Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)
: Gain .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
|Want (2)||OtakuGamerGeek , Jillgamesh|
Printings View all
|Commander 2020 (C20)||Rare|
|Commander 2016 (C16)||Rare|
|Modern Event Deck (MD1)||Rare|
|From the Vault: Realms (V12)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Windbrisk Heights occurrence in decks from the last year
Latest Decks as Commander
Windbrisk Heights Discussion
12 hours ago
may main red flag with the deck is, you have a lot of creature removal, but little hand disruption. in modern turn 1 inquisition/thoughtseize is about as strong as it gets. id stick to 4 path, 2 push, (0 dissmember, unmaking and alliance) 4 inquisitions, 1-2 Collective Brutality, 3 tidehollow i would also strongly consider 2 Kaya's Guile mb, there modular nature makes them relevant in most matchups and the can be used as a strait up, make a token, opponent sacs a creature.
other potential options, Start / Finish tokens and removal on a single card is always great
lastly mono w tokens has been making a good showing recently, and a big part is down to Force of Virtue which may be a solid option for the deck as a 2 of.
hope some of these help
1 month ago
Ok, For game one, I added mostly a mana base; 21 Plains Windbrisk Heights, Emeria, The Sky Ruin, New Benalia, Eiganjo Castle, Mistveil Plains, Flagstones of Trokair, Castle Ardenvale, and Idyllic Grange
additionally i made one creature adjustment Master Apothecary was removed for Luminous Broodmoth. There is a mana increase in this swap but now a land does what the Apothecary does easier, and this gives a lot of the creatures some kind of mass removal evasion.
i will play more up to 15 games and make adjustments, let me know what you think.
Also Eye for an Eye is amazing.
2 months ago
Amazing, appreciate the advice! I have been very worried about the manabase... I am new to commander so pretty much got all the duals I could afford and threw them in there.
Allied colours just have so many more affordable duals but my early game, and deck in general, leans white. I have the same problem in my temur deck that leans blue but gruul lands are just much easier to come by on a budget.
Current thoughts are to lose a direfleet daredevil and offspring's revenge for 2 plains, then go from there.
Potential changes are:
Cut the Bojuka Bog although it's good graveyard hate
Cut the Inspiring Vantage although it's one of my few duals with white in
Cut the Canyon Slough although it's got 2 land types
Cut the Dragonskull Summit although i can probably now fit enough basics to make it work, i probably want them all to be plains?
Mana is hard.
Thanks for taking the time to have a look!
2 months ago
I would play lands such as Temple of Triumph, Temple of Plenty, Temple of Abandon over Guildgates for sure. Maybe you like the Vivid Lands over some of the Guildgates (or similiar). Vivid Crag, Vivid Grove and Vivid Meadow.
2 months ago
And i noticed smth else, why play Terramorphic Expanse and Evolving Wilds they only fetch you plains and thining out a 100 card deck by 2 cards, doesnt seem to be worth it to play a tapped land. There are some usefull utility plains or other such as: Maze of Ith,Mistveil Plains, Hall of Heliod's GenerosityTemple of the False GodEmeria, The Sky Ruin Myriad Landscape for Ramp
3 months ago
Nice deck! I think the hideaway lands could work well here, especially Windbrisk Heights. Other land options that might help are Gavony Township, Kessig Wolf Run, Ancient Ziggurat, and Thran Quarry. Some other synergistic cards that come to mind are Aid from the Cowl, Rhythm of the Wild, Keeper of Fables, Temur Sabertooth, Bear Umbra, Path of Discovery, and Champion of Lambholt. Triumph of the Hordes and Gratuitous Violence could be a wincon. As for good counterspell options, I'd recommend Avoid Fate and Rebuff the Wicked. You could also always just go with Price of Glory.
3 months ago
Need to work on the mana fixing to make sure I can consistently get Kelsien out T3. Windbrisk Heights is on the chopping block as I won't be attacking with 3 enough to warrant the exile. Unclaimed Territory I'm on the fence about. It helps fix for the commander but he's only one of 6 humans; might be worth considering his importance to the deck. Landbase has always been my downfall. Help!?
4 months ago
I will build your build and see how it suits me, I wanted to build a casual but optimized creature based build and I think this list is pretty much ok, I have made some small changes: I replaced : gone : Guul Draz Vampire Quag Vampires Martyr of Dusk Bloodhusk Ritualist Pulse Tracker Kheru Bloodsucker added : Metallic Mimic Skullclamp Adaptive Automaton Rakish Heir Tithe Drinker Etchings of the Chosen
and changes in the manabase :
Dragonskull Summitit by Luxury Suite as this one will never enter tapped Nomad Outpost by Scrubland As I dislike enter tapped lands in an agressive build and I think your red sources are a bit high. Orzhov Basilica by Godless Shrine again because I dislike enter tapped lands Mountain by Badlands These last 3 changes also change the amount of swamp/plains cards in your deck from 12 to 15 making your isolated chapel less likely to enter tapped. I have also descided to play snowcovered basics because that gives more options that your opponents can assume you have.
so this leaves the following enter tapped lands in your deck: Path of Ancestry this one I completely understand and agree Mortuary Mire I wonder if this one is good enough, can you elaborate on why this is good enough in this deck Windbrisk Heights again the same question, is this card good enough?
Now finaly some lands that might be worth looking into: bojuka bog. I know, it enters tapped, but will probably be a good replacement for mortuary mire blood crypt plateau prismatic vista if you think this deck can handle with 1 less land that effectivly gives mana