but I like what black brought to the table against control postboard and Abzan Guide/Ponyback Brigade hard casts are great too.
3 days ago
other than Sol Ring the others you mentioned are painfully slow. Ok there are tons of 1 drop green ramp spells, here we go. Carpet of Flowers is one of the best green ramp spells in the game, someone will almost always have an island or two but you can skip this one depending on your meta. Birds of Paradise, Elvish Mystic, Llanowar Elves, Arbor Elf, Fyndhorn Elves. If you add all the elves which for this deck I kinda think you should you have Priest of Titania and Elvish Archdruid. After those and I didnt put every possibility for elf ball decks you have the 1 drop enchantments that work wonders with Arbor Elf. Cards like Utopia Sprawl and Wild Growth those two are considered the best of effect like that however there are many others that are 3 drops. Only use cards that are 1 drops for effects like this.
6 days ago
I'm missing any consideration for your opponents in your deck. While playtesting a bit, I found that it has a really hard time against cards like Thoughtseize, Duress or Thought-Knot Seer. Go-wide decks also don't really bother with a couple of Wall of Omens, they either Push them or just slam into them to kill you before T6. Cards like Sylvan Caryatid and Worship could help you hold your ground for a bit longer, some decks can't even beat that combination. Arbor Elf and Utopia Sprawl could help you generate more mana to bring you closer to your win-cons while fixing mana. Path to Exile can buy you time or ramp yourself in an Emergency, if you'd run Basic Lands.
I think you are going too much all in on the Tamiyo + Doubling plan. If everything works perfectly fine, you draw all that you need, your opponent doesn't damage you too much and you stay undisrupted, then you can steamroll everyone of course. But it is too easy to beat you before that happens. The 6 Eldrazi Titans are also dead cards before Turn 6, making for a lot of bad topdecks. All of your lands doing damage to yourself is also not helping your cause here at all, you definitely want some Basic Lands between all of those Shocks. I also don't understand the role of New Perspectives here, it's almost always just dead in your hand and only useful when you are about to win. When I used Aggro decks against yours, I'd just slam threats without fear for retaliation, use the occasional discard spell and overwhelm your board before your deck could start anything meaningful.
Decks like this: https://www.mtggoldfish.com/articles/much-abrew-about-nothing-double-moon-walkers-modern are just much more consistent. They can also just fetch Forests without doing much damage to themselves and leave the mana fixing to their Mana dorks and Oath of Nissa. You definitely need more Mana dorks to accelerate.
The way it is now, it is a bit more like a narrow and inconsistent version of a Superfriends deck. I'd reconsider the game plan a bit and look for alternative ways to win, slow down the opponent and include more Planeswalkers. Oath of Nissa could even help you go a bit off-color and dig deeper in that endeavor.
I think that Tamiyo is a really cool and underused Planeswalker in Modern, so you can definitely get something going here. Just don't be overly focused on her Ultimate. Good luck with the deck!
1 week ago
@theindigoeffect: I assume your directing this at me.
I'd guess Braids of Fire is for storm, but I don't really see it in any cEDH decks probably because it's too slow.
It depends on my opener, but Sigarda is usually faster than most decks in my meta. I have not really had any issues with wrath effects aside from Cyclonic Rift and Toxic Deluge. I can usually kill at least one player before someone finds an answer. I get that our meta's are different, but I'm pretty confused about the amount of variance you're experiencing. Are you just keeping hands with a bunch of ramp and no action or running out Uril recklessly? The only other major difference that I can think of is that you're only going to run 2 hate effects - Teeg & Abolisher - compared to my 7 (Null Rod, Stony Silence, Hushwing Gryff, Torpor Orb, Gaddock Teeg, Grand Abolisher, and Nevermore). Not only do these slow my opponents down, but also require an answer which now can't be used on Sigarda or her respective auras. You may to consider rebalancing your hate and ramp.
The issue with Serra's Sanctum is that a majority of your enchants are aura's, so the card is dead unless you have an established Uril. I tested Sanctum twice and cut it both times. Nykthos, Shrine to Nyx has worked out much better. It shouldn't be that different for you since your deck is pretty much W/G with a red splash.
Keep in mind that it took me 6 months to get to a point at which Sigarda was consistently performing in my meta. It's all about testing cards and finding what works best. My deck should be a good template, but there will always be meta dependent choices to make. For example, Choke sounds like it would work better than Nevermore for your particular meta since blue is such an issue.
xyr0s on Green Sh*t
1 week ago
In a representative competitive setting, this deck is too fair. Somewhere with more experimental and budget decks, it might do ok. But maybe have look at the faster green stompy decks - good for budget, hits hard, and has potential for some customization.
And yes, if competitive decks kill you on turn 3, spending the first turn ramping (birds), the second playing your first threat, and the third attacking with that threat and playing threat number 2, is not really gonna be good enough.
You have 2 plans running in this deck - ramp and aggro. either is fine, but they don't get along too well. Ramp should have some kind of plan for surviving the early turns, and quickly close the game with huge threats (like your Khalni Hydra and Dungrove Elder can do). The whole point is accelerating mana. Aggro plays threats on curve, and hits hard right away, but shouldn't play too much ramp, as it dilutes the early game damage sources.
A couple of cards you could remove:
Asceticism: Seems like a sideboard card. At 5 mana it comes down after most of your creatures, and might be of limited use in a world of 1 cmc removal.
Spell Pierce: Also sideboard material, for two reasons. First it forces you to keep mana up, and therefore stunts your aggro plan. Second, not every match will even have real targets to use it on - and when there's something to use it for, it will mostly be removal, and then instant-speed combat tricks with hexproof are better to bring, as they are more versatile.
Dungrove Elder: this one could be good, if you ramped by playing extra lands (forests). but here, it plays as a 3/3 for 3 mana, and will statistically not grow to a 4/4 until turn 5 (and by then, it's not really as impressive).
1 week ago
You basically need more ramp, thanks to cards like Utopia Sprawl and Arbor Elf (which is amazing with Nykthos, Shrine to Nyx!) . If you really really play against 40-counterspells decks, Vexing Shusher can be a nice addition to the deck, too. It will give you a nice casual stompy deck that's never going to be disrupted by a very control focused opponent. :)
(however, it might struggle against anything else)
Oh, and I forgot: Thrun, the Last Troll is the card you are looking for.