Walking Atlas

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Worldwake (WWK) Common

Combos Browse all

Related Questions

Walking Atlas

Artifact Creature — Construct

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

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Walking Atlas Discussion

TypicalTimmy on Card creation challenge

3 weeks ago

I'm having the most fun with NATURE'S VENGEANCE, because of course I would. :3


Nature's Vengeance

Legendary Sorcery

Destroy target non-basic land for each land that entered the battlefield under your control this turn.

Landfall - For each land that enters the battlefield under your control while this spell is on the stack, return target artifact or enchantment to it's owner's hand and you lose 2 life.

When Jund split from Alara, it took as much land as it possibly could and left behind a permanent scar.


So this is a very complex card. Let me explain how it works.

Suppose you have out Llanowar Scout, an Evolving Wilds, a Walking Atlas.

You play your land for the turn: Wooded Foothills.

  • +1 Land

Then you put Nature's Vengeance on the stack.

It checks to see how many lands entered this turn: +1. So, for a staggering SEVEN mana, you destroy ONE non-basic land. :/

Waiting to respond, you tap Llanowar Scout and put a Forest on the field.

  • +2 Lands

Then you tap your Walking Atlas and put a Swamp.

  • +3 Lands

Then you sac Evolving Wilds for a Mountain.

  • +4 Lands

Then you sac Wooded Foothills and search for a Smoldering Marsh, since it's a Mountain in addition to being a Swamp.

+5 Lands

Landfall triggers four times (Five lands on card's knowledge, but one entered prior to casting) and you lose 8 life, and destroy four target artifacts or enchantments, and ALSO destroy now a total of FIVE non-basic lands. This is because by the time Nature's Vengeance finally resolves, it will see five lands entered this turn and thus five lands are destroyed.

A staggering amount of setup, but a HUGE benefit if you play it correctly. Otherwise, if you can't do the setup you can still take out quite a bit for seven mana.

The game I played tonight, the highest amount of lands I had enter on a single turn was four. So that's still destroying 4 lands for 7 mana. Not too bad, all things considered.

I also made it a Legendary Sorcery as a bit of a buffer because it's so f-ing powerful. Not a hard requirement, but a requirement nonetheless.


That was pretty fun. Same challenge. Take a Commander 2018 deck name and turn it into a card for that deck.

Wintermoon on Dakkon Blackblade Reclaimed

3 weeks ago

Ok, as promised I arrived home and I'm going to help you out, I'll redo the suggestions I did on reddit and complete with the rest.

I would add Liliana of the Dark Realms to tutor some swamps, altho you already have several things to fetch lands, so it is up to you if you feel the need for it. Hatred is a card I recommend 100%, it's great as a finisher, and if your commander already has lifelink even better. If you can afford a Urborg, Tomb of Yawgmoth then Nightmare Lash and Lashwrithe are good additions aswell. Weathered Wayfarer, Herald of Leshrac, Leonin Shikari, Oreskos Explorer, Taj-Nar Swordsmith, Divine Reckoning, Bloodforged Battle-Axe, Grappling Hook and/or Fireshrieker, Felidar Umbra, Hammer of Nazahn, Infiltration Lens, Kusari-Gama, Thaumatic Compass  Flip, Myriad Landscape, Shizo, Death's Storehouse, Phyrexian Arena, Vona's Hunger, Crucible of Worlds. Torment of Hailfire and Exsanguinate are always good finishers in a black deck, and since you will be tutoring lands a lot you can guarantee a good value for X.

Also if your playgroup plays a lot with graveyard consider Bojuka Bog.

I think with the colors you have and playing Voltron you should add some pillowfort stuff to the deck, like: Ghostly Prison, Propaganda, Collective Restraint, Teysa, Envoy of Ghosts, No Mercy, Dread, Baird, Steward of Argive, Windborn Muse, Michiko Konda, Truth Seeker, maybe Darien, King of Kjeldor could work too.

From what you already have on the deck I would remove the following cards: Darksteel Ingot and Fellwar Stone are not necesary, I know both of these are fixing but you already have several lands with 2 colors and plenty of land fetching, you don't need these. Helm of the Host is great, I love this equipment but in this specific deck I am not sure if it is worth it. At least not for the commander imo, but to use it on the other creatures you have that offer utility, specially the ones with ETB or the "propaganda" creatures, then it is definitly worth to keep in the deck. Lightning Greaves is loved by so many people but I don't really like it much, I mean the 0 equip is great, plus the haste but I don't like shroud, yes it protects your crature but also screws you, while it is equipped you can't equip other stuff on the same creature or enchant it, etc... So if you have no other creature to swap it and allow you to target your commander again you are basicly screwed, I don't think it is worth to occupy a slot with it. Same goes for Whispersilk Cloak, blue already gives you unblockable if you want, not worth to have this with the downside of shroud, I'd rather replace it with Aqueous Form for example. Mask of Avacyn is nice to protect your commander but that's all it gives, if you need a slot for something this is a card I would remove. Vedalken Orrery... You don't need this, I know the ability is nice and quite tempting but in a voltron deck you don't really need this, I would only keep it if there was a free slot with nothing better to put in it, but even then I think I'd rather add some equipment or aura instead of this. Baleful Strix is nice but for 1 more mana I'd rather have Phyrexian Arena in play, much better. Dreamscape Artist is nice if you can play lands from the graveyard, with Crucible of Worlds and similar cards, which btw is a nice recommendation for the deck, Crucible of Worlds would help you get your lands back when facing land destroyers or milling decks. Also not sure about Emeria Shepherd, I mean you can deffinitly trigger her several times, but idk. I would test the deck with her and see how she does, if she doesn't seem to be useful most of the times I would replace her, for example for the same CMC I would prefer Herald of Leshrac, much more synergy with your commander. Jhoira's Familiar is nice too, but again it is also one I would remove IF a slot is needed for something else. I'm also not sure about Walking Atlas, I think most of the times it will be a dead card on the board because you won't have land cards in hand at some point, making him generally a wasted spot on the deck. Yes he can be great in some situations, but when putting cards in a deck you gotta try and put the cards that will be good in any stage of the game, not only sometimes, and this guy is one of those "sometimes" cards. I also think you don't need Disallow and Stoic Rebuttal. I mean as someone who likes to play blue, I know how good and safe it feels to have some counterspells but in this specific deck you don't need that many, I would even say none but since you are playing blue anyway, 1 or 2 could be helpful but no more than that, remember the goal of the deck is commander damage, you already have a lot of protection for your commander in equipments and/or auras, you don't really need counterspells to protect him, so if you need slots for other cards I would even say remove all counterspells. I'm not a fan of Detention Sphere in commander, yes if your opponents have the same card in play it is great, but most of the times it won't happen, again it is one of those cards that are good sometimes but not always so I'd take it out. Regarding your lands I don't like much of Submerged Boneyard and Forsaken Sanctuary, Sunken Hollow and Caves of Koilos would be 2 good replacements that are not very expensive. I would also remove Temple of the False God and put instead some basic land, I mean yeah that 1 extra mana is nice and can help you but I'd rather have 1 more basic land to fetch with the artifacts, etc.

To sum it up, I think this deck works best as a mainly W/B deck with a splash of blue, for some of the Propaganda effects it provides plus the evasion and card draw/selection. Other than that what you want for Voltron and to fetch lands you will find it on white, black and colorless.

One small note, I think you have way too many things to fetch basic lands, maybe you could cut down 1 or 2, not sure. That's one of those things that require some playtesting, never played with so many so I am not sure how good or bad it can be.

That's all I guess. I bet there are some more good things for this deck but I don't know it all, yet! I know some of my suggestions are not budget but you can just add them to the aquireboard section, for one day later if you decided to include them.

Helping you out with this deck hyped me to try and make one with Korlash, Heir to Blackblade, as a nod to your own deck. If you ever need anything don't hesitate to contact me here or on reddit.

Hope my suggestions were helpful, and kick your friends's asses with Dakkon. Stay well :)

saralach on Tatyova the Landlady Budget

1 month ago

Llanowar Scout and Walking Atlas are more creatures to drop extra lands. You also have Budoka Gardener which is coming out in the Jund deck soon. Skyshroud Ranger does it as well, but at sorcery speed.

Dete on Wastrel

1 month ago

What do you think of Walking Atlas?

SpookyToe on Marine Biology & The Benthic Zone

1 month ago

Walking Atlas, Llanowar Scout, Fyndhorn Elves, Farhaven Elf

These are just immediate suggestions I had at the top of my head. Although I wouldn't trust my judgement since I didn't evaluate the decklist well enough. By the way, I love this. I'm considering building her for PDH myself.

YaminoNakani on Animar

2 months ago

Biggest issue I see here is a lack of focus and not enough creatures for a creatures only matter deck.

Animar, Soul of Elements wants two main things: Cast creatures and get +1/+1 counters to cast larger creatures. Everything in the deck should be focused on those two goals.

Setting up the deck to achieve this purpose will make it efficient and powerful. All cards should therefore do one of the following:

  1. Ramp up to Animar.

  2. Protect Animar.

  3. Place counters on Animar.

  4. Cast game ending creatures for cheap or free.

  5. Draw cards to allow us to do 1 through 4.

Priority should be given to cards that does something now > does something before your next turn > does something on your next turn > does something eventually.

Because Animar offers a discount based on creatures played, the deck shouldn't be filled with only high cmc game enders, but creatures from low to high cmc, preferably with as little colored mana symbols as possible, to give the deck a natural progression to casting free or cheap high cmc game ending creatures.

Let's split the deck into 3 parts. Pre-Animar setup, Post-Animar setup, Finale.

Note that $: (0 to 0.99), $$: (1.00 to 4.99), $$$: (5.00 to 9.99), $$$$: (10.00 to 19.99), !$!: (20.00+)

Unnecessary on a computer, very helpful on a phone.

This section will be all ramp, and protection to get Animar out quickly and make sure he is secure.

- The land base should be arranged to where there is more emphasis on , then , then since can color fix and can offer protection.

- Exotic Orchard is pretty good and cheap and can usually offer every color in multiplayer, especially if an opponent has a Command Tower out or even a Vivid Grove without even needing charge counters. - Kazoo lands such as Simic Growth Chamber, Izzet Boilerworks, and Gruul Turf are good in casual EDH where there is lack of land destruction and they artifically increase your deck ammount by posing as two lands in one. Though overall you do not want too many tap lands as you'll constantly be a entire turn behind.

- Birds of Paradise creature ramp & color fix. $$$

- Carpet of Flowers could be a dud or amazing ramp with two main phases. $$$

- Shrieking Drake easy continuous counters. $

- Sol Ring Always. $$

- Voyaging Satyr creature ramp & color fix. $

- Zhur-Taa Druid creature ramp & burn. $

- Bloom Tender creature ramp. !$!

- Coiling Oracle ramp or card draw. $

- Cyclonic Rift removal or 1-sided board wipe. $$$$

- Explore ramp and card Draw. $

- Den Protector cast for free with morph and surprise Regrowth. $

- Sakura-Tribe Elder creature ramp and color fix. $$

- Sylvan Caryatid creature ramp and color fix. $$

- Beastcaller Savant creature ramp and color fix. $$

- Kiora's Follower creature ramp or vigilance on a stick. $

- Rattleclaw Mystic creature ramp and color fix. $

- Walking Atlas potentially free creature ramp. $

- Ainok Survivalist cast for free with morph, surprise Naturalize. $

- Dream Stalker Cast a Boomerang for . $

- Elvish Visionary a better, creature version of Aggressive Urge for this deck.

- Stratus Dancer an almost Negate. $

- Willbender basically Redirect. $

- Simic Charm so versatile. $

- Hooded Hydra Normally, not a good card. However in this deck. It can become massive and a dangerous thing to see a Wrath of God. $

- Lightning Greaves Protection and quick haste for a large creature. $$

- Spellskite For those , & removals. $$$

- Ring of Kalonia Ramp every turn and makes Animar a lot more threatening. $

This section will be about setting up our board state to win. All cards from this point onwards will be casted after Animar has been casted.

- Fierce Empath Tutor for something big. $

- Man-o'-War Another Shrieking Drake. $

- Sage of Fables Emergency card draw. $$

- Pestermite Vigilance, chump blocker vs flying or stopping a giant creature. $

- Guided Passage One of the best card draw and pick your poison spells ever. $$

- Pir, Imaginative Rascal A creature hardened scales and specific tutor. $$

- Sylvok Replica A quick Naturalize. $

- Cloudstone Curio An auto include if you can afford it. $$$$

- Temur Ascendancy Makes all your casted creatures threatening and some card draw. $

- Ancestral Statue The best Shrieking Drake for this deck. $

- Phyrexian Metamorph Costs 2 life and can do so much for you. $$$

- Purphoros, God of the Forge Ends the game with one of the Shrieking Drakes. $$$$

- Solemn Simulacrum Free ramp, chump blocker and card draw. $$

- Faerie Artisans It doesn't look like much, this is card can get crazy. $$

- Toothy, Imaginary Friend A growing monstrocity that explodes into cards. $$

- Altered Ego with lots of counters on Animar, Soul of Elements and depending on the board, this card could be a massive threat. $

- Herald of Secret Streams Let Animar, Soul of Elements go nuts. $

- Spike Weaver When you need to buy yourself some time. $$$ - Forgotten Ancient Let your opponents ramp you fast. $

- Silent Arbiter Protection against swarm decks. $$

- Mulldrifter Cheap card draw and flying blocker. $$

- Peregrine Drake Budget Palinchron. $

- Xenagos, God of Revels Game ender. $$

- Vesuvan Shapeshifter On your upkeep, you may pay to clone the biggest and baddest mofo on the field. $

- Zealous Conscripts Your friend just played Darksteel Colossus and you only have left, what do you do? $

- Deepglow Skate Potential huge ramp for just . $$$

- Draining Whelk A different kind of Mana Drain. $$

- Duplicant Free Mind Control. $$

- Soul of the Harvest Huge card draw with a Shrieking Drake. $

- Primordial Sage Huge card draw with a Shrieking Drake. $

- Deadeye Navigator and Peregrine Drake or Great Whale = infinite mana. $$

- Progenitor Mimic Very dangerous to copy one of the heavy hitters in this deck. $$

- Consecrated Sphinx All the card draw. $$$

- Deadwood Treefolk Repeatable creature recusion. $

- Steel Hellkite Situational, but very deadily against token decks. $

- Great Oak Guardian Great, quick surprise block when tapped out. $

- Pathbreaker Ibex Quick, game ender. $$

- Thunderfoot Baloth Setup for getting past defenses. $$

- Scourge of the Throne Depending on the situation, can be deadly. !$!

- Great Whale Another budget Palinchron - Stalking Vengeance Please don't use Wrath of God. $

- Hamletback Goliath Good setup for a game ending creature. $

- Palinchron So expensive, yet so infinite mana. !$!

- Balefire Dragon Destroy all the creatures. $$$$

This section will be about ending the game with giant behemoths.

- Stormtide Leviathan Swing in with impunity. $

- Platinum Emperion Deletes a win condition. $$$$

- Vorinclex, Voice of Hunger Can win the game on its own. $$$$

- Stonehoof Chieftain Win through commander damage. $$$$

- Nullstone Gargoyle Nothing but creatures from here on. $

- Void Winnower Turns the game into an odd match. $$

- Kozilek, Butcher of Truth Card Draw, Mill Protection and Devastating power. !$!

- Jin-Gitaxias, Core Augur Look ma, no hands! $$$

- Darksteel Colossus Not something people want to see cast for 0 or worse, cloned. $$$$

- Ulamog, the Infinite Gyre Vindicate, Mill Protection and Devastating power. !$!

- Blightsteel Colossus Not something people want to see cast for 0 or worse, cloned. !$!

- It That Betrays Now clone it. $$

- Emrakul, the Promised End Take out the combo or sacrifice player easily. $$$$

Temporal_Inept on Stax zur

2 months ago

I've been trying to put two janky combos with Overburden. Don't think they would be right for your deck but thought you might find them interesting.

  1. Since you already got Urborg in the deck Kormus Bell in play with Overburden would mean no could play lands

  2. Walking Atlas and Retreat to Coralhelm means you could return all lands put back in your hand with Overburden

SynergyBuild on Tatyova Landball

2 months ago

Oh, that is fine, if it your challenge to run every card that gives you more land drops <4 mana, even the bad one, you gotta runthe following though if that is your reasoning Walking Atlas, Broken Bond, Swell of Growth, Budoka Gardener, Elvish Pioneer, Krosan Wayfarer, Llanowar Scout, Loam Dweller, Manabond, Skyshroud Ranger, and Swell of Growth.

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