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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 |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Overgrown Farmland
Land
This enters tapped unless you control two or more other lands.
: Add or .








Balaam__ on
Population Bomb
2 months ago
I second basically everything kamarupa mentioned, particularly that a deck’s mana base is crucial for success. At a glance, it would be the easiest part of your deck to streamline for rapid improvement, but also the most expensive by far.
Ask yourself how attached you are to the deck (or the game in general), the format and the colors; if you’re really invested in these things it might be worthwhile to obtain the staples, the specific lands kamarupa mentioned above. You really only need a set of fetches, shocks and a few of the more technically specific lands (like Brushland or Overgrown Farmland) and you can pull them and load them into other builds you make. It’s costly, but depending on how serious you are about the game it can mean the difference between winning and losing games.
kamarupa on
Population Bomb
2 months ago
Nice work! I guess you really deserve some props, as I've seen plenty of people on here that aren't new list decks as certain formats but still include cards that aren't legal in that format. So that's why I asked.
In terms of advice, I probably have more than you want. For starters, I'm not sure a Populate/Tokens deck is going to be what I would consider "fast-paced." It may or may not keep up with a Goblin deck - it would really depend on the caliber of each deck and to a lesser degree, the player piloting that deck. When it comes to speed, I think of low MV infinite combos, burn, Elves, +1/+1 counter Humans... So if you're really looking for speed, then there may be better place to look.
That said, if it's not so much speed, but a tokens, and tokens that can maybe compete with a fast paced Goblin deck, I think that is probably possible. As it stands, it looks like you've got a fairly budget brew going, though I notice a few pricier spells in the sideboard. So I'll be mentioning both cheap and pricier spells and let you decide where you want to draw the line.
For starters, land is one of the best investments you can make. All decks need it and the better lands you have to choose from, the more solid your decks' foundations will be. In my opinion, there is no point in spending big bucks on spells when your land base can't consistently cast them. www.managathering.com is an awesome resource to find lands. It didn't exist when I first started brewing, but I go there all the time now, namely because I just can't remember all the card names like I used to, lol. Ideally, you want lands that don't enter tapped, especially if you're going for speed. If you can afford them, Temple Garden & Windswept Heath are the perennial favorites. But Razorverge Thicket, Overgrown Farmland, and Branchloft Pathway
Flip are all decent. I recommend 22 lands for a "fast deck" - IE a deck with an Average MV of 2 or less (2.05 is close enough). Much greater than 2 average and I'd recommend 23-24 lands. Which stinks, I know, because the more land you include, the less spells you get and more likely you are to get mana screwed. But I've found that if you ever want to reliably cast spells that are 3 or more, you're going to need those extra few lands. Even with mana ramp, 16 is not enough land.
Typically, Artifact/Enchantment removal spells go in the sideboard. And typically, people run 4x creature removal in the mainboard: Any of the following would be good: Winds of Abandon, Sheltered by Ghosts, Path to Exile should be in the mainboard.
Druid's Deliverance is fun, but even in decks where I include Fog, I rarely include more than 1 copy. At double the MV, Druid's Deliverance is either going to tie up your mana (slowing you down), and/or delay instead of remove, and/or get cast just for the populate, which you already have spells for. So I'd suggest cutting it 1 copy.
Fight as One is... a decent spell. Heroic Intervention would be better. Since all but 1 of your creatures is white, Brave the Elements would be more versatile and cheaper and Tamiyo's Safekeeping is just cheaper. In my experience, 1 is the MV that is best for protection spells because it doesn't need as much mana to be available - that is - they're just more versatile. And I usually only include 1-2 of such spells.
I'd just cut Selesnya Charm. It just doesn't do anything that well and it's single use doesn't make it valuable enough to include.
Call of the Conclave is similar to Selesnya Charm - tokens aren't much about how big so much as how many. Repeatable token generators are going to be bigger threats than single-use spells.
The thing with Populate is that it doesn't really give you much oomph unless you've got bigger tokens. So you're not wrong looking for tokens that are on the bigger size. But since tokens are easy to get rid of and impossible to bring back, most people ignore the Populate mechanic altogether in favor of making lots of tokens as quickly as possible and at instant speed if they can.
Thraben Doomsayer is pretty good, though I do hate the 3MV casting cost. But you can make tokens at instant speed, which is great, and you can do it every turn.
Lingering Souls is one of the best token spells because you get so many for not that much mana, though you don't have the black mana here to make it worthwhile.
Tocasia's Welcome is great card draw for tokens, namely if you can create a token on your turn and your opponent's turn.
Creatures that care about ETB triggers are really good with tokens, too. You really can't go wrong with Soul Warden and/or Soul's Attendant - with 6+ Soul Sisters, I'd imagine a Goblin deck would find it very difficult to hit you for more life than they cause you to gain. And if you can gain enough life, Speaker of the Heavens gives you tokens that are worth Populating.
Growing Ranks is pretty good, but at 4MV,it's on the slow side.
Overrun is a good spell here, and I think you've got the right number.
Wake the Reflections is ok, I guess, but again, only copying 1 token just isn't as good as it might seem. At least it only costs you 1 to cast. The question is whether its actually powerful enough to be worth including, verses using that space for more token spells.
Something like Ephemerate or Cloudshift would probably be good with Hare Apparent
I like Finneas, Ace Archer, but I don't like it enough to overlook its Legendary status to run 4 copies.
Broad-stroke advice: 4x creature removal, 2x protection spell, 1x fog spell, 22x lands, 2-3x card advantage spell, 12x token generators, 8x ETB trigger spells. That leaves you with about 10 spells to lean into a mechanic like populate or more removal, etc, etc.
Please don't think what I write is definitive or that I'm insisting. Ignore whatever you want. I'm just throwing out my thoughts, hoping something might be useful for you.
Balaam__ on
White Green Life Gain
3 months ago
Any other dual land that enters untapped would be better than Temple of Plenty. ETB:Tapped is going to set you back, particularly in Legacy which is a very fast format. The obvious choices are all extremely expensive, but there are some cheap candidates that are worth a look. Branchloft Pathway Flip and Brushland come to mind as well as Overgrown Farmland or Sunpetal Grove. All of the above have little quirks but they’re much easier to fulfill and therefore put a dual land in play for immediate use.
Arrzarrina on
Roon Shenanigans
2 years ago
19/01/2023 changes: There have been a few rounds of changes. Removed counterspells to attempt to make the deck to make more fun to play against, sold the Mox Diamond because it's become worth a mint in the last 7 years, added more draw and refocused the deck on creature ETB based interaction instead of something like Oblivion Ring. It's a good card but I don't get the value that I could get out of a Fiend Hunter. You know where I'm going with this. I've also added more mana fixing to the land base and adjusted colours for the new balance.
Removed:
- - 1x Akroma, Angel of Wrath
- - 1x Azorius Signet
- - 1x Detention Sphere
- - 4x Forest
- - 1x Force of Will
- - 1x Isochron Scepter
- - 1x Land Tax
- - 1x Martial Coup
- - 1x Mirrorweave
- - 1x Mox Diamond
- - 1x Oblivion Ring
- - 4x Plains
- - 1x Polymorphist's Jest
- - 1x Prototype Portal
- - 1x Pyxis of Pandemonium
- - 1x Pestermite
- - 1x Spell Crumple
- - 1x Strionic Resonator
- - 1x Treachery
- - 1x Temple of the False God
- - 1x Thran Dynamo
- - 1x Time Spiral
- - 1x Tinker
Added:
- + 1x Arcane Signet
- + 1x Adarkar Wastes
- + 1x Blue Sun's Zenith
- + 1x Barkchannel Pathway Flip
- + 1x Brokers Hideout
- + 1x Consider
- + 1x Deserted Beach
- + 1x Dreamroot Cascade
- + 1x Echoing Truth
- + 1x Evolving Wilds
- + 1x Fading Hope
- + 1x Hengegate Pathway Flip
- + 1x Joint Exploration
- + 1x Mind Stone
- + 1x Overgrown Farmland
- + 1x Preordain
- + 1x Relic of Progenitus
- + 1x Repopulate
- + 1x Stonehorn Dignitary
- + 1x Terramorphic Expanse
- + 1x Temple of Mystery
- + 1x Temple of Enlightenment
- + 1x Wilt
Grind on
satsuki living lore
2 years ago
Cool deck!!!
This looks like a ton of fun to play.
Have you considered Sterling Grove, Restoration Specialist, Canopy Vista, or Krosan Verge?
Sunpetal Grove and Overgrown Farmland are also good.
Cheers!!
Balaam__ on
Nature's return
2 years ago
The ones emboldened in red are illegal in the format, but there are better alternatives anyway. Consider Botanical Plaza as a replacement for the lands, or even Overgrown Farmland if budget is less of a concern for you.
Andramalech on
Shrines R us
2 years ago
I noticed you said land value was a concern, so I had some thoughts:
Some ways to keep your utility game strong could include the cycle lands like Tranquil Thicket and Forgotten Cave. Those provide draw when otherwise you don't need the colors.
Bojuka Bog, Temple of the False God, and Crumbling Vestige are other noteworthy utility lands that various people enjoy.
Check lands, like the more recent Overgrown Farmland and Rockfall Vale are (somewhat) cheaper ways to get your value on.
Burn lands like Shivan Reef and Yavimaya Coast are great ways to provide yourself with more options to do the thing without breaking the bank.
I'd recommend using something like Chromatic Lantern to help cover color needs. I know you said budget was a concern so maybe stuff like Utopia Sprawl or Trace of Abundance over things like Bloom Tender.
Considering how (most) WUBRG builds rely on green to do the heavy lifting, if you could spring for a copy of Yavimaya, Cradle of Growth it could really help a lot.
If you consider Bounce Lands (Gruul Turf, Simic Growth Chamber), you'd get more value back out of your cycle lands. Again, I'm unsure what the budget is but I wanted to provide a few interesting options to get you the colors you're in need of!
I hope this helps a bit! Best of luck!
legendofa on How do you, personally, balance …
2 years ago
Pip percentages all the way. I start off with "5-color basics" in play testing; I use tokens or off-color lands or other generic cards to fill land slots and pretend they enter untapped and tap for any color, no downside. So play testing with perfect mana. All nonland ramp and fixing should be in place at this point. Lands are the last thing I work on.
Once I get the main deck in a good spot and start looking at color balancing, I count the total pips and pips of each color, and divide them proportionally into basic lands, including hybrids as full pips. Let's say I'm putting together a EDH deck and have landed on 38 land slots. I count the green pips and get 50, blue pips are at 66, and white pips are at 45, for a total of 161 pips. I want at least 50/161 of my mana base to be green, 66/161 to be blue, and 45/161 to be white. That's 31% green, 41% blue, and 28% white.
The next step is to put that into the 38 land slots. I start with basic lands to ensure the balance. Using the percentage above, that's 12 Forests, 16 Islands, and 11 Plains, for a total of 39 lands. Cut one from the highest (rounding error), dropping Islands to 15. Next, check if any colors are overrepresented at mana value 1-2, and take 1-2 from the highest and give it to that color. In this example, let's say I loaded up on low MV green cards for ramp, so cut one more Island for a Forest. Final basic land totals are 13 Forest, 14 Island, and 11 Plains.
Finally, because I want multicolor lands in there, I switch basics out for nonbasics, keeping the colors as proportional as possible. So I'll take out a Forest and and Island for a Breeding Pool and Yavimaya Coast, a Forest and a Plains for Bountiful Promenade and Overgrown Farmland, a Plains and an Island for Port Town and Nimbus Maze, one of each for Seaside Citadel, Treva's Ruins, and Spara's Headquarters, and so on. Fetchlands are treated as lands that can add mana of the colors it searches for, and single-color lands like Eiganjo Castle are switched out one for one with their basic lands.
I always try to keep enough basic lands to cast any spell in the deck off basic lands alone. If I have cards that cost and in the deck, I will keep at least five basic lands. At least two of those will be Islands, and at least one will be a Forest and a Plains each. You never know when a Back to Basics or Ruination will come by to mess up your day.
Finally, colorless lands. I add these on a case by case basis, usually skimming from the color I have the most sources for.
So it's a process, but I've found it to be very reliable in the long run.
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