Highland Forest

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic 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
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Highland Forest

Snow Land — Mountain Forest

(: Add or .)

Highland Forest enters the battlefield tapped.

DeathBySprnkles on Can I have multiple copies …

4 months ago

Can i have multiple copies Rimewood Falls in my commander?

I am putting together a Simic Commander deck. I was going through the listing of land cards on the Magic Gatherer Database, and came upon Rimewood Falls from Kaldheim. The page for Rimewood Falls says that the rarity of the card is Basic Land. This had me questioning other duel "Basic land type". I looked at Tangled Islet from Dominaria United set it too says basic land. Other cards I saw were Tropical Island, which says it is not a basic land just has basic land types, and Highland Forest, which is rarity says basic land for Kaldheim but common for Commander Legends: Battle for Baldur's Gate.

I do have a feeling that the answer is that I'm allowed only of copy of Rimewood Falls in the commander but I just want to be sure.

eliakimras on Jund Dragons

11 months ago

Forgot to say what to take out for the three cards above: Green Sun's Twilight, Hull Breach, Lukka, Bound to Ruin. The Twilight is unrealiable until you spend a lot of mana into it. The Breach is sorcery-speed. The planeswalker does not do much here.

Now some small upgrades you can make:

eliakimras on Ur dragon, need recommendations

11 months ago

Hello! I saw your deck help tag and wanted to give some insight.

I don't run Miirym as commander, but I do have her in the 99 in Smashing Faces with the Ur-Dragon, and she always pushes me to victory whenever she's allowed to stick on the battlefield.

Some areas you might want to change to improve your consistency:

1 - Ramp

2 - Draw/Haste

3 - Removal/Boardwipes

4 - Protection

5 - Card draw

6 - Better threats

7 - Some utility lands you might want to run

DreadKhan on Korvold Sacrifice

1 year ago

There are lots of options to help fix your mana that have been printed, some of the handiest are those that can dig out a land, and lands that make more than 1 colour. Both are very useful, some effects can even dig out 2 or 3 colour lands, but these are pricier in most cases. Some budget options include Jund Panorama, Riveteers Overlook, Evolving Wilds, Terramorphic Expanse, Mountain Valley, and Rocky Tar Pit (the last two can find non-Basic lands, this includes Woodland Chasm, Highland Forest, Sulfurous Mire), Cinder Glade, Smoldering Marsh). Blighted Woodland can find other land types if you have Green already, Myriad Landscape can find Green (or another colour), finding Green is usually important because of cards like Cultivate, and Kodama's Reach, these ramp you but can also find you a needed land type. There are also even better options (arguably) like Farseek, Nature's Lore and the pricier Three Visits, these can find non-Basic lands, making them very useful. I always liked Harrow, it can find 2 different colours of land if it's helpful, there is also the lesser Roiling Regrowth. Since your Commander is at 5 mana, you might even include stuff like Skyshroud Claim or Circuitous Route, there are more but they aren't as popular due to costing 4 mana (you can get stuck on 2 or 3 lands).

A pair of random cards that might work for you are Midnight Reaper and Grim Haruspex, both draw cards whenever your creatures die, and cost very little mana. Another couple randomly useful creatures Dockside Chef, Skullport Merchant, and Mayhem Devil, which are certainly gotten pricier but is still extremely good.

Happy deck building!

multimedia on Stomping Counters

2 years ago

Hey, I saw your forum topic asking for help.

The manabase and ramp/color fixing could use some tweaking, but more draw is really what your deck needs. That's the area of your deck to consider spending some on for improvements.

I choose these cards as suggested cuts because you have better cards that do the same or similar effects. More draw especially repeatable draw sources replacing some of this redundancy could help gameplay.


The manabase is overall good except the amount of Forests, which is too many. The ratio of color sources in the manabase is 28 green:16 white:16 red. 28 green is almost double amount of another color which is a little much. Forests are important, you want them as most lands, but I don't think you need 12 of them. Green one drop mana dorks are good, but I don't think only three of them are enough to play so many Forests to hinder the other colors in the chance that you have one in your opening hand with a Forest. Crop Rotation can get any land by sacing a Forest.

Some manabase problems are 12 Forests, the Slow Fetch lands, Aether Hub, Arctic Treeline and Highland Forest. 12 Forest reduces the color fixing from lands too much. Grasslands, Krosan Verge, Mountain Valley are too slow for what they do and are not needed because you have Marsh Flats and Windswept Heath.

Aether Hub is relying too much on three cards that proliferate or Aetherstorm Roc. Consistently Hub won't have enough energy to make colored mana. Arctic Treeline and Highland Forest are nice that they have basic land types, but you don't really need them because you have Shocks and Tangos.

Consider cutting some basic Forests for more budget lands that can make green or another color?

Making these lands changes can balance the ratio of color sources to 26 G:20 W:20 R. This balance keeps the amount of green close to what you have currently while increasing the amount of white and red. Of course most of these are the least expensive price playable lands that you could add. There's many others that are more price/better lands.

Good luck with your deck.

Unlife on Stomping Counters

2 years ago

Temple of Abandon, Temple of Plenty, Temple of Triumph, Brushland, Battlefield Forge, Karplusan Forest, Cragcrown Pathway  Flip, Needleverge Pathway  Flip, Branchloft Pathway  Flip could all fit into your manabase. I know you have a budget of about $5 per card, and i believe most of them other then Brushland are at or below that range.

I can see how heavily your deck is weighted toward green, but my instinct is that you have a lot of enter tapped lands that don't do anything when they enter tapped. Temples could at least provide 2 colors and scry you a card, but things like Grasslands don't thin out your deck enough to be worth losing a turn.

My recommendation is to cut 3 forests, Grasslands, Mountain Valley, Aether Hub, Alpine Meadow, Arctic Treeline, Highland Forest for the 3 temples, 3 pain and 3 pathways. With new caperna dropping, you can also cut a forest for Jetmir's Garden when its released.

Apologies for the wall of text, I hope it helps.

DreadKhan on Because Jared said so, and what Jared says, goes.

2 years ago

I suspect you'd benefit from a few more White mana sources, or things that can find them. Blighted Woodland and Myriad Landscape are readily cast ramp that can find plains for you. Krosan Verge is on colour here, and is probably worth running as well, as it can find non-basic lands for you, like the Kaldheim Snow Duals. There are also ramp spells that can find those Snow Duals, so it's not just about the pricier Fetch Lands. The relevant Snow Duals are Arctic Treeline Alpine Meadow and Highland Forest. Farseek can find Meadow at least, and things like Nature's Lore, Three Visits, Skyshroud Claim can find any that are Forests. These have no other upside, but getting access to White mana off of Three Visits is going to help. Most people just find Shock Lands with Farseek, but Snow Duals are very solid options to have.

The other thing that jumped out is the low amount artifact/enchantment hate. Cards like this are really useful in Commander, there is almost always a target, even if you draw a few of them. Viashino Heretic is good artifact hate on a stick, Devout Witness can hate on either, but is worse at it's job. You can also run Green options, which often sac the creature like Thrashing Brontodon or work as a Comes Into Play effect like Reclamation Sage. Since you have big creatures and love to have Jared get hit, Ulvenwald Tracker can arrange for Jared to get swatted by the biggest thing on the board every turn, either killing it and growing or just growing.

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