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Format | Legality |
1v1 Commander | 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 |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Alchemist's Refuge
Land
: Add
, : Until end of turn, you may cast nonland cards as though they had flash.
legendofa on Vedalken Chronometer
8 months ago
wallisface I'm not sure that it's exclusively blue--it's definitely blue-something, but the cards that let you do something "any time you could cast an instant" are white and blue, for equipping and planeswalker loyalty abilities, respectively, and those colors plus green equal "as though it/they had flash" for another type of instant-speed-ness: Ride the Avalanche, Alchemist's Refuge, etc. There's just not a lot of precedent for this ability. I see the blue aspect, I'm just not sure blue-exclusive is the way to go.
Actually, going or might be okay, with heavier color requirements.
Azoth2099 on Galea, Kindler of Hope
11 months ago
Recs to consider: Sword of Feast and Famine, Soothsaying, Vanishing, Idyllic Tutor, Sterling Grove, Moon-Blessed Cleric, Conqueror's Flail, Steal Enchantment, Ponder, Mirri's Guile, Alchemist's Refuge & Emergence Zone.
Tinnuki on Horrors from Beyond
1 year ago
Profet93: No worries!
My "combo" comment was just my shorthand way of saying that with a decent opening hand in an ideal game, it's possible to get the perfect two creatures into the grave early on, cast Mimeo, and 1-Hit KO a player each turn, barring any pesky interaction. I know it's not technically a combo by definition, it just feels like one to me!
To answer your questions:
Springbloom Druid is not one I considered, but I see the value with Ramunap. Chump block, or another sac target for Victimize is a benefit, too. Good suggestion, I like it!
Alchemist's Refuge doesn't really have a specific function, other than being a bit of extra utility for when I need it. Yavimaya Hollow is not a card I'm familiar with, but it's perfect. Another good suggestion.
Sensei's Divining Top is a good card, and I don't really have any reason for why I don't have one. Likewise, I don't have a specific reason for why I use Guile, other than the fact that I like the passive see-3 effect. Related point, extra draw is an area that can be improved, so I'll have to take all this into consideration.
As a general side note, none of my commander decks are completely optimized, 100% efficient machines. They're just piles of cards that I've toyed with and found a good arrangement that suits me. Anytime I'm asked "Why don't you run [card]?", saying "I never felt compelled to try it" feels like a lackluster answer =P
Abaques on Aquaman, Lord of the Fishies
1 year ago
If you're looking for a way to finish the game in good'ol battlecruiser style, I'd consider Archetype of Imagination to make your team of giant sea monsters unblockable.
You've got some big boys so you might actually benefit quite a bit from playing at flash speed so your opponents aren't able to react to what you're doing as well. Leyline of Anticipation might be worth a spot and you should absolutely try to find a spot for Alchemist's Refuge
Max_Hammer on Kadena "Surprise tool for later" …
1 year ago
For those that are curious on the changes I made to the deck
What I'm taking out: Show
What I'm putting in to replace it: Show
I also plan on changing out some other lands, but above are the utility lands only.
DemonDragonJ on Commander Masters Previews and Speculation
1 year ago
Seizan, Perverter of Truth and Powerstone Minefield have never been reprinted, so I would like to see them, in this set.
The utility lands from Innistrad, especially Alchemist's Refuge, should all be reprinted, as should be the ten utility lands from the original Ravnica block, such as Sunhome, Fortress of the Legion or Orzhova, the Church of Deals.
Tur on Hidden Power - Crop Rotation
1 year 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:
- Command Beacon / Sanctum of Eternity
- Reliquary Tower
- Scavenger Grounds / Bojuka Bog (B)
- Field of the Dead
- Rogue's Passage / Access Tunnel / Shizo, Death's Storehouse (B)
- War Room / Bonders' Enclave / Castle Locthwain (B)
- Emeria, The Sky Ruin (W) / Valakut, the Molten Pinnacle (R)
- Mystic Sanctuary (U) / Witch's Cottage (B)
- Hall of the Bandit Lord / Flamekin Village (R) / Hanweir Battlements Meld (R) / Slayers' Stronghold (WR)
- Hall of Heliod's Generosity (W) / Academy Ruins (U) / Volrath's Stronghold (B)
- Strip Mine / Wasteland / Dust Bowl / Ghost Quarter
- Maze of Ith / Mystifying Maze / Labyrinth of Skophos / Kor Haven (W) / Glacial Chasm
- High Market / Miren, the Moaning Well / Phyrexian Tower (B)
- Witch's Clinic / Vault of the Archangel (WB)
- Homeward Path
- Cavern of Souls / Boseiju, Who Shelters All
- Thespian's Stage / Vesuva
- Winding Canyons / Emergence Zone / Alchemist's Refuge (UG)
- Mikokoro, Center of the Sea / Geier Reach Sanitarium
- Castle Ardenvale (W) / Kher Keep (R)
- Castle Vantress (U) / Memorial to Genius (U) / Cephalid Coliseum (U)
- Inventors' Fair
Theme Lands:
- Karn's Bastion
- Dark Depths
- Urza's Power Plant / Urza's Mine / Urza's Tower
- Sunscorched Desert
- Windbrisk Heights (W)
- Idyllic Grange (W)
- Ghost Town / Oboro, Palace in the Clouds (U)
- Riptide Laboratory (U)
- Minamo, School at Water's Edge (U)
- Tomb Fortress (B)
- Den of the Bugbear (R)
- Goblin Burrows (R)
- Castle Embereth (R)
- Wirewood Lodge (G)
- Castle Garenbrig (G)
- Oran-Rief, the Vastwood (G) / Gavony Township (WG)
- Mosswort Bridge (G)
- Kessig Wolf Run (RG)
- Sunhome, Fortress of the Legion (WR)
- Grim Backwoods (BG)
Ramp Lands:
- Nykthos, Shrine to Nyx
- Urza's Saga
- Cabal Coffers (B) / Cabal Stronghold (B) / Crypt of Agadeem (B) / Lake of the Dead (B)
- Temple of the False God / Ancient Tomb
- Myriad Landscape
- Blighted Woodland (G) / Krosan Verge (WG)
- Treasure Vault
Color-Fixing Lands:
- Command Tower / Path of Ancestry / Reflecting Pool
- City of Brass / Mana Confluence / Forbidden Orchard
- The World Tree (WUBRG)
- Yavimaya, Cradle of Growth
- Urborg, Tomb of Yawgmoth
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.
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