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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Big Apple Highlander | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Freeform | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Veteran Explorer
Creature — Human Soldier Scout
When this dies, each player may search their library for up to two basic land cards, put them onto the battlefield, then shuffle.
![Haven of the Spirit Dragon feature for Miirym | Mirror, Miirym, on the Wall [Primer]](http://static.tappedout.net/mtg-cards-2/TDC/haven-of-the-spirit-dragon/regular-1743562498.png)




AkaAkuma on
Triggered Dragons (Miirym, Sentinel Wyrm EDH)
3 weeks ago
Your manabase looks at the low side for the amount of beefy boys you run. Any thought on Temur Battlecrier, Bloomvine Regent or Reckless Barbarian? I personally am also a big fan of Veteran Explorer or Rattleclaw Mystic, you morph it turn 3 and on turn 4 you turn it face up and tap so you have enough and the colors to play Miirym.
For the veteran you can also wait out until you have 4 lands, politic a bit with your opponents if they like to have 2 more lands, and on your turn kill the veteran to receive the last 2 untapped lands you were missing. You care allot more about mana than the opponent do.
On your debate on Cursed Mirror, i also would very much vouch for the mirror. In a pinch it creates a non-legendary Miirym copy.
Rasaru on
Sek'Kuar's Hasty Mob Ball of Death | V-FND
9 months ago
I had an opportunity to look at each individual card in this list and have a few questions :)
As you mentioned above, you're taking advantage of ETB creatures and creatures that sac themselves. Totally makes sense. You also have the majority of your ramp in creatures, which I understand, because you can sac them to provide additional value (a 3/1 token, as well as a land). Those creatures are Dawntreader Elk, Diligent Farmhand (had to Google "Muscle Burst"), Insidious Fungus, Sakura-Tribe Elder, Solemn Simulacrum, Springbloom Druid, Viridian Emissary, as well as your more "huggy" cards like Veteran Explorer and Avatar of Growth. Then you have Wight of the Reliquary to fetch any land.
- With all of those lands potentially coming into play, how often are you just sitting with waaaay more mana than you actually have cards to play?
- Has 11 basics been sufficient? Most of those effects grab basics. (And I didn't even mention your land fetch cards - e.g. Myriad Landscape I love playing Field of the Dead, but struggle to play more than the original 6 basics (non-snow and snow) because I want to trigger FotD more often.
- I only see 1 landfall effect in the entire deck. Is this intentional to keep the power level of the deck lower?
IHATENAMES on
Dina Lifedrain
3 years ago
I like a lot of what I see here. I had a 50 dollar budget dina deck. Currently a little more expensive and irl I've upgraded it as I enjoyed playing it. deck:Dina v3 50d budget feel free to take a look.
A few notes. Veteran explorer + veinwitch coven + create etb or die gain life effect + free sac is essentially everyone put all your basics on the field.
I'd go more creature ramp based. Your commander can sac a creature at worst. Veteran Explorer is the funniest example. But there are others. Like Sakura-Tribe Elder which is missing and much better then farseek here I think.
Wall of Blood + dina lose 20 life sac it win the game.
Mausoleum Secrets budget tutor that is good
Dread Return reanimate 2ce. 2nd is *free well kinda.
IHATENAMES on
Ballroom Blitz
3 years ago
A few ideas.
Living Death or other mass reanimation may help win/value from certain boardstates not a
Mazirek, Kraul Death Priest pump commander and boost board from sacrifice treasure and creatures
Bolas's Citadel wins games.
Veteran Explorer fun cheap ramp
Swap cultivate effect in sorcerys for equivalent creatures that ramp.
seshiro_of_the_orochi on
Of Man & Spirit, Thy Legion Is Sent Forth.
3 years ago
This looks really interesting, but I think there are some general problems. The most important is that your curve is very high, but you have somewhat expensive ramp, too. I have some ideas for you.
First thing first, you can have your companion show up as a card similarly to how your commander ist shown. Just write * CMPN * (without the spaces between the asterisk and the letters) behind your companion in the sideboard.
Green has all these version of Llanowar Elves, and I think adding some of those instead of your MV3 or 4 ramp creatures is important. Sakura-Tribe Elder is a great ramp card. These changes could already solve the mana problem.
More removal seems important, as well. Reclamation Sage and Manglehorn would be fine additions. Massacre Girl is a good boardwipe on legs. Cataclysmic Gearhulk could work for you if you were to add in some enchantment creatures. Vona, Butcher of Magan can solve many problems. Noxious Gearhulk, Nekrataal and especially Ravenous Chupacabra would be useful to deal with creatures.
Archon of Absolution and Windborn Muse are additional pillowforts.
Now to some other cards to maybe add.
Genesis is a powerhouse recursion engine. Eternal Witness and also maybe Timeless Witness would be great, too.
Veteran Explorer is a great ramp card, though it might be hard here to use him multiple times due to your low basic land count. What a shame ;)
With your legendary sub-theme, Thalia's Lancers might be a pretty great addition.
seshiro_of_the_orochi on
Scute^10
3 years ago
The general idea is pretty cool, but I have some thoghts:
Generally speaking, 21 lands is far too few. You have multiple ways to tutor for lands, and you still want to play one per turn. 25 or 26 is the minimum amount to play here, and I could argue for more.
Rootweaver Druid is great in 4-player games because you get three lands while everybody else gets two. In a 1v1 game, it's simply a terrible card. If your opponent takes the deal, they get two lands, while you get one. If they don't take the deal, you just played a really bad creature. Both options are bad. Maybe play woodelves instead?
Veteran Explorer is powerful, but you have no way of killing it on purpose, so it's up to your opponent to kill it. Sakura-Tribe Elder is worlds better here.
Lastly, Champion of Lambholt and Sylvan Primordial surely work here, but these would be the first I'd kick for more lands, with the next being Migratory Greathorn. It's a fine card, but due to your low creature count, you propably won't have too many chances of using its mutate ability.
Lastly: You already ramp like hell, so why not use more landfall? Rampaging Baloths is one hell of a card, a great curve topper, and can bd redundancy for your swarm in case somewhat has Night of Souls' Betrayal.
To summarize: You should kick Rootweaver Druid, Migratory Greathorn, Veteran Explorer, Champion of Lambholt and Sylvan Primordial. You should add in woodelves (or something comparable), Sakura-Tribe Elder, Rampaging Baloths, and something between five and nine forests.
MTGBurgeoning on
Gods, Shrines & Weatherlight Sisay
3 years ago
Thank you very much for your feedback! I really appreciate the acknowledgement! The deck runs smoothly and is very formidable. If my opponents do not interact with Sisay, Weatherlight Captain early, or if she is well-protected, then the game ends very soon. I have not cast Enduring Ideal yet, so I can't comment on its effectiveness. However, as predicted during the UP & UP installment and subsequent deck tech, rarely do opponents pack enchantment-specific removal, and never any Tranquility-like effects. Removal is slanted more to creatures and artifacts. Win for Sisay! Admittedly, I fear Merciless Eviction or Farewell. I am unsure how the deck recovers, but we shall see through game-play experience. I have perused through the deck that you shared:
1) Your mana base is solid. For me, I would worry a little bit about only two basic lands. I never want to miss the opportunity for a free basic land off of a Path to Exile, Field of Ruin or Veteran Explorer effect.
2) Does your removal seem a little light...? I see Meathook Massacre as the only mass removal spell and Assassin's Trophy as the only spot-removal spell...? How has this worked for you? I'd guess that a lot of your removal comes from Shrines...?
3) Lithoform Engine is a great addition to the 99! Should be game-ending when paired with Weaver of Harmony!
4) Tell me about Starfield of Nyx. That card worries me. One of the benefits of playing enchantment-heavy decks is dodging removal. Has Starfield of Nyx been beneficial? It seems so risky to me. I have Dance of the Manse in the 99 of my Sisay, Weatherlight Captain enchantments-matter deck, and never pay more than 5 for X for fear of creature removal/exile. Tell me your experiences with this card!
5) LOVE the flavor of the deck! This is an enchantment-matters build that enchantment-fans would love!
Great deck! Love it. It seems like an absolute blast to play!!
Kamerot on
The crushing jaws of a howling slaybeast
3 years ago
Hey there, I'm a big fan of the premise of your deck. I've always liked goreclaw, she's a fun card. With that said, I do have some suggestions:
Those are the big suggestions I have to make at first glance. Here's some other good options for card advantage if you ever find yourself running out of steam.
Hope this all helps, and good luck!
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