Woodland Cemetery enters the battlefield tapped unless you control a Swamp or a Forest.
T: Add B or G to your mana pool.
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Woodland Cemetery Discussion
1 week ago
You might consider playing Woodland Cemetery, Drowned Catacomb, Hinterland Harbor since you are playing the full set of Duals and Fetchlands. You might even think about Snow-Covered Forest, Snow-Covered Island and Snow-Covered Swamp to add Tainted Pact to the deck.
Otherwise, nice deck!
1 week ago
-1 Ayli, Eternal Pilgrim +1 Ikra Shidiqi, the Usurper : If the idea is to get as aggressive as possible than Ikra is a much better option for life gain than Ayli. Ayli thins your board to gain life and Ikra just needs to connect with a player to allow you not to have to worry about the crack back from other players.
-1 Wrath of God +1 Retribution of the Meek : This could be a better option for your deck to leave the board state not only more manageable if in a bad position, it costs one less white and misses most of your creatures.
+1 Lignify Would be a cool include for spot removal that stays on theme. The other benefit is that you can lock someones commander out of the game until they find enchantment removal, this can be better than just allowing them to put the card back to the command zone.
I would also consider putting in +1 Windswept Heath for -1 Krosan Verge. The tempo loss from Verge coming in tapped can hurt while the fixing of Windswept can be nice being able to go grab an off color fetch if you are missing a black source.
-1 Reliquary Tower for +1 Arcane Lighthouse You could also consider putting in if you are having problems with Shroud or Hexproof. It can also be used as a political bargaining piece around the table. Functionally you could replace it with
2 weeks ago
2 weeks ago
I apologize for a new post but I have a much updated list with cards in many ranges and new wants.
As I stated once before, I made the decision to switch from Legacy fish to Dredge, so I am looking to sell off some cards in order to purchase a playset of a certain card for Dredge.
1x Ancient Tomb $32
2x Serra Ascendant $14 each
1x Force of Will $70
1x Mother of Runes $32
1x Sarkhan the Mad SL $18
1x AEther Vial $32
4x Cursecatcher $5 each
4x Master of the Pearl Trident $4 each
1x Cavern of Souls $50
2x True-Name Nemesis $20 each
1x Hokori, Dust Drinker $6
1x Woodland Cemetery $4
1x Thousand-Year Elixir $4
2x Phantasmal Image $5 Each
1x Thrumming Stone $5
1x Primordial Hydra $5
1x Expedition Map $4.25
1x Lightning Bolt $5
1x Noxious Gearhulk Stamped $8.50
1x Kitchen Finks $9
1x Patriarch's Bidding $9
1x Shardless Agent $18
1x Loxodon Warhammer Russian $12
1x Vorinclex, Voice of Hunger LP/MP $16
1x Telekinetic Sliver $4
I have more potentially available, but this is the main stuff I want to sell.
Also, if you have staples for LED Dredge and Manaless Dredge, let me know. My end goal is LED, but until then will settle for Manaless.
I will pay for tracking on orders over $30. Otherwise, add $2 for tracking. Other arrangements can be made in trade discussion.
3 weeks ago
3 weeks ago
I'll start by talking about jund. If you make a deck with it, let me know and i can help you refine it but here's my take on it. I haven't played jund personally but can give you an overview. Jund can be a bit expensive depending on how much you want to invest, but here's my take on a budget build.
Removal: Part of what makes jund is being able to answer almost any threat the opponent tries to play. I'd look into some combination of Maelstrom Pulse, Abrupt Decay, Lightning Bolt, Dreadbore, Terminate and Kolaghan's Command. Slaughter Pact sometimes sees play as well.
You can also spend the early game picking apart your opponents hand making it so they can't do what they want. Thoughtseize, Inquisition of Kozilek, Kolaghan's Command and liliana are the norm but Transgress the Mind, Duress, & Distress(this one is a bit iffy as getting double black early game might not be easy) also work.
The two staples of jund creatures are Tarmogoyf and Dark Confidant but due to budget needs you can work without them. Scavenging Ooze will grow quickly while at the same time nuking your opponents graveyard, Kalitas, Traitor of Ghet gives your removal extra value, and Huntmaster of the Fells Flip, Kitchen Finks, Thrun, the Last Troll, Tasigur, the Golden Fang, and Grim Flayer are other cards i've seen in jund lists as well. (Also if you don't plan on running confidant, Painful Truths is another way to get some card advantage back).
This is where it gets a bit tricky. Color ratios vary from list to list but you would ideally want to be able to have any two colors on turn 3. This is normally done with fetchs and shocks but that can get pricey. What you really want at the end of the day though is lands that can tap for 2 colors but can also reliably enter untapped. Rootbound Crag, Dragonskull Summit, & Woodland Cemetery is a decent option as are Blackcleave Cliffs, Copperline Gorge, & Blooming Marsh. Raging Ravine is often used as another way to close out games.
Also here's a link to a jund guide by channelfireball
3 weeks ago
Hi there, I'm the tribal elves guy over here at TappedOut! Just kidding, but I've been playing elves competitively for 3 years, and I've gotten some pretty impressive wins with it, along with constant top 3s at my FNM.
So if you're looking to get this deck competitive, there are a few routes you can go while keeping it budget. Do you like aggro elves or combo elves more? There are some cool things that you can do with both builds.
Being honest, what's really going to screw you over in a competitive elves build is land. I had my deck fully competitive minus the lands for a long time before I was able to get them, and it still ran fairly smoothly, you just lose a bit of resilience without the lands. The lands that especially screw you over are things like Razorverge Thicket and Horizon Canopy if you're running green white and Gilt-Leaf Palace, Woodland Cemetery, or Overgrown Tomb for green black. Other than those color specific lands, you've always got Cavern of Souls that puts you in a tough position, and Nykthos, Shrine to Nyx, even though it's on a cheaper side is still worth a pretty penny.
If you're not looking for me to bother you on certain builds with elves, but if you're definitely thinking of sticking with elves all the way up into a competitive archetype, then I seriously recommend you check out my deck for a pretty standard Green White elves, and my primer for a mono-green version. As for detailed decks on here, I'm limited to those two, however I am very knowledgeable as well about green black combo elves, and general green black elves (which is very similar to green white build).
Attached will be my primer and my personal competitive elves build :) If you have any questions, feel free to comment back to me or send me a personal message!
3 weeks ago
Some suggestions i've thought of are:
Phyrexian Delver - It's a zombies that brings back other creatures from your graveyard. super helpful to get that party pumping.(not sure if it comes in foil or not)
Geralf's Masterpiece - Flying zombie that can be a good discard outlet and easy to recur.
Coffin Queen - The queen of resurrection, she's a zombie herself and can easily bring back anyones creatures.(not sure if it comes in foil or not)
Liliana, Heretical Healer Flip - This is the liliana you wanna play. When another creature dies you get a zombie and her planewalker abilities -X bring back a creature with cmc X and -8 you get an emblem where a creature dies it comes back to your battlefield
Liliana's Reaver - This guy is a must be blocked card, but what's that? deathtouch. Too block or not too block that's the deicision everyone around you will have to fear. If not they'll have to lose a card and you get a zombie buddy.
Diregraf Colossus - Cast a zombie? why not another zombie! This guy makes all your zombies come with a friend. and if you top deck with half your library in the bin he'll be big to boot.
Kozilek, Butcher of Truth - Anti selfmill. He's probably the best to include since emrakul is banned and ulamog is soso. Makes you shuffle your graveyard back into your library.
LANDS~~~~~So we'll go for the easy ones: Drowned Catacomb, Woodland Cemetery and Hinterland Harbor. You can also have Sunken Hollow which has swamp/island subtype so it's fetchable and relatively easy to enter untapped. Unfortunately you can't get the U/G or G/B version because they don't exist (yet). There's also Choked Estuary for a dual land to easily enter untapped.
Top cards i could find for card selection are Tracker's Instincts and Forbidden Alchemy, these are good because you can flashback them if you need. Some other good ones I found are Grapple with the Past and Grisly Salvage which are instants and Mulch which is sorcery.
Top cuts i can see of my own opinion, you can disagree if you want.
2.Deathrite Shaman - Just doesn't seem too great to me in commander. Also not a zombie
3.Yavimaya Elder - not a zombie.
4.Army of the Damned - too costly.
5.Magus of the Will - He seems very costly, 3 mana to exile himself and then you gotta pay more mana to cast more things. If you're getting a lot of mana you can do some cool things.
6.Stitcher Geralf - relies a lot on the opponents having strong creatures and actually hitting them reliably. (Not a foil)
7.Undead Warchief - this dude is a 4cmc 1/1. his abilities are nice but damn is he weak as soggy bread.