Ancient Tomb

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Penny Dreadful Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Ancient Tomb

Land

: Add . Ancient Tomb deals 2 damage to you.

Profet93 on Sekki, Ghost Piñata

1 day ago

Just read the description, wish I could upvote again, pinata party!! Invite your friends!

Abundance - Given you need draw, rather than filter, why not replace it with a draw spell? Should you still wish to keep it, why not include Sylvan Library to 1) Synergize with abundance like crazy = 3x cards of your choice without life loss. 2) Top deck manipulation when you need it. 3) Draw in a pinch

Colossal Majesty - Why not swap this with Elemental Bond or Garruk's Uprising?

Awakening Zone - What purpose does this serve, ramp? Double tokens with doubling season?

Terramorph - There is much better ramp in green such as Migration Path.

Asceticism - Vines of Vastwood would most likely better serve your purpose. While not permanent, it's much each to cast and also provides a stat boost should needed. Being able to bluff against removal is powerful in a political meta. Not to mention that wipes that will inevitably come cannot be stopped by the regen clause (for most wipes). Swapping these will lower your CMC and help ensure interaction.

Bonders' Enclave - Draw in a land slot

The Great Henge - Cast right after your commander. Draw, 1/1 counters and lifegain all for 2 green mana.

Ancient Tomb - Ramp in a land slot

Garruk, Primal Hunter - Draw, token production and a maybe ult. Nice for nykthos. Could maybe swap Return of the Wildspeaker should you value versatility over instant speed interaction.

Greater Good - One of green's best card draw, your commander will give u +5 cards. Some good value. Sac outlet also helps prevent against theft and exile effects.

Harmonize - Card draw at it's simplest

Rishkar's Expertise - I see what you're saying in your description. The decision of going tall and or wide. This might be worth considering as it's draw and doesn't effect tempo.

There are other potential cuts but I wanna see what you think of these first before going further

Profet93 on Kura Tron Beatdown

1 month ago
High Market - Land, tutorable sac outlet. Also helps prevent theft.

Ancient Tomb/Castle Garenbrig/Eldrazi Temple/Nykthos, Shrine to Nyx - Ramp

Boseiju, Who Endures - Removal

Cavern of Souls - Anti blue for commander or Eldrazi

Yavimaya, Cradle of Growth - Utility, make eye of ugin + nonbasics tap for green

Yavimaya Hollow - Protection

Fetchlands - For recursion effects

Emrakul, the Promised End - Best Eldrazi, won me too many games to count.

Kozilek, the Great Distortion - Draw, interaction. Overall solid card with built in evasion to boot.

Scapeshift - Land tutor, finds field and make all the zombie tokens simultaneously. Even better with ancient greenwarden to double triggers

Harmonize - Decent draw spell, worth looking into

Finale of Devastation - Tutor, recursion and wincon all in 1

Green Sun's Zenith - Similar to above

Tur on Hidden Power - Crop Rotation

1 month ago

TypicalTimmy

Thank you for noticing my intention, that is the key point of this argument!! Newer and casual players tend to disregard or ignore Crop Rotation, because they only see it for very expensive cards such as: Gaea's Cradle, Mishra's Workshop, The Tabernacle at Pendrell Vale, Serra's Sanctum, Bazaar of Baghdad, and Diamond Valley. (I.e. sacrifice a Forest and get Gaea's Cradle.)

In fact, I own all of these cards and in only one single case is Gaea's Cradle the first priority for Crop Rotation. Here are a few examples using commander decks: (These do not include utility lands, such as Bojuka Bog, Cavern of Souls, nor Homeward Path.)

Commander: Lord Windgrace

Lotus Field is great for ramping with Lord Windgrace minus three ability. Cabal Coffers is fantastic for ramp. Field of the Dead provides a win condition and blockers.

Commander: Mina and Denn, Wildborn

Because of Fiery Emancipation, Valakut, the Molten Pinnacle became ridiculously overpowered. Nine damage every time a mountain enters the battlefield. Furthermore, the Scapeshift combo causes you to win the game.

Commander: The Gitrog Monster

Dakmor Salvage is the combo engine for The Gitrog Monster. Therefore searching for it, the sacrificing it to The Gitrog Monster is crucial for the deck.

Commander: Gargos, Vicious Watcher

Hall of the Bandit Lord provides haste to the hydra tribal. Reliquary Tower is necessary for cards such as Soul's Majesty and Greater Good. Nykthos, Shrine to Nyx is pretty nice with the triple green devotion from Gargos, Vicious Watcher.

Commander: Carth the Lion

Field of the Dead is way too good in Carth the Lion, because Garruk, Cursed Huntsman emblems immediately with Carth the Lion. Making at least one 5/5 zombie with trample every turn is very strong.

Commander: Maelstrom Wanderer

Sanctum of Eternity allows you to put Maelstrom Wanderer back into your hand, allowing for the on-cast trigger to happen again. High Market not only taps for mana, but allows you to send Maelstrom Wanderer back to the command zone.

Commander: Sythis, Harvest's Hand

Unfortunately, for this deck Serra's Sanctum is the best target for Crop Rotation, however Nykthos, Shrine to Nyx is a close second best target. With Sythis, Harvest's Hand you have to commit heavily to the board, so your devotion is going to be high. Field of the Dead gives blockers before you can stabilize with Sphere of Safety, Solitary Confinement, and Ghostly Prison.

Commander: Marwyn, the Nurturer

Unfortunately, for this deck Gaea's Cradle is the best target for Crop Rotation, however Wirewood Lodge is a close second best target for untapping Marwyn, the Nurturer. In fact, I found myself frequently choosing Wirewood Lodge over Gaea's Cradle because it does not draw as much threat for Strip Mine effects. Wizards of the Coast is frightfully aware of this fact and has made many cards to compensate by using creatures and enchantments: Priest of Titania, Itlimoc, Cradle of the Sun, Elvish Archdruid, and Circle of Dreams Druid.

Hope this helps clarify my stance!

Tur on Hidden Power - Crop Rotation

1 month 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.

kirbysan on [Primer] Helming the Host of Heaven *Update*

1 month ago

Guerric

Was able to squeeze in a 4-pod game after Brother's War Game Day today and had some interesting interactions with the new cards:

Opponents:

Wilhelt, the Rotcleaver Zombies, Koma, Cosmos Serpent Simic Goodstuff, Krenko, Mob Boss Goblins

Starting Hand:

Ancient Tomb, Mutavault, Cavern of Souls, Snow-Covered Plains, Enlightened Tutor, Sephara, Sky's Blade, Bishop of Wings

I didn't have a draw in hand but with the tutor could've gotten one. First card I drew though was Smuggler's Share so it went something like:

T1 - Snow-Covered Plains for Enlightened Tutor for Pearl Medallion

T2 - Ancient Tomb into Smuggler's Share *

*I know I broke the carnal rule of not playing Giada turn 2 but I was fully expecting the Koma player to begin ramping as Simic typically does

T3 - Cavern of Souls into Pearl Medallion & Giada, Font of Hope

T4 - Snow-Covered Plains (drew into) to play Bishop of Wings and then I had to replay Giada for 3 because the Krenko player had PTSD from the angel swarm I played against him last time and blew up my Giada

My first angel to drop after Giada was actually Breathkeeper Seraph who I soulbonded to Giada. My Bishop of Wings was also blown up by Krenko but when they took out Giada, I just got her back on my next upkeep and re-soulbonded her.

I was able to get out Sephara, Sky's Blade hardcasted with an Angelic Page for 1 and had a nasty board state. Since nobody was playing white, they didn't have many exile effects, only destroy effects. Even if they were able to take out Sephara, they'd need to follow up with a board wipe before my upkeep or I'd just get her back. Wilhelt played Drag to the Bottom which only ended up helping me since my angels were so large.

In the end I closed out the game with a couple swings and a well timed Sigarda's Vanguard not that it mattered much since they couldn't touch my board. One play I enjoyed was using Oblation on Koma before their turn as they never ended up ramping and could never get their commander back out. I had misgivings about this card but it ended up being useful and I don't always have a Path or Swords in hand to deal with threats. Smuggler's Share was yet another whiff this game as I only got a single treasure out of it and it lasted the whole game. I think the lesson here is that I should always use Enlightened Tutor on a draw spell, rather than a ramp spell. On the other hand, if no player is ramping or drawing then we're essentially just keeping pace with them.

Profet93 on Liberating Surprise

1 month ago

Figured, just wanted to be sure. I'm curious, how has Portal to Phyrexia been for you? Seems too costly for what it does.

You seem to have a lot of combos similar to your Kozilek deck if I recall correctly. I guess you like colorless a lot :)

Why do you run Immortal sun with 6 PW's, has the anti-synergy outweighed by the value Immortal sun provides?

Sanctum of Eternity - Is this for protection? Why not swap it with ramp like Ancient Tomb?

Have you thought of swapping out Meteor Golem for the (relatively?) new card thats similar but costs 8 mana but works on cast and attack and creates tapped tokens? The name eludes me at the moment but I could look it up later if interested (I don't keep up with the new sets).

kirbysan on [Primer] Helming the Host of Heaven *Update*

2 months ago

Guerric

I love your deck and have been using it as a template as my regular deck for random pub games. While it performed pretty well without any upgrades, I found it ran out of steam mid to late game after I get blown out by a board wipe. After a game or 2, players would usually exile Giada the moment it hits the board, slowing down our ramp signifcantly. Also, if we miss a land drop mid-game, we're basically stuck waiting for a good draw. I realized that building an early oppressive board state begs for a board wipe when everyone else is still building but it sets us back significantly. With that in mind, I cut a lot of the lower CMC angels and built more towards value/recursion. Based on your comments it seems that this deck is more budget focused but since I'm making this my main, I've decided on pulling the best cards from other decks for some spicy upgrades. Let me know what you think below (sorry for the wall of text):

Mana Crypt - What's better than a Sol Ring? A free Sol Ring. Life loss is not concerning.

Mox Amber - With Giada on our board turn 2, this is like an additional land drop.

Mox Opal - I'm currently running 19 artifacts so hitting metalcraft isn't hard.

Land Tax - This card is just straight up good in mono-white. Not so much for never missing a land drop but also so we don't draw into lands on later turns.

Archaeomancer's Map - This one isn't as good as Land Tax but it can help us keep pace with Green ramp and drop the tapped lands on opponent's turns when we can't use them efficiently.

Smothering Tithe - I've played this card in 2 other decks and it's always been great. It usually pays for itself by the time it comes back to you and if not removed can add plenty of mana over the course of the game.

Smuggler's Share - I have mixed feelings about this card. The smarter opponents will play around it, but should still give us some card advantage overall.

Sensei's Divining Top - Helps keep tempo in the game for the cost of 1.

Scroll Rack - Wheeling away a mediocre hand for 1 is strong. Particularly good with Land Tax or Windbrisk Heights.

Lotus Field - I loved Lost Vale so much I wanted another one, especially when someone blew it up.

Flagstones of Trokair - Comboes with Lotus Field.

Thespian's Stage - Copy Lotus Field or Lost Vale.

Vesuva - Copy Lost Vale or Flagstones of Trokair or Myriad Landscape.

Nykthos, Shrine to Nyx - Value with a strong board presence.

Ancient Tomb - Helps with the artifacts and equip costs, life loss is not a concern in this deck.

Cavern of Souls - I hate when blue counters our big angels, so this stops it.

All the fetch lands - Arid Mesa, Fabled Passage, Flooded Strand, Marsh Flats, Prismatic Vista, Windswept Heath. This reduces our number of basic Plains to 11-12 but I haven't had issues with it yet so far as long as we have access to colored mana in my starting hand.

Enlightened Tutor - I swapped out Search for Glory as it can hit my rocks early game or stronger equipments mid-game.

Stoneforge Mystic - Amazing with Sword of Hearth and Home. Keep blinking it and grab the rest of your equipment package for free. Second target would usually be Lightning Greaves just to get some protection on the board or make some hasty angels.

Weathered Wayfarer - Comboes well with the newly added lands. Fetching Lotus Field helps guarantee activation while keeping pace with the ramp.

Recruiter of the Guard - Prime targets would be Stoneforge or Wayfarer but can also hit Starnheim Aspirant or Karmic Guide. Also gets the cost reduction from Herald of War which is nice.

Pyre of Heroes - While Search for Glory can fetch some of our legendary creatures, I prefer getting them straight onto the battlefield. I wouldn't use it on the lower cmc Angels, which I mostly pulled out, but on the higher cost ones to cheat out big angels. The dream is to target the one-off 5 cost angels like Karmic Guide or Sigarda's Vanguard to pull Sanctuary Warden for the card draw into Emeria Shepherd for the recursion or Bruna, the Fading Light  Meld to bring out Brisela, Voice of Nightmares  Meld  Meld

Sword of Feast and Famine - This card is probably the best addition to the deck so far. Having the pro green & black which are both popular colors in Commander usually lets us have a free target. The resource denial isn't super relevant but getting an extra untap for lands is super strong. It's even better if we drop a tapped land before attacks and getting all that value on second main phase. It does draw a lot of hate, but even getting 2 swings off is well worth it. We can also recur it with Serra Paragon or Emeria Shepherd.

Sword of Fire and Ice - I haven't added this one in yet but I think it's a strict upgrade over Rogue's Gloves. Getting the pro blue/red and pinging things off the board is just so much more value for the extra 1 cost.

Lightning Greaves - Short of board wipes, single target removal is the bane of this deck. I usually voltron Giada with all my equips and let the other angels synergize the board.

Angel of Destiny - Needed an alt-win con option and this can provide a way out to knock out combo players. The double strike is also relevant as most of our equipments are based on combat damage so we get 2 triggers.

Emeria Shepherd - Especially strong recursion with fetches. Dropping this on the right turn with a fetch in hand can be game ending.

Serra Paragon - Doubles as a Crucible of Worlds and can grab our swords back when destroyed, and it's an angel to boot. Definitely an auto-include.

Steel Seraph - Haven't playtested this one yet but I like that it's a 3 drop with relevant abilities. The dream is to cheat out Emeria Shepherd with Pyre of Heroes as a turn 3-4 play.

DreadKhan on Indestructible Visions

2 months ago

Master of Etherium is a nice good generic Affinity card, as are Thoughtcast and Thought Monitor. Over Buried Ruin you might look at Treasure Vault, it's an artifact land that can make a bunch of artifacts for something like Nettlecyst or Cranial Plating.

I assume the Sol Rings are for THG, because I'm very sure it's banned in Legacy for being completely busted. There really isn't anything else as good you can substitute other than Ancient Tomb, which can kill you, but people definitely run for it's power. There are also Springleaf Drum and Moonsnare Prototype, which can ramp turn 1.

Not sure if it's truly relevant other than as bad 3 mana ramp, but Mirrormade exists. It's harder to cast than Copy Enchantment, but it can copy an Artifact if you want, which is pretty good value sometimes, copying a Land is funny.

In the event of a mirror match, you might like having access to Ravenform to remove opposing bodies that are indestructible or regenerate, it can also hit pesky artifacts, probably worth a look at for a sideboard.

This is going to sound a bit crazy, but you should consider Vault Skirge in here, making a 5/5 flying lifelink is very good vs some decks, and it also plays nice with Cranial Plating. I usually just cast it for the 2 life on turn 1 and try to get a Cranial Plating on it ASAP in my Affinity deck, it has won me plenty of tough games.

I wonder if the Blinkmoth Urns are too slow? I guess THG they make more sense, but if you want to play 1v1 Legacy, you should keep in mind how fast decks tend to be, as this deck packs essentially nothing to spoke an opponent's wheel. I'm not sure you could really fit in counters, but they are great in Legacy if your not going all-in on speed. Of particular interest, cheap/low mana counters can let you protect your indestructible creatures from Exile effects like Swords to Plowshares or edicts like Innocent Blood or Smallpox, these kinds of effects definitely see play in Legacy. I guess in THG you might have a partner packing the protection? I think you either want more creatures or some protection for your bodies. Some counters that are popular include Spell Pierce, Dispel, Swan Song and Flusterstorm, as well as free ones like Force of Will obviously. Good old Counterspell sounds good in theory, but it can be impossible to hold up UU to protect stuff, because getting out a 5/5 is time sensitive, too late and it won't be big enough, too early and the control player can just remove/counter your stuff and win later on.

Cool deck idea!

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