Access Tunnel

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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
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Access Tunnel

Land

: Add .

, : Target creature with power 3 or less can't be blocked this turn.

carpecanum on Infected Mutations

2 months ago

Blighted Agent + a big mutant is damn near a one shot kill (i like Archipelagore but Brokkos works)

Dreamtail Heron is good just to give something flying and all your smaller infect creatures would get a power boost as well.

Access Tunnel

KBK7101 on The Crustacean Frustration

3 months ago

On a similar note, Access Tunnel for more unblockable shenanigans!

Tur on Hidden Power - Crop Rotation

3 months ago

Hello everyone! This will be a trial forum post for a "Commander - Hidden Power" series. My goal is to show relatively inexpensive cards which are often overlooked by commander players in semi-competitive and casual play. (This post is not designed for competitive play.) If you enjoy the topic, please provide positive feedback and I will consider creating similar posts.

The powerful card I plan on discussing here is Crop Rotation.

This card under five dollars and is one of the most powerful mono-green tutors. Period. Yes, I'm counting all mono-green tutors. This includes: Worldly Tutor, Finale of Devastation, Green Sun's Zenith, Survival of the Fittest, Chord of Calling, Natural Order, Tooth and Nail, Sylvan Tutor, Time of Need, Scapeshift, Hour of Promise, Tempt with Discovery, Reshape the Earth, Boundless Realms, Traverse the Outlands, Rampant Growth, Harrow, Cultivate, Harvest Season, Explosive Vegetation, etc.

It's one color, one mana, instant, searches for any land, you can sacrifice a tapped land, and puts the land onto the battlefield untapped (unless otherwise specified).

Although, Crop Rotation is often overlooked by players because of the very expensive cards it can search and not being "flashy" enough. Yes, Crop Rotation is ideal with any of the following cards: Gaea's Cradle, Mishra's Workshop, The Tabernacle at Pendrell Vale, Serra's Sanctum, Bazaar of Baghdad, and Diamond Valley. However, suppose we don't have a one thousand dollar mana base and cannot play the land cards above. Is Crop Rotation worthless? No. It is still one of the best mono-green tutors. There are so many utility and theme lands which are excellent targets. Ramp lands and color-fixing are also viable options. Here are a few categorized ideas:

Utility Lands:

Theme Lands:

Ramp Lands:

Color-Fixing Lands:

There are many more unlisted cards in each category which could fit your specific deck.

Some of the cards listed above have some pretty cool synergies with Crop Rotation here are a few:Urza's Saga, you can let the saga get to chapter III, then with the ability on the stack sacrifice it to Crop Rotation to get both the artifact and land. Field of the Dead is ideal in every two or three color commander deck with a sufficient mana base (in fact some of my win conditions are given by Field of the Dead). You can also use Field of the Dead as a combat trick. Scavenger Grounds and Bojuka Bog are fantastic for graveyard combo disruption. Maze of Ith and Glacial Chasm will hurt your lands, but sometimes it is needed to stay alive.

Simply having the ability to greatly effect the board state using a one-mana instant speed spell is impressive: life gain, damage prevention, removing steal effects, getting around blockers, denying counterspells, combo stoppers, unlimited hand size, sacrifice engines, haste, recursion, ramp, creating token blockers. The list goes on-and-on-and-on. If fact, if you're playing 3-4 of the lands listed above you should really consider Crop Rotation in the ninety-nine.

All in all, I'm always surprised the number of deck lists which do not play Crop Rotation. This is a fantastic card and one of the best mono-green tutors. It has so much hidden power. Ask yourself if there is a nonbasic land which you are playing (or would play) that would do well with Crop Rotation.

Hi_diddly_ho_neighbor on It's just business

3 months ago

Neat deck. I like the theme that you are going for. Here are a couple thoughts:

Maybe a few more ways to ensure your creatures connect? Any of Cover of Darkness (a bit pricey), Fear, Trailblazer's Boots, Changeling Outcast, Dauthi Voidwalker, Access Tunnel (most of your stuff is small), Whispersilk Cloak, or Prowler's Helm could work.

You only have a few non-rogue/assassin/mercenary creatures, but you could use Conspiracy or Maskwood Nexus to make every creature that you have count.

lcarl3035 on Elven Golgari Army

5 months ago

Access Tunnel makes Lathrill unblockable.

KBK7101 on POISON IVY

6 months ago

Access Tunnel works really well here. It's basically a second copy of Rogue's Passage. Also, I always recommend adding in some Lure type effects for Fynn. They work wonders against other creature based decks!

Slurpz on Peek-a-boo Kadena v. 1.0

7 months ago

Also to aid in this plan and to consider, Access Tunnel

azja on The Secret Art of Nin Nin

7 months ago

You're welcome! I'm always happy to talk about Yuriko.

I can't deny Isochron Scepter is a powerful card, but I've found that Yuriko decks just aren't the best fit. This is primarily because we want most of our instants to be >2 cmc, and because Yuriko is not really looking to play long value-based games where scepter really shines. Also note that you can't imprint sorceries like Ponder (I just realized this myself a couple months ago while playing my Veyran, Voice of Duality deck :P)

Another thing I forgot to touch on last time was the mana base. Colourless mana is really awkward in Yuriko decks, so I'd stay away from most/all lands that only produce colourless such as Access Tunnel, Rogue's Passage, and Temple of the False God. If you don't have more dual-coloured lands, I think basics are much better. I also noticed you have more swamps than islands, so I'd suggest cutting a couple swamps for islands to better fit your card costs!

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