Alpine Meadow

Combos Browse all Suggest

Legality

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
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Alpine Meadow

Snow Land — Mountain Plains

(: Add or .)

Alpine Meadow enters the battlefield tapped.

CommanderNeyo on These Hands Rated S for Speed

6 months ago

Howdy! Note that you cannot use Archangel of Wrath, because although it is a white creature it has black in its color identity because of the {{b}} kicker cost.

Have you considered adding Sol Ring, Boros Signet, and Talisman of Conviction? They are excellent mana options.

I also would consider adding (2) more lands - your commander is (5) mana, so you want to make sure you can cast her.

Also, giving Karlach haste will speed up the gameplan - consider cards such as Lightning Greaves or Rising of the Day. I especially recommend Rising of the Day, because it also gives your commander +1 power - so you can one-shot a player every turn with commander damage.

You have a generally high average mana cost for the deck, so I would consider removing some of the higher cost cards or add more ramp, such as Worn Powerstone and Thran Dynamo.

I would consider removing Earth Tremor and replacing it with Swords to Plowshares. Generally you want your removal spells to be around 1 or 2 mana, so that you aren't spending all the mana in your turn just to remove one threat.

I would also consider updating the lands you have - there are lots of cheap lands to consider, such as: Command Tower, Needle Spires, Battlefield Forge, Temple of Triumph, Clifftop Retreat, Boros Garrison, Furycalm Snarl, Wind-Scarred Crag, Sacred Peaks, Boros Guildgate, Alpine Meadow, Stone Quarry, Rustvale Bridge, and Lorehold Campus.

Hope this was useful!

slasherturtle on Equip Me Daddy

1 year ago

This will be long, probably.

The first thing I notice is your land base. It's pretty important for this deck to reliably get Jor out on turn 2 consistently, and you may be a bit short on lands for that. To that point, you also want to limit lands that tap for colorless or enter tapped to only the ones you absolutely need. While the lands that tap for both and enter tapped (like Alpine Meadow or Sacred Peaks) are nice for fixing, they are slow and ultimately it's up to you whether to run those or not. The biggest one that pokes out to me is Reliquary Tower. Not only does it only tap for colorless, I'm also not sure you're going to be drawing enough cards for it to be any better than a basic Plains or Mountain. I'd keep an eye out for Slayers' Stronghold and Sandstone Bridge in playtesting, depending on how often they go off they might also be worse than a basic. All in all though, land base is pretty good, you just need more. Maybe 2-3 more of each basic to get started and tweak from there.

I really like the amount of nonland cards that grab you lands you have (like Wayfarer's Bauble and Navigation Orb). They're better than Evolving Wilds and cheaper than fetch lands, but if you ever do get the chance to pack some fetches in here, I think you could take one or two of those out and replace them with some more equipment or creatures that like them. You can also never go wrong with adding a Solemn Simulacrum.

I really like almost all of your nonland cards and can think of very few cards I'd want to swap for better alternatives, but I think some are pretty safe cuts if you're trying to trim down to 100 cards.

  • Some of your Living Weapon cards are really expensive and don't do much other than make an equipped creature, but their cost is so high that you should already have enough to trigger Jor by the time you can even cast them. Others just feel like they won't impact the board enough to warrant a spot in the 99. The ones that stick out to me are:

  • Mortarpod, which takes up a 2 drop spot and conflicts with casting Jor

  • Sickleslicer, which just feels a bit underwhelming
  • Skinwing, which feels exceptionally steeply priced, even for an equipment that grants flying
  • Strandwalker, which is also very steep

  • There are also some cards which I think either hurt more than they help or don't do you much at all:

  • Prophetic Prism doesn't offer you any ramp and takes up a 2-drop spot. As someone with a 2-drop commander, you want to minimize the amount of other 2CMC cards in the deck because they get really awkward, especially in the first four turns. Turn two you're forced to choose between playing your 2-drop and your commander, and then turn 3 you have to decide between whichever you didn't choose and whatever good 3-drops you may have access to. It fucks up your whole curve.

  • Shuko equips for free but basically does nothing else after that. The same is true for Leather Armor. It may or may not be worth it, up to you.
  • Invulnerability may be slightly overcosted with buyback and you may be better running retroactive protection like Norn's Annex or Ghostly Prison.
  • Keen-Eared Sentry may not do as much as it seems. Having Hexproof is nice and makes you feel safe, but I ran Aegis of the Gods in Azor for years and it almost never saved me from anything, not only because having hexproof isn't as strong as it seems but also because people will want to kill it very quickly if they do need to target you.
  • I love the amount of repeatable combat effects in this deck, but they are worse than nothing if you don't have a board state that can take advantage of it. Some of those slots may be better used on other equipment or cards that care about them. If I were to cut any, it'd probably be Relentless Assault because it's not repeatable like Akki Battle Squad, Aurelia, and Waves of Aggression. This may also apply to Response / Resurgence since you can't fetch it with Sunforger and it's other half isn't super great.
  • As wonderful as Lightning Greaves is for commander protection, it also prevents you from being able to attach any more auras or equipment to whichever creature it's attached to due to Shroud and I tend to not recommend it in Voltron decks. It's also a 2-drop. That one is just personal choice though.
  • You may have one or two too many cards that reduce the cost of your artifacts. Yours are all so cheap and you may find yourself better off having something that draws you cards or cares about equipment than a card that only helps if you're trying to cast expensive artifacts. Since it's easy to kill and doesn't do much else, Starnheim Courser may at least be worth a cut, if not also Jhoira's Familiar due to mana cost alone.
  • Quietus Spike and Scytheclaw have the same effect, which also isn't good enough to win the game on it's own since the damage cut happens after you deal damage, meaning you can literally never kill someone off of that trigger alone unless you leave them with exactly one life. Since Scytheclaw at least has Living Weapon, you may want to consider cutting Quietus Spike.
  • Sword of Feast and Famine is good, but it isn't insane. If you don't already have one it's probably not worth spending 50 bucks on.
  • The Ward you get from Amulet of Safekeeping in your Maybeboard might not be worth making all of your living weapon and Assemble the Legion tokens weaker.
  • I love Assemble the Legion so much. It is one of my favorite cards in Magic. It may be my favorite enchantment period. It is also balls ass slow, expensive to cast, and doesn't synergize with your strategy. That one is up to you. I'd run it just because I like it, but it'd be the first card I cut if I needed to trim some fat.
  • Mask of Immolation gives you an equipped creature, but it doesn't do much else for 2 mana. If it equipped for free it'd be different, but it's equip cost isn't cheap given how weak it's effect is. It's also a 2 drop.
  • Toggo, Goblin Weaponsmith is much better when you can throw his rocks, which you don't want to do in this deck because you want to keep them attached to things for Jor - meaning you're spending three mana for a guy who gives you one equipment that does nothing a turn.
  • Leonin Shikari isn't something I'd say you should take out immediately, but you should keep an eye on it during playtesting. If you find you aren't taking advantage of her ability enough, cut her and replace her with something that isn't a 2-drop.
  • Wrath of God may be better than Vanquish the Horde. That's just my opinion though.

All in all, what you keep and what you cut is up to you, this is just what sticks out to me personally. The closer you get to 100, the better. If you're able to cut it down to at least 104 or 105, try just playing without 4 or 5 of the cards you aren't sure about and playtest from there, then use those 4 or 5 as your maybeboard. Also this deck is really cool and I like it a lot.

Poolplayer on Fun with Nacatl

1 year ago

Updating to Alpine Meadow was a great call for Wild Nacatl being 3/3 on turn 2 with the right draw and came up quite a bit and with a forest in play ambusher surprised haste goblins on return attacks. I tried putting a plains and mountain alone but the cursed draws would give me those and no forests to power the deck from behind. Evolving Wilds is the cheap way to thin the deck and either Sol Talisman or Mox Tantalite work well by turn 3 to get an advantage without tapping out for artifacts of the same power. I was trying Gift of the Gargantuan but the rate of not drawing land wasn't working well and being stuffed with creatures I couldn't afford to play wasn't working as well as Kodama's Reach.

Anyways, a fun deck. Comments are welcome!!

DreadKhan on Staxdrop! (Snowdrop Vorthos Deck)

1 year ago

I got my first Meekstone from a store's binder, one that probably hadn't been looked through in an age, that was ~20 years ago now. Even when I didn't really understand the game particularly well, I could see that it had potential. It's a tough card to sneak into decks, but it's a good card to make people's eyes jump out when it hits the table. People tend to remember 'remove this 1 drop or your deck won't work' cards!

The Aura Payoffs are meant to be used in combination with tutors that find Auras for me and mostly the two Auras that can be bounced and recast for WW or RR, Crown of Flames and Flickering Ward, each recast will trigger my various payoffs. I'm not 100% that this is consistent enough, but it feels good when it works, paying RR or WW to draw a card and buff my whole board isn't a bad Commander ability. I have the 2 that cost 1WW and 1RR to do the same, but those feel WILDLY worse, not sure if they'll both stay in.

For the land tutors, technically anything that can find a non-basic Plains can also find me a Mountain Plains like Sacred Foundry (which I intend to add) and Alpine Meadow, but it is a valid concern, I might want to look at more ways to find a Mountain. Still, that's all of 2 of them in the deck, because WotC doesn't like printing Enemy Duals with basic land types it seems.

Haha, yes, the deck is trying to do too many things, that made it really, really hard to get the deck down to 100 cards. It's not really 'done' yet I feel, so it's good to get some feedback. I suspect some of those relatively weak White creature tutors might work, I have a lot of small creatures that I like to get out. If I could fit in more card draw I'd probably solve the main issue that I have, which is running out of cards if I can't set up a draw engine. Some of your suggestions will probably help, thanks for your input!

TypicalTimmy on Card creation challenge

1 year ago

This was an idea I wanted to try for a little while now; A tri-color checkland.


Mountain Fang Peak

Land

Mountain Fang Peak enters the battlefield tapped unless you control two or more lands of the following types: Island, Mountain or Plains.

: Add , or .


So, like Sulfur Falls, you need to control specific land types. But unlike Sulfur Falls, rather than just one land type, now you need two.

And if all you control is an Alpine Meadow, no Mountain Fang Peak will not ETB untapped. While you do have two subtypes, you need two different permanents. Alpine is just one permanent, ergo ETB tapped.


It bothered me that we have Jade Orb of Dragonkind as well as the blue and red ones, but not the white and black ones. I'd like to think that white would gain you life equal to that Dragon's power and black would have an opponent ̶d̶i̶s̶c̶a̶r̶d̶ ̶a̶ ̶c̶a̶r̶d̶ mill cards.


Quartz Orb of Dragonkind

Artifact

: Add . When you spend this mana to cast a Dragon spell, you gain life equal to its power when it enters the battlefield.


Onyx Orb of Dragonkind

Artifact

: Add . When you spend this mana to cast a Dragon spell, target opponent mills five cards.


Rineraz, the Covetous

Legendary Creature - Elder Dragon

Flying, Ward X where X is the number of nontoken artifacts you control.

Rineraz, the Covetous can only be cast by mana produced by artifact sources you control.

When Rineraz, the Covetous enters the battlefield, gain control of target artifact each opponent controls until Rineraz leaves the battlefield or you lose control of him. Untap those artifacts, they gain haste until end of turn. If you lose control of Rineraz, the player who gained control of him also gains control of all artifacts you control but do not own.

8/8

(He is an 8/8 because I recognize not only how difficult it will be to cast him only using artifacts, but that it will become increasingly more difficult with commander tax - and a simple bounce or artifact wrath shuts him down, entirely.)


Are there any "unfinished sets" or other ideas that have bothered you, that should have been finished or changed? If so, here's your chance to correct / amend it or them.

Gidgetimer on Stomping Counters

2 years ago

See, the problem with specifically me suggesting cuts is that you and I seem to have much different playstyles. I am not big on Planeswalkers and like to keep my mana curve super low to the ground, especially with a mana hungry commander like Marath. I can tell you about objectively strong cards for your mana base though, and I tried to just do that.

If I were pressed and had to make suggestions; for just the first four sorceries I would say both 6-mana Ajanis, a basic Forest, and a basic Plains. For all 12 of my suggestions and in descending order from first card cut to last so that you can take any number and have my suggestions for cuts:

Ajani Unyielding

Forest

Ajani, Valiant Protector

Plains

Woodland Mystic

Zhur-Taa Druid

Domri, Anarch of Bolas

Druid of the Anima

Jiang Yanggu, Wildcrafter

Somberwald Sage

Incubation Druid

Alpine Meadow

Many of these other cuts are also ramp, but that is because your Land+Ramp number is pretty close to what I like after cutting the two Ajanis. Going with sorceries and artifacts will protect you a little better from sweepers since your mana base will be able to survive a Wrath of God and you would be more likely to be able to recover. The artifacts will still leave you weak to Austere Command, but you are less likely to be collateral damage.

Another switch I would just make straight up is Archetype of Aggression in for Aggressive Mammoth in keeping with me liking to keep a mana curve lower.

Load more
Have (1) oyianakis
Want (0)