Walking Atlas

Walking Atlas

Artifact Creature — Construct

Tap: You may put a land card from your hand onto the battlefield.

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Set Rarity
Worldwake (WWK) Common

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Walking Atlas occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Walking Atlas Discussion

Shammies25 on Unscrewable Zedruu [Primer]

1 week ago

Thoughts on Walking Atlas in this deck? With all the can trips and draw it might be worth it to ramp quickly for a few turns

ehorch on Kids, don’t forget to recycle!

1 month ago

One card I would think about cutting would be Vinelasher Kudzu. I understand that it has the potential to get quite large with the landfall triggers but I have found that in EDH a big creature without evasion or trample is usually pretty simple for the opponents to chump or just remove when needed. Kiora, Behemoth Beckoner also allows you to untap cards like Sakura-Tribe Scout or Walking Atlas. That being said this deck does seem pretty optimized and you seem to be doing alright on ramp already.

As you can probably tell Kiora is just one of my favorite cards, I built a commander deck around her if you want to check it out Kiora Commander

Joe_Ken_ on Omnath, Locus of Rage - Landfall

1 month ago

Walking Atlas is a better version of Scaretiller in the early game and I don't think too many of your lands will end up in the graveyard to get use of its second ability.

VileRocK on Tatyova Ramp 1.0

1 month ago

Change log:

This planeswalker is only really useful for the -1 option, if you get it twice it's great value.

Homeward path protects against theft effects.

Curse can hit as many targets as you require.

Tireless Tracker is too slow and requires spare mana.

Better ramp upgrade.

More creatures to shore up against sac strategies.

Primal order is a powerful wincon when you only run a maximum of 5 non-basic lands.

DespairFaction on Aurelia's Angelic crusade

2 months ago

Hey, so you mentioned wanting to combine the Angel strategy with the equipment strategy. As i talked about it, its complicated because both strategies compete for your available mana. To me this means that you need to outproducing everyone at the table mana wise. See the spreadsheet link, its much cleaner. https://docs.google.com/spreadsheets/d/1r4BxQRmpuJOj8vWkxTC2YA9J8rvR7eXMeCM75dgUeu4/edit?usp=sharing

In: The single most important card you can add is Sword of Feast and Famine, some other really good options are Dowsing Dagger  Flip, Neheb, the Eternal new neheb is definintely worth testing out Neheb, Dreadhorde Champion, and I think Walking Atlas will be helpful with the 4 cards you have the dig for lands. You will also want multi producing mana rocks likes Worn Powerstone, Thran Dynamo Hedron Archive, and i think Inspiring Statuary is worth checking out as well. Other things to look at, Id probably try out Mana Geyser as it can do some riduclous stuff and it might be alright because of the life gain Treasonous Ogre. Long story short way more mana. Also, add 2 lands. Dont ever miss a land drop.

Overall your mana production count right now is 17 cards, which is good so I think it will be largely about improving the quality of those cards.

Out: Knight of the White Orchid, its fine for certain decks but feels meh for this one. Mind stone out, need multi producer, coalition relic out, trading colored mana for multi mana. Some other stuff that I would cut is Recruiter of the Guard doesnt seem right for this deck, Vandalblast youve already got Hour, Austere, and mutliple other ways to blow up artifacts, meta dependent of course.

Another thing to think about is which 7 drops you are running. The ones you have right now are very good for you. The 2 you are missing is Chancellor of the Annex and Angelic Arbiter which make it really hard for your opponents to win. Again your current picks are solid, but its the difference between good stuff for your team, or bad stuff for your opponents.

I think id also like to see 1 more piece of protection for your creatures. Lots of options here with no clear right answer. Legion's Initiative is good for a lot of things, but Eerie Interlude, Brought Back and others also have merit as well.

Ok take a look at the spreadsheet changes. Note that these changes will increase your mana curve, however it also increases your mana production by leaps and bounds. So if you things stick, you should be able to cast multiple cards around turns 6-8. If you find things are getting clunky, cut a 5-7 drop and add a 2 drop, repeat until the deck performs to your liking.

TDemers on All Good Things Come In Triplets

2 months ago

Jimmy's Sen Triplets l Game Knights #32

https://www.youtube.com/watch?v=4t_tpwggl74

Impressive performance of a Sen Triplet deck in the video above, and the associated deck link. You might find some ideas in there.

You mentioned you were looking for ways to play an additional land per turn, ideally from your opponent's hand via Sen Triplets I'm sure. You could do that with the following cards by playing your one land per turn from your opponent's hand then use the ability to play one from your own hand.

Walking Atlas

Terrain Generator

Scaretiller

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