Woodland Cemetery

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Dominaria (DOM) Rare
Innistrad (ISD) Rare

Combos Browse all

Woodland Cemetery

Land

Woodland Cemetery enters the battlefield tapped unless you control a Swamp or a Forest.

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Woodland Cemetery Discussion

YuiHirasawa on Korvold

1 week ago
  1. I think you should go all-the-way on a certain strategy rather than play a miss-mash of "okay" cards in various fronts. For example, you play mana dorks such as Gilded Goose and Deathrite Shaman , however u also run a few mana-rocks and land-ramp cards. I would play all the mana dorks I can to maximize the chance of getting a mana dork on my opening hand (aka for consistency). The whole point of early mana ramp is to get these ramp cards early on to speed your tempo on the game. If I see Gilded Goose turn 8, that would be much worse than casting the card turn 1. The same logic applies to land-ramp cards and mana-rocks.

  2. You run a lot of premium cards, but this is counterbalanced by the fact that you also run a lot of "suboptimal" cards. For example, you run good lands that come untapped, but also run a lot of bad lands that come tapped. This would ruin the whole purpose of having lands like Woodland Cemetery that come untapped. The reason that untapped lands are good is that you get to speed the pace of your game. If you run a lot of tapped lands along with the untapped lands, you lose your speed and therefore lose the purpose of running these lands in the first place. This is also true for other card types. You run Dictate of Erebos but also run Butcher of Malakir over better cards like gravepact.

  3. I think there are better options for some of your card choices. For example, Painful Truths draws you an extra card over Read the Bones . There are ALOT of good reanimtor spells in black yet you chose to run Blood for Bones .

  4. I think your deck also lacks focus. What are you trying to do with your deck? It seems to me that you are running a lot of "generally good" cards, which is perfect for midrange, but running "good-stuffs" is good because it grants you flexibility: an ability to adapt to any situation. Your flexibility greatly decreases by you running very specific cards like Endless Ranks of the Dead and Scapeshift . If you want to play a zombie strategy, go all the way with other cards. If you want to play land-matters, focus on that. Just choose one.

Just a couple of cents from a stranger.

GamingInTheDark on B/G Fun with deathtouch (3-1 at FNM)

3 weeks ago

I like the concept that you're going for here. I got a few ideas to help improve the deck. I do love me a good list so sorry if this post seems a bit long.

To get the obvious thing out of the way I think you should improve the mana base ever so slightly. Just throw in some Overgrown Tomb and maybe a set of Woodland Cemetery and call it a day.

I would take out Gnarlwood Dryad and put in a Foulmire Knight . You don't have a consistent way of turning on delirium so Gnarlwood Dryad is just gonna be a 1/1 deathtoucher (and nothing else) for most of the game if not all of it. Foulmire Knight at least gives the versatility of giving you card draw and/or providing a deathtoucher.

I like Ambuscade and Clear Shot as cards but since Clear Shot is an inherently better card (because it gives +1/+1 rather than +1/+0) you should be running 4 of it before you start adding copies of Ambuscade .

Moving on to the sideboard, I think you should drop Dissenter's Deliverance in favor of Return to Nature . You lose the cycling ability but gain the power to answer not only artifacts but also enchantments and graveyard strategies.

Would also take out the Majestic Myriarch and throw in a copy of Blossoming Defense to round out your playset and make fighting removal based decks easier.

Between the deck currently consisting of 19 deathtouchers (23 if you count Hissing Quagmire ) and 7 one-sided fight spells the deck has no shortage of creature removal. Because you're in black you should have at least some level of hand disruption for when you end up fighting either control or combo decks. To this end, I would go down some number of the Grasp of Darkness / Dead Weight / Fatal Push in your side and replace them with Thoughtseize (Or Duress if you don't feel like paying $120+ on those).

multimedia on Elves of Eldraine

3 weeks ago

Hey Randsome, I'm currently not playing Pioneer. There's definitely many more and much better Elves in Pioneer than in Standard. Shaman of the Pack gives Elves the tribal win condition and a reason to be Golgari. If I decide to play Pioneer then I will definitely change this deck since I've left Standard.

I don't think I will return to Standard for quite a while, if ever, because it's a damn mess, a waste of money and Theros is the next plane we're revisiting. It's one of the few planes in the multiverse that doesn't have Elves. I'm a Commander player now and I don't see that changing because Wizards is supporting Commander a ton next year which I'm very excited about.

If I was playing Pioneer then this is the budget Elves decklist I would play:

Total: $130

multimedia on jodah

1 month ago

Hey, looks good for your first Commander deck. You haven't finished the manabase? Nice Ugin, the Spirit Dragon :)

What's the max budget for your deck? I ask because you haven't allocated yet for lands in the manabase. 35x basic lands is not going to work when you want to pay for spells. When playing five colors the manabase and the amount of color fixing you have in your deck is very important. If you don't make these things priority to focus on getting right then your deck will have a difficult time functioning when playing so many colors.

You have a good start by including the budget land ramp spells ( Cultivate , Sakura-Tribe Elder ), but you're going to want a lot more than just these spells for both ramp and more importantly for color fixing. You can build a five color manabase on a budget with basic lands using some dual lands that have interaction with basic lands, Tri lands and other budget lands.

Here's an example:


This example manabase is not ideal by any means, but it's low budget and a starting point for future upgrades. Sunken, Glade or Stream are dual lands that Farseek can search for since they're two different land types. Being able to land ramp with a dual land with Farseek makes Farseek better and helps with color fixing.

A budget manabase like this example can use color fixing from other nonland sources. Signets and other budget mana rocks that can make colored mana and ramp are options.

With Signets you can pay for the colorless mana cost with mana from any source such as a land. That mana then turns into two different colors of mana. For example if you have two Signets on the battlefield and two lands then that mana can be four different colors of mana. In this manabase example there's more green sources than others that's because green is the enabler color to help to get all the other colors with land ramp and mana dorks. There's more green than the rest because you consistently want to have green mana in the early game.

Joiner Adept lets you tap lands for any color of mana which is great color fixing when playing five colors. Chromatic Lantern is a more expensive price card that does the same thing and it's better because it also ramps. Faeburrow Elder and Paradise Druid are called mana dorks and either one can tap to make different colors of mana. Faeburrow by itself can tap to make two mana . With Jodah, Archmage Eternal on the battlefield it can make four mana . If you have Jodah and have a permanent on the battlefield that's black then Faeburrow can tap to make all five colors of mana.

Fertile Ground is an example of another source of color fixing/ramp that's different than the rest. It's an aura that enchants a land you control. When the enchanted land is tapped it makes two colors of mana; one mana that the land could produce and another mana of any color you choose.


Color fixing sources that also ramp are better than ones that don't. If you can as the saying goes "kill two birds with one stone" then it can help your deck. Including most cards that can do two different things you want are better than cards that can only do one thing you want. For example Cultivate ramps and color fixes since it can find two different basic lands. Izzet Signet taps to ramp and color fix two different colors of mana. Renegade Map only color fixes, it doesn't ramp because it only puts the land you search for into your hand not onto the battlefield and it can't tap to make mana.

Sylvan Scrying is one exception since it can tutor (search your library) for any one land and put it into your hand. That's powerful and helpful to have when you can get a land that can make any color of mana such as Command Tower or better yet Cascading Cataracts which can tap along with five other sources of mana of any colors to make all five different colors of mana. This land makes it easy to be able to make five different colors to cast spells with Jodah. Cataracts is good with ramp from mana rocks.

I have suggested a lot of cards which means if you want to include them then you'll have to make many cuts. I'm not going to give you suggestions of cuts now, but if you're interested in any of these suggestions then I offer to help to make cuts. This is the nature of building budget many colored decks in Commander; have to allocate a lot of deck spots to cards to help the manabase and to make sure your deck can function, so you can reliably cast cards. Good luck with your deck.

Courtney43 on Decepticons

1 month ago

With only 6 targets to make Woodland Cemetery enter untapped, wouldn't Llanowar Wastes make more sense to get a guaranteed untapped land? Your deck is half colorless anyway, so the guaranteed untapped land might be worth the potential life loss.

Hynx on Devoted Company

1 month ago

Id also drop the 4 of the 8 Windswept Heath & Verdant Catacombs in favor of Sunpetal Grove and Woodland Cemetery which gets the benefit from basic forest lands as well as your Shrine, Tomb, & Garden 2 mana capable lands

multimedia on Korvold, Fae-Cursed King Jund EDH

1 month ago

Hey, saw your forum topic asking for help. Lots of good cards here for your first Commander deck. You have good card sense. There's a big disconnect between the number of creatures and the rest of the deck as well as only 20 lands is not enough lands.

For beginning improvements, make room to add 16 more lands. Start with adding 8-10 more basic lands. Some other budget lands to consider adding:

Cards to consider cutting to include more lands:

  • Putrid Goblin
  • Byway Courier
  • Leyline Prowler
  • Gluttonous Troll
  • Keeper of Fables
  • Rapacious Dragon
  • Syr Konrad, the Grim
  • Izoni, Thousand-Eyed
  • Thorn Mammoth
  • Siege-Gang Commander
  • Endrek Sahr, Master Breeder
  • Butcher of Malakir
  • Angrath, Captain of Chaos
  • Brass's Bounty
  • Taste of Death
  • Bake into a Pie
  • Bloodsoaked Altar

The majority of these suggested cuts are high mana cost cards which you don't need because Korvold and Prossh are the better high mana cost cards you want to play. Want to make sure you can consistently play lots of other permanents before you play Korvold.

Lands to consider cutting/upgrading:

  • Golgari Guildgate
  • Rakdos Guildgate
  • Bloodfell Caves
  • Jungle Hollow
  • Rugged Highlands

I see Dockside Extortionist which is excellent, one of the best cards with Korvold. Temur Sabertooth is a combo with Extortionist to make infinite mana via treasures which is infinite sacs and draw with Korvold.

I offer more help if you would like. Good luck with your deck.

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Woodland Cemetery occurrence in decks from the last year

Commander / EDH:

All decks: 0.1%

Golgari: 0.91%

BRG (Jund): 1.62%

BGW (Abzan, Junk): 3.71%

BUG (Sultai): 1.33%

Modern:

All decks: 0.08%

Standard:

All decks: 0.61%

Golgari: 7.61%