Wooded Foothills

Legality

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

Printings View all

Set Rarity
Zendikar Expeditions (EXP) Mythic Rare
Khans of Tarkir (KTK) Rare
Onslaught (ONS) Rare
Promo Set (000) Rare

Combos Browse all

Related Questions

Wooded Foothills

Land

, Pay 1 life, Sacrifice Wooded Foothills: Search your library for a Mountain or Forest card and put it onto the battlefield. Then shuffle your library.

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Wooded Foothills Discussion

ToolmasterOfBrainerd on Budget Tron

5 days ago

Yikes, that's a really rough field to play Tron in. Goblins, in particular, will be very tough to beat. And you can bet your 7-mana @#$ that the Jund player will be as prepared as you expect.

The real advantage of red is access to Firespout, or Anger of the Gods if you think you can manage the colors, although that might be tricky. Pyroclasm is also something to keep in mind. The general meta has so much aggro right now that sweepers seem much more effective than Banefire to live until Tron is online. Firespout isn't good in the tron mirror, but it's still something that you should consider.

In budget tron I would absolutely be playing 4 Relic of Progenitus. And maybe even some mainboard Thragtusk - casting them shouldn't be too hard and they're especially great vs Goblins and Jund.

Wooded Foothills and Stomping Ground are a lot of pain. And you can rely on facing Field of Ruin often enough to warrant at least 3 basic lands, if not more. Karplusan Forest is a decent way to get your colors, although Grove of the Burnwillows is definitely the best.

As for beating the tron mirror... I admittedly have few ideas. I'm a grixis player. I don't know how to beat tron. I don't know what it feels like. I probably boast a 5% lifetime winrate vs Tron, if not lower. I can literally only think of one match that I've won, and only a few times that I've taken them to game 3.

clayperce on Gruul Balls to the Wall

1 week ago

M_Malcom,
This looks really fun but I have two big recommendations:

  • With an Average CMC (as I type this) of 2.36, you need 23 Lands (source: the table at the bottom of this article by Hall-of-Famer Frank Karsten). Your 4x SSGs count for ~1/4 of a Land each, but you'll still need to find room for a few more. I know it feelsbad to cut Creatures or Spells for Lands, but give it a try ... I think you'll be amazed at how much more smoothly the deck runs.
  • The deck will also run much more smoothly with different Dual Lands. Cinder Glades are especially meh here, since they enter tapped in he early turns when we need them most. And Game Trails aren't much better. If your budget allows, Wooded Foothills and Stomping Ground (reprints coming in Ravnica Allegiance, so prices will drop in late 2018/early 2019) are by far the best, but less expensive options include Copperline Gorge, Karplusan Forest, and maybe even Gemstone Mine.

Good luck with the deck; draw well!

DlCK on Semi-Competitive Jodah, Archmage Eternal

1 week ago

This deck is nearly perfect, but there's just a few areas of weakness that demand immediate attention.

First off, I would remove the following cards: Abrupt Decay, Angel's Grace, Anguished Unmaking, Animate Dead, Arcane Denial, Avacyn, Angel of Hope, Badlands, Bayou, Birds of Paradise, Blood Crypt, Bloodstained Mire, Brainstorm, Breeding Pool, Chromatic Lantern, Chrome Mox, City of Brass, Command Tower, Cultivate, Cyclonic Rift, Dance of the Dead, Deathrite Shaman, Decree of Pain, Delay, Demonic Tutor, Enter the Infinite, Exploration, Farseek, Fellwar Stone, Fist of Suns, Flooded Strand, Godless Shrine, Hallowed Fountain, In Garruk's Wake, Intuition, Jin-Gitaxias, Core Augur, Jodah, Archmage Eternal, Kozilek, Butcher of Truth, Laboratory Maniac, Lotus Cobra, Maelstrom Wanderer, Mana Confluence, Mana Crypt, Marsh Flats, Merciless Eviction, Misty Rainforest, Mox Diamond, Myojin of Night's Reach, Myojin of Seeing Winds, Mystic Remora, Mystical Tutor, Nature's Claim, Nature's Lore, Negate, Omniscience, Oracle of Mul Daya, Overgrown Tomb, Painful Truths, Polluted Delta, Praetor's Counsel, Progenitus, Rhystic Study, Rise of the Dark Realms, Savannah, Scalding Tarn, Scrubland, Sensei's Divining Top, Show and Tell, Skyshroud Claim, Sol Ring, Steam Vents, Stomping Ground, Storm Herd, Survival of the Fittest, Swan Song, Swords to Plowshares, Sylvan Library, Taiga, Tainted Pact, Temple Garden, Terastodon, Three Visits, Time Stretch, Toxic Deluge, Tropical Island, Tundra, Ulamog, the Ceaseless Hunger, Underground Sea, Vampiric Tutor, Verdant Catacombs, Volcanic Island, Vorinclex, Voice of Hunger, Watery Grave, Windswept Heath, Wooded Foothills, and Zacama, Primal Calamity.

There's really nothing you could replace these cards with that would make this deck competitive, so I'd recommend just stopping here. Good work.

Hexaflexagon on

2 weeks ago

NOTE: The Cards at the front of each suggestion are the cards you should put in, not take out.


You should probably switch out Gruul Turf for Stomping Ground. Gruul Turf sets you a turn or two behind, which is not good for an aggro deck. Why are you running 4 Azusas when she is legendary? The most I'd run is three, as you can only have one out a time. How are you going to get creatures in the grave for Ghoultree? Also, have you considered the Arbor Elf and Utopia Sprawl combo? The best manabase I think for this deck would look this this:


I think that this manabase, esp. with Azuza, is very good, allowing you to get your big guys out quickly. However, I think you could change your creatures as well. There are two ways you can do this, you could either go wide (lots of creatures) or the grow big (a few huge creatures). I have provided cards for both of them


I put the Nissas in here because her Elemental making ability can come in handy while trying to cast Ghalta or for extra mana (untapping the land with Sprawl)

So, not much change, but that little change makes a lot of difference. Also, Lightning Bolt needs to change. You need something that can kill something, no matter the size. Good Luck!

griffin_15 on Ring! Ring! Ring! Bananaphone!

2 weeks ago

To start, Wooded Foothills, Windswept Heath, Scalding Tarn, Marsh Flats, Flooded Strand, and Bloodstained Mire are all fetch for lands that you can't run in this deck, you're losing value there. I would instead run the bounce lands in those colors, Dimir Aqueduct, Simic Growth Chamber, and Golgari Rot Farm. If you're really looking for that mana fixing, obviously the go to Evolving Wilds and Terramorphic Expanse. From looking at your decks, you seem to build a lot of 4-5 color EDH, from someone who plays quite a few 3 colored decks, colors aren't that big of an issue. 37-39 is really the range of lands to stay in, whereas you have 34. I know you'll have to cut more in other areas to hit that, but it will help with mana issues if you have them. I would look into adding the Scry lands; Temple of Deceit, Temple of Mystery, and Temple of Malady. Tasigur is all about top deck manipulation, so free scry is nice. Again, I'm not helping with the cutting, but Thassa, God of the Sea and a Sensei's Divining Top would be great additions for top deck manipulation. As for cuts, Grave Titan and The Scarab God.I see the synergy of zombie creation, leading to scry-ability, but I just don't see that paying off in the way you want. The likelihood of having both of them out, creating zombies, and the table allowing that to continue is low. There just isn't a whole lot of Zombie synergy in the deck, and you're losing value there. I went on quite a bit above talking about mana fixing, with that in mind, Mox Diamond just seems excessive. You have a Command Tower, you have a lot of dual lands, while a high-value card, maybe not as necessary here. The next one I would go with is Languish. You have a ton of answers, and this one is the weakest. I would put it in the sideboard, that way if you're playing against a token deck or other low-powered creature deck, it has great value as a wrath, but otherwise, it might just be a dead card. Another card would be Impulse while top deck manipulation is very valuable in this deck, a one-off Impulse, when you could have other repeatable top deck manipulation, isn't as valuable and it can probably be taken out. In a similar vein to Languish, I would cut Pernicious Deed. People don't like being held hostage, and on deck board wipes like Pernicious Deed or Oblivion Stone or Nevinyrral's Disk etc, all draw a lot of hate. People are going to come at you and try to force you to crack it. Unless you're going to play it, and immediately wrath, it's going to draw hate your way, and people are going to try to force your hand, I'd cut that. Also, similar to Grave Titan and The Scarab God, Ishkanah, Grafwidow can be cut. He'd be great in a spider's tribal deck, but paying 6 and a black for draining someone 4 life is fairly low value, unless you want your primary win-con to be the Deadeye Navigator+Peregrine Drake+Ishkanah, Grafwidow. Like, that's a cool combo, but Deadeye Navigator is so widely known to be an infinite mana machine, people will be throwing whatever they can at him to get him out of the game.

Saljen on Titania, Protector Of Argoth

3 weeks ago

You'll want to run all 4 relevant fetch lands, Wooded Foothills, Windswept Heath, Verdant Catacombs, and Misty Rainforest. Every time you trigger a fetch land, you'll get a 5/3. Same goes for Evolving Wilds, Terramorphic Expanse, Myriad Landscape, and Blighted Woodland.

Here are some more lands that will trigger your commanders effect: Dust Bowl lets you have repeated land removal while synergizing with your commander. Lotus Vale and Scorched Ruins ramp up while sac'ing lands. Thespian's Stage + Dark Depths is a fun land combo, when both are in play and Stage is made a copy of DD both get sac'd and you end out with a 20/20 indestructible flier and two 5/3 tokens. Petrified Field lets you grab lands from your graveyard while triggering your commander.

I play a red/green deck that uses Titania and a lot of land effects, so this is coming from experience having played with Titania.

TypicalTimmy on Card creation challenge

4 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.

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