Ecologist's Terrarium

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ecologist's Terrarium

Artifact

When this enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.

, , Sacrifice this: Put a +1/+1 counter on target creature. Activate this ability only as a sorcery.

soul_knightmare on Fiendish Tendencies

1 year ago

Heya, I see that your deck is mostly lacking in card draw/ card acceleration. You have about 3 while most decks need 10+. Remove Costly Plunder for Night's Whisper so you don't have to sacrifice your demons. Remove Feaster of Fools, Spirit of the Night, Bladebrand, Grasp of Darkness, and You Are Already Dead (I know the meme), and add Dream Devourer, Bloodgift Demon, Herald of Slaanesh, Phyrexian Arena, Blasphemous Act, and Rakdos Charm.

I hope this helps your deck building. Other upgrades would mean removing Ecologist's Terrarium, Lightning Bolt, Grasp of Darkness, Warp Artifact, Insult / Injury, Price of Betrayal, Skulltap, Witch's Vengeance, Blight, and Inevitable End which are okay, but could be improved. Pick more cards that draw cards without condition or ramp on two mana, Wish you the best!

magicbike on Isshin, Two Heavens as One

2 years ago

Experimental Synthesizer i can replace this one for The Restoration of Eiganjo  Flip taking this card out Ecologist's Terrarium for Rakdos Signet or Winds of Abandon plz tell me wat you guyhs think of this

i really like this one Winota, Joiner of Forces i really like this one but first need to make some monney

multimedia on Umezawa of the Swamp

2 years ago

Hey, if you're looking for other potential cuts then look at the amount of removal you're playing. I count 19 removal sources including counterspells. That's a lot of removal and some of it could be cut for more draw and ramp.

Having a more balanced ratio of draw sources to ramp sources to removal can help gameplay. 10+-10-10 (draw-ramp-removal) is a good start. Overall more draw than the rest, with ramp sources potentially being less since on a budget there's not a lot of good ramp options in Dimir. More draw can replace some ramp since it can help to find lands. I don't consider Ecologist's Terrarium and Armillary Sphere ramp since these effects put basic land(s) into your hand not onto the battlefield. This effect is more draw than ramp and both of these could be cut for ramp, Terrarium is better card than Sphere.

The current ratio here of these three areas is 11-4-19 (draw-ramp-removal). Other than Nezahal, Primal Tide and bouncing Baleful Strix with ninjustu most of the rest of the draw is coming from one-time effects. One-time effects are fine, but repeatable effects are better. Number of ramp sources here is low. Prosperous Thief is in NEO set and it's good ramp for Ninjas since it also counts Rogues and many Rogues here are unblockable. It's two mana ninjutsu can be helpful for a potential turn two play after getting creature turn one.

Twisted Embrace, Essence Capture and Clawing Torment are some removal here that are worse than the rest. If you're getting Kaito Shizuki that's great, Twisted Embrace could be cut for him. Negate could replace another removal spell if you want to play it, it's better than Essence Capture, but If not I don't think you need it.

Omniscience_is_life on None

2 years ago

I'd he happy to help! I'd recommend starting with around 10 cards that ramp your mana (Llanowar Elves, Rampant Growth, Arcane Signet, and more), 10 that draw you more cards (Armorcraft Judge, Bred for the Hunt, Benthic Biomancer, Fathom Mage, Inspiring Call, Towashi Guide-Bot, and stuff like that). After that, around 10 more cards should be dedicated to dealing with scary things your opponents play (like Beast Within, Ravenform, Resculpt, You Find a Cursed Idol, Oversimplify, plus others like those), 37ish lands (this one is a little more flexible, just see how many makes it so you're getting enough each game. You can also use the MDFC land/spells from Zendikar Rising, such as Glasspool Mimic  Flip, Tangled Florahedron  Flip, and Vastwood Fortification  Flip.

Once you have all that, the rest can really just be whatever you want. A bunch of cool creatures with strong activated abilities for your commander (I can give some suggestions if you want, but it sounds like you already have some ideas), some ways to untap those creatures with cards like Kiora's Follower, Kelpie Guide, and Clever Conjurer, and some ways to get counters on your creatures like Bow of Nylea, Burst of Strength, Ecologist's Terrarium, Jiang Yanggu, Wildcrafter, Hadana's Climb  Flip, and Ivy Lane Denizen.

Have fun, and let me know if there's anything else at all I can help with!

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