Arboreal Grazer

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Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Penny Dreadful Legal
Pioneer Legal
Quest Magic Legal
Tiny Leaders Legal
Vintage Legal

Arboreal Grazer

Creature — Beast


When Arboreal Grazer enters the battlefield, you may put a land card from your hand onto the battlefield tapped.

wallisface on Landfall Champions

1 week ago

You land count and ramp abilities both seem waaay too low here.

Your only ability to ramp seems to be Grow from the Ashes, which at 3 mana is a pretty clunky spell, and does very little work towards accelerating your land drops.

20 lands is also waaay too low for what you’re doing here. As reference, Modern Primeval Titan decks are currently running 32 lands (and i’ve never seen this lists run less than 30).

Added to the above, your current deck has absolutely nothing to do on turn 1, meaning you’re always starting a full-turn behind your opponent - a really dangerous and unwise place to be.

I would advise upping your land count by A LOT, and getting more cards in to help you accelerate (like Explore and Arboreal Grazer). You’re currently running too many payoff cards and not nearly enough ways to ensure you’ll be able to cast them.

wallisface on Rampy Boi

1 month ago

Some thoughts:

  • because you’re only running Forest as a land-type, Matca Rioters is always going to be a 1/1. I’d suggest ditching it.

  • all your ramp creatures are good for generating mana, but terrible for actually advancing your plan of increasing your land count. Cards like Explore or Arboreal Grazer are probably more useful for ramping you in a way that’s more meaningful to your creatures.

  • Rancor is probably useful to let your big stompy creatures actually close-out a game and not just get chump-blocked by 1/1s forever.

Squee_Spirit_Guide on Shifty Crabs!

1 month ago

Hey aholder7, thanks for your thoughts! I've been trying to resist control in this deck because I feel like I always go down that path with (probably because it's the best option). I view this as more of a race about trying to have more crabs than my opponent can find removal before it's too late. I don't play competitvely, so I've been finding that the deck runs pretty well, even in the face of removal.

That said, I like the idea of Arboreal Grazer. Adding a decent body for blocking and an extra land drop is nice, I'll definitely be trying that out! And you're probably right that control/interaction would be key if I wanted to win an FNM or take this to a GP (do GPs exist still?).

Thanks again for taking the time to to leave your ideas and suggestions! It's much appreciated :)

aholder7 on Shifty Crabs!

1 month ago

I am liking the concept for this deck. Scapeshift with two crabs should be pretty much game. I don’t see you managing it with 1 crab though. Assuming you are hitting your scape shifts for 6 and grabbing only fetches for max landfall value. You are getting mill 36 over the two turns. The rest you need to have gotten by that point with earlier triggers. And doing that with only 3 fetches (since I already assumed getting 6 of them with scape) seems a lot harder. Now that’s not a dig at the plan, just my observations on the math which is the context for my opinions. With a turn 1 crab you could get a turn 4 kill but it assumes no one shoots the crab or counters scapeshift. Two very big assumptions imo. You seem to be going relatively all in on the combo. I know you list Tireless Tracker as a back up. But that provides you cards but you aren’t playing any interaction and having more cards doesn’t actually win you the game. It mostly seems to help you try and get to another crab to try your main strat again. But if you are going all in on the combo and you play blue I feel that you should at least be packing Counterspells of some kind to protect your combo. A Spell Pierce or something could work well because right now your deck seems to have a weakness to a Lightning Bolt cast in response to scapeshift. Not counting the counterspells you aren’t playing any interaction. No kill spells or ways to slow down the opponent. It seems very possible that even if you don’t get interrupted that you could die just as easily turn 4 since you won’t be stopping them. I’d highly suggest at least some form of interaction in the main board. Since you have titan, if you want a back up plan, you can just make 1 of your lands Kessig Wolf Run and a single mountain. That way you can threaten them in combat if the mill strategy isn’t working.

I think your deck is fine if the game goes long because you have the threat of dropping a single crab and scapeshift on a late game turn to mill for over 24 with 24 more if you untap. It’s just surviving that long if you didn’t kill them on t4. The scute swarm seems to be your main survival tool which as you stated isn’t exactly your best hope. You’d rather not block with crabs if you can help it. You could put some counters in like Remand and Counterspell or you can play cards like Arboreal Grazer which can ramp you then chump block which may be more your style.

Overall I think the deck is really interesting but I think your lack of interaction is going to be a big hinderance. I hope you do well with this deck and I’m curious about what games you’ve had and how it fares.

9-lives on Question about cards that utilize …

1 month ago

Spellweaver Eternal is an aikido card because it does damage by blocking. This is like a real martial artist doing this in aikido. Also, as I said in my deck's description, with regard to my manabase and card MV, The highest MV card I have is at 4, so I think that my manabase is just fine. I've noted that whenever drawing mana cards in a deck, without too little or too much, it's around 1/3 of the deck that makes for the best. Whenever I had 24 mana cards in a 60 card deck, I found myself often drawing too many throughout the game. Of course, this is dependent upon things like Arboreal Grazer but regardless...

wallisface on

1 month ago

Some thoughts:

  • Always aim to get your deck down to 60 cards. 66 might not seem like much over, but it's going to mess with your consistency and leave you with an overall weaker deck.

  • Abundant Growth doesn't really help you as it still only lets the land tap for 1 mana as it did before, and as you're only a 2-colour deck, you don't need the colour fixing.

  • Mirari's Wake and Canopy Tactician also feel too slow for ramp cards, and it's probably worth trying to find better options to fill these slots.

  • As your deck has a large percentage of lands, cards like Arboreal Grazer and Explore could do very well for you here.

  • Taplands are painfully slow, and i'm not sure its worth running either of Thornglint Bridge or Tranquil Expanse when you could just be running basics instead.

nbarry223 on Land Prison

2 months ago

I'd think you could cut some Arboreal Grazer. Too many early cards just give you less impactful cards as the game goes on. You do want an explosive start, but there's a certain point where you have too much ramp, and you should cut back on some of the early stuff. Since you don't have the land coming into play untapped, Arboreal Grazer doesn't really do anything for you the turn it is played, making it significantly worse than all your other ramp.

It's also not like you are in need of ramping to any crazy amounts of mana, so I definitely think you can trim on the Grazer. I'd think you want to keep Elvish Reclaimer around 3, as you have its effect duplicated already, and it is a land tutor essentially, which really helps your strategy. Maybe 3 or 4 is correct, but I'd put Grazer as less important, even though it does enable some of the stronger turn 1 plays.

nbarry223 on Viga-BOOM! (Phyrexia update)

3 months ago

Hmm a turn 3 Dryad Arbor is not nearly as good as an Elvish Reclaimer or Arboreal Grazer. It does get significantly better as turns go on, but at that point a better threat may be better.

The landfall enabling and synergy with increasing land count for Dryad of the Ilysian Grove and Scapeshift may be enough for it to be a decent lategame threat, but objectively it’s kind of meh early.

Still going to test, but it’s not as good as a tutor like Eladamri's Call was. Diabolic Intent also looks like something to test for that reason, but I don’t really like cards that rely on a resource I can’t guarantee (in this case having a creature to pitch and mana). I’d be very hard pressed to play this particular tutor t2.

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