Adventuring Gear

Adventuring Gear

Artifact — Equipment

Landfall — Whenever a land enters the battlefield under your control, equipped creature gets +2/+2 until end of turn. Equip {{1}} ({{1}}: Attach to target creature you control. Equip only as a sorcery.)

Latest Decks as Commander

Adventuring Gear Discussion

garrukhunter98 on all my homies hate mana

4 months ago

I don't think this works the way you think this does. Kurkesh, Onakke Ancient works only with activated abilities that aren't mana abilities, so the cards in this deck it actually works with are Alchemist's Vial , Buzzing Whack-a-Doodle , the equip activation of Adventuring Gear (though that would be useless, as it would only equip to one creature), Metalwork Colossus (though this is not an ability you would want to copy as it would fizzle since it would already be in your hand from the graveyard), and Arcbound Reclaimer which is a great ability to activate since it is basically free recursion.

I think you are confusing activated abilities and triggered abilities. You want abilities that have some sort of cost. Pentavus would be great for the deck.

DasButch on Das FandLall

7 months ago


Adventuring Gear turns the Tireless Tracker into a brute. As this deck produces a ton of Clue artifacts.

Vorrac Battlehorns is to allow lethal damage through against a wide board. If you have a better idea on how to get damage through, lemme know.

Prismatic Vista Does the same procs for landfall as Verdant Catacombs , though a few more sac lands couldn't hurt.


Snips500 on [PDH] Tatyova Combo

1 year ago

shardstar- I think I can answer that question for Crash. I have a version of Tatyova as well but with more of a control focus rather than pure combo. But both decks win in the same way. Pretty much the goal is to creat infinite mana in one of two ways. The infamous drake combo which you surly know and then the lesser know Tidal Bore combo. The Tidal Bore combo needs the following: Tatyova, Benthic Druid, Mystic Sanctuary, Walking Atlas(or any creature with the same effect) and ofc Tidal Bore. Once infinite mana has been generated you want to draw your deck. There are many different options to do this but the end goal is the same. Draw into another Archaeomancer like creature or Mystic Sanctuary assuming you don't already have two. Next up is Ghostly Flicker if you don't already have it. Compulsive Research is the actually win-con here. With Ghostly Flicker and 2x Archaeomancer and infinite mana you are able to make everyone draw their decks and win!

I am not crash and therefor can not tell you exactly why they took out Displace but I assume it was to make space for something else. And taking it out was possible due to there being a second combo with Tidal Bore.

Adventuring Gear, while a valid and more of a fair way of winning it would only kill one opponent per turn, giving the other 2 at the table plenty of time to find a way to deal with your combo or just kill you instead.

Sorry Crash if I stole your thunder :)

shardstar on [PDH] Tatyova Combo

1 year ago

I've been kinda curious. It seems the deck has gone trough many iterations since the original posting For instance Displace is nowhere to be found now.

But what I'm curious about is that with the removal of Adventuring Gear what is the current wincondition. I see a clear way to the combo, but not how to close the game itself.

Snips500 on [PDH] Tatyova

1 year ago

Hi, I also have a competitive Tatyova list and I was just wondering how this deck wins. Sure you get the infinite combo but then do nothing with the infinite mana (the only thing you could do is Capsize everyone else's board but that is not winning). You are also missing probably the best land you could play: Mystic Sanctuary. In my opinion, you also do not need any of the mana dorks because you are already playing 38 lands and plenty and I mean PLENTY of land tutors you really don't need all of the dorks.

For the infinite combo pay off there are a few different ways you could go. The safest way is to mill all of your opponents by infinitely looping Compulsive Research or Deep Analysis which early also doubly as good cantrips.

Then there is the more casual friendly way by making and infinitely large Ivy Elemental or something similar then slap a Rancor or Aqueous Form on it and kill one player at a time. An alternative way of doing this is with Adventuring Gear on Tatyova (or any other creature) and then with infinite mana flicker, a land and an Archaeomancer to get infinite landfall triggers. Then with evasion, you can nock others out.

On last thing. Tidal Bore + Mystic Sanctuary + Sakura-Tribe Scout + Tatyova, Benthic Druid = Infinite blue mana + infinite life + infinite land fall triggers (as a side note you do need three other islands for mystic to work)

Snips500 on [PDH] Tatyova Combo

1 year ago

Hi, I just recently brewed up a Tatyova list that is aiming to be competitive and I wanted to ask about a few of your choices. I acknowledge that you have likely tested and played this deck more often but I am mostly curious about some of your card choices and the direction that you took this list. You can find my deck here: ~PDH~ When Lands Came to Value Town (Tatyova)

  1. Why do you include so much card draw? I actually run zero spells or otherwise that draw me cards other than lands through Tatyova. When I first was putting the list together I had a bunch in the form of Ponder, Gush, and so on but ended up cutting them for other cards.

  2. Some of your Land fetchings spells just seem bad. I don't mean to offend but cards like Nature's Lore, Search for Tomorrow, Shoreline Ranger, Spoils of Victory, Farseek, Kodama's Reach and Rampant Growth just don't seem worth it to me. Instead of some of these fetch spells, I run 40 lands. I was also surprised that you are not running Dreamscape Artist (Springbloom Druid just seems like a worse version). It's like a repeatable Harrow and gets you two Tatyova triggers. I would argue that that card is one of the most powerful cards in my deck behind Tatyova ofc and Mystic Sanctuary.

  3. I decided to include more utility lands such as Bojuka Bog, Khalni Garden, and Sejiri Steppe. This decision on my part to include these was in spite of some of them not being in Green Blue but I though their value outweighs that downside. Bojuka Bog for example is better than Relic of Progenitus in this deck because you can flash it in with a creature like Walking Atlas and exile a target players bin and draw a card like relic. The thing is though that Bog is repeatable through your creatures that bounce your lands. Sejiri Steppe is similar in the way that its repeatable protection for Tatyova or another important creature.

  4. I noticed you only ran 1 land bouncing creature. In my deck, these guys power much of the value. With them and Halimar Depths I can basically ponder each turn at least once, it allows me to repeat the ETB effects that I mentioned above, and It also allows me to get a land drop in if I missed one for some reason. Floodbringer, Oboro Breezecaller, Soratami Rainshaper are the ones I run in addition.

  5. Now a few suggestions I have: Whispersilk Cloak, Power Sink, Universal Solvent, Vines of Vastwood, Scaretiller, Explorer's Scope (This works well in conjunction with Adventuring Gear and Aqueous Form), Seat of the Synod and Tree of Tales can be tutored with Trinket Mage, Library of Leng, Stone-Seeder Hierophant/Krosan Restorer, Spidersilk Armor (So the majority of your board doesn't die to Shrivel, Electrickery or something like that and harder for Pestilence and Crypt Rats.) Also Snap can ramp you is you have a land that taps for two and same with Frantic Search if you do want to play cantrips. Another win-con that will win you the game as soon as you combo off is Sage's Row Denizen that is assuming that you are not using Mystic Sanctuary.

Thank you for hearing me out. I am sure that there is a good reason for many of the cards I just questioned and I am excited to hear them to understand your deck better. If you have questions about my choices and reasoning I would be more than happy to explain further. I am trying to make the best Tatyova deck that I can and just wanted to know why a list with a similar end goal is running certain cards that I cut out.

Lastly, I just wanted to say that after looking through your list I am considering running: Lull and Moment's Peace because sometimes this deck has a problem stabilizing early because my playgroup sees my deck as a very large threat. Merchant Scroll, I don't know why I was not running it. Mystic Remora and Rhystic Study are just too good to pass up and I probably should have been running them. I have just one problem and that would be cutting cards. I would apreciate it if you could take a look at my list and tell me what you think.

DasButch on Das FandLall

1 year ago

I have now made a kill with damage only from Elvish Mystic and Adventuring Gear LOOOL.

fatalzintomyum on Build around cards

1 year ago

Try something fun like Sakura-Tribe Elder. throw in Living Plane and maybe Adventuring Gear

Load more