Zendikar's Roil

Zendikar's Roil

Enchantment

Whenever a land enters the battlefield under your control, put a 2/2 green Elemental creature token onto the battlefield.

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Set Rarity
Mystery Booster (MYS1) Uncommon
Magic Origins (ORI) Uncommon

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Tokens

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Zendikar's Roil occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Zendikar's Roil Discussion

TriusMalarky on Bant Landfall

1 month ago

Thoughts on Tatyova @whatqwerty:

1) We can remove Time Wipe for her. She'd just replace it.

2) She would draw a ton of cards. Not sure we really need this, but then again it is a ramp heavy build which means it can start vomiting cards pretty early.

3) We already have Risen Reefs. If we draw a second, or even a third, they go off the walls. And if we get a Reef and Zendikar's Roil then we will be good on fuel forever.

4) However, 2 extra cards that enable the Roil+Reef card draw engine as 1-card engines might work. She does dodge Push and Decay, Drown in the Loch for the most part, Shock and Wild Slash, and even Spell Queller; so she has "Hexproof" against half the top tier removal.

TriusMalarky on Bant Landfall

1 month ago

Really curious what you guys think -- could Bant Landfall be good? Bant mostly for Fall of the Thran, which (with my brew) can easily be played on turn 4 with some luck. Also Zendikar's Roil and Risen Reef work really well together.

Time Wipe and Settle the Wreckage could be pretty good as alternatives to Fall, and Time Wipe even saves Reef(which is the one creature worth caring about).

Retreat to Emeria also has token generation and a built-in Overrun type effect.

Arboreal Grazer and Crumbling Vestige can create really explosive turn ones... If you draw perfectly(probably something like a 5% chance) you can land Roil on t2 and Fall on t3, locking your opponent out of a turn and giving you little to no downside.

Also graveyard hate is twice as good if you are running Fall.

MindAblaze on Yarok Landfall

1 month ago

Risen Reef combos nicely with Zendikar's Roil!

BLOODGUILT on Rhys's The redeemed

2 months ago

Competitive as possible with no infinite combos isn't competitive.... Now, that i have that off my chest, i have several ideas to add power to this deck. Bishop of Wings + Divine Visitation = lots of life and angels. Fiend Hunter+Angel of Glory's Rise= protection from most board wipes. Fiend Hunter + Sun Titan = infinite sac for altars like Ashnod's Altar or Altar of Dementia. Birthing Pod + your deck = tutor for any creature. Karmic Guide + Reveillark = infinite reanimation plus one extra creature, i recommend Eternal Witness. Skullwinder is another copy of Eternal Witness but adds politics. Field of the Dead just for the free token it produces. Giant Adephage and Polyraptor, you'll have to find clever ways of triggering them but once you do enjoy. Other than that Mox Amber, Teferi's Protection, Finale of Glory, Kodama's Reach, Finale of Devastation, Smothering Tithe, Resplendent Angel, Crested Sunmare, Zendikar's Roil, Awakening Zone, Sandwurm Convergence. To be more competitive it's all about curve and interaction. The only spells you want to be more than 3cmc are spells you plan to win with. everything else should push you towards the win condition you pick. cEDH decks tend to be a combo, lots of fast mana, every tutor in the colors, and 23-30 cards of 'stop my opponents.' If i had to pick one route though i like running Bishop of Wings, Protean Hulk, Divine Visitation and maybe Reap. Reap is only if your play group loves black. but basically get Protean Hulk kill it. search for Bishop of Wings and Academy Rector. kill Academy Rector to fetch Divine Visitation then start gaining life and making angels. i would include the Fiend Hunter + Angel of Glory's Rise trick in it and grab a few more humans that interact well or do powerful things. This can go infinite if you have a sac outlet but it isn't complicated to explain, uses four cards to start in most cases, and will end a game when you do it. The earliest you could do it from what i can tell is turn 5 but it's more likely your games will end between turn 10-15 which should keep your play group happy.

Solonqo on Yarok, the Triggered - A Competitive Primer

3 months ago

Did you ever consider the interaction Risen Reef has with Zendikar's Roil? Risen reef puts a land into play and roil creates an elemental that triggers risen reef again add yarok and the triggers go so nuts. You get to draw a bunch of cards and ramp your brains out.

OmniDreamer on Tatyova Peasant EDH

3 months ago

Hi, I'm looking around the net for some ideas on building a new common/uncommon commander. Currently have Ghave and Animar built. I saw your list and was curious why you're not running either Windfall to go with Narset, Parter of Veils or Retreat to Coralhelm to go with your put land into play creatures like Sakura-Tribe Scout? Also Thwart synergizes with Tatyova's strategy.

Seems like your only ways to win are combat damage / infect with token creatures made from Rise from the Tides, Sprout Swarm, or Zendikar's Roil. Maybe possible taking someones Eldrazi or something with Take Possession. Do you think Centaur Glade would be a decent addition to your token producers?

How has the deck played out for you? Decent win ratio? What's your meta like (very casual, mid-power, high-power, competitive)?

Are there any infinite combos that you've considered? Maybe something like Peregrine Drake + Ghostly Flicker + Mnemonic Wall or maybe Temur Sabertooth + Peregrine Drake + some lands that tap for 2 mana. Infinite mana basically just gives you a lot of token creatures though. Maybe Capsize would be your way to end the game on the same turn you get infinite mana.

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