Arboreal Grazer

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Legality

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
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Arboreal Grazer

Creature — Beast

Reach (This creature can block creatures with flying.)

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

TheoryCrafter on Low cost cards to help …

1 week ago

With monogreen I'm thinking permanents that do additional land plays including, but not limited to, Arboreal Grazer, Azusa, Lost but Seeking, Oracle of Mul Daya and Walking Atlas. Another for your deck would be Courser of Kruphix. I hope this helps. Happy Hunting!

tobi89 on BEASTORM copy

2 weeks ago

Ok, I added the Selesnya Sanctuary. I thought that I can make mana of multiple color from the Metamorphosis, which is not the case. I also added Ephemerate as an protection spell, and as this is almost never a dead card I am running two main board. Also the Crumbling Vestige works with Sanctuary and Arboreal Grazer pretty well for producing red in the big turn. I think it´s better than Lotus Petal, because it stays on the board afterwards. When i kept a hand with the petal before I had some draw elf on board one turn earlier, but I was struggeling with mana afterwards more often than not.
I am still not sold on Nylea's Forerunner in the main board as it is one more card that I really don´t want to see in my opening hand And there is not that many decks in current meta that would have many blockers and are pushing so aggresivelly. Maybe I need to loose some games to this and will change my mind :-D

tobi89 on BEASTORM copy

3 weeks ago

Thanks for the comment! I agree, that in this version the lands are often scarce, especially when sacrificing the Tinder Farm for early drawer, but when I was trying the Selesnya Sanctuary it felt terribly slow. Also it always produces the white for which I didn't always had a use. Some tinkering with the mana base may be needed, but I didn't have problems with colors, more with the amount of mana available.
Considering the trampler: 5 mana seems too much for me to cast it reliably in the storm turn, but that may also be linked to my shrinked mana base.
I will try to fiddle with the lands and see how it will go. One that comes to my mind is Crumbling Vestige As it synergysis with the Arboreal Grazer so well. But I am a little bit afraid of it's utility in the following turns.
Anyway, I will try on on Monday if the last 3 cards arrive and make changes according to the reasons why I will loose the games :-D

capwner on Nu-ponza

4 months ago

amarthaler Hey thanks! Lol I'm surprised you found this I haven't deckcycled it at all yet... Right so I built this around Mold Shambler being a Sowing Mycospawn impersonation for pauper since land destruction on a body is really good for obvs. reasons. So far the deck seems to be able to ramp into them pretty well, if you curve out perfect it's Turn 1 Arboreal Grazer > Turn 2 Thermokarst > Turn 3 Mwonvuli Acid-Moss > Turn 4 kicked Mold Shambler, so that feels pretty sick when it happens. And Faultgrinder is there to infinitely recur using Evolution Witness+Treetop Snarespinner blowing up lands every turn at the top end. Thresher Beast is a cool rec but I think it might fall a bit short in the face of killspells, since it has an attack trig and not an ETB? Thanks for checkin' out the deck!

jonjonhholt on Bounceland Stompy

7 months ago

i love the concept for this deck! Seems like a fun alternative to things like Cleansing Wildfire-esc strategies. The only things that stand out to me is that i think running either Generous Ent or Oliphaunt instead of Sagu Wildling is probably worthwhile. Also a couple other cards that came to mind were Malevolent Rumble as it helps dig for bounce lands or a threat. As well as Bannerhide Krushok as it can either reinforce as a nice little instant speed buff turning Arboreal Grazer or Coiling Oracle into an actual creature or krushok can be your 4-drop if you dont draw Writhing Chrysalis. Then once you've ramped a bunch you can scavenge the krushok to turn anything into an immediate threat. But seriously dope list love the idea

kamarupa on Uren8

9 months ago

Oh boy. I have... uh... a lot of thoughts.

I'm going to start with ramp and mana base. I've been commenting something along these lines on a lot of decks lately. Ramp isn't much of a ramp if you're missing land drops regularly. Getting to, say 3 available mana on t2 is nice, but if you don't hit a land drop or dork on the next 3 turns, the ramp didn't really help. I'm generally not a fan of spells like Arboreal Grazer and even less a fan when there aren't a substantial number of lands in a deck to start with. At a mere 20 lands, you're going to be have to be very lucky to get both Arboreal Grazer AND 2+ lands in an opening hand. And even if you do, the likelihood of you continuing to draw lands just isn't very high. Basically, any effect that lets you "play an additional land" is just way too conditional to be consistent in my view, and therefore, I prefer to run with dorks and enchantments and rarely, rocks. You do have an enchantment that tutors you 2 lands, but at a pretty steep 4MV, I think it's going to function as much as a 'thinner' as it will a ramp spell. I do see some redundancy there with Prime Time, so I could see it be a useful spell. I should state that Prime Time isn't a creature I have much experience with, so I don't know much about what other spells synergize with it best, but I have a gut feeling that what you've brewed could have better synergy with it. It seems like it might be getting included because it's a well known and feared threat more than being a perfect fit. You also have Flare of Cultivation, which seems like your 3rd best ramp spell after your two dorks. While I like that you can cheat it into play, I don't like the required sac cost to do so as the only really good target is the Arboreal Grazer and that's just too conditional to be consistent. It's not a spell I have lot of experience with, and while I'm not a big deck thinner, I can't deny it has a lot of powerful potential. But I want more good targets for it, preferably ones that actually WANT to be sacrificed. The best part of your ramp is that you have 8 1MV dorks. Given your EXTREMELY high average MV of 4.35, I think 8-10 is probably the right number. To sum up, I would cut Arboreal Grazer and possibly reconsider both Prime Time and Encroaching Dragonstorm, either leaning into Prime Times most classically defined deck elements or cutting it. I'd try to find another 1MV creature for your Flare of Cultivation to target (6-8x 1MV non-dorks that want to be sacced) or I'd look for some other ramp choices. I'd also consider adding in something like Fertile Ground, or maybe Utopia Sprawl, as you do already have a good number of lands with the basic Forest type. If you do go for the Sprawl, then perhaps Yavimaya, Cradle of Growth might be a smart add. Finally, I'd like to see this deck reach for at least 22 lands if not 24. You've just got a hell of a lot of very high MV spells and these days I strive for 22 lands as my minimum. It's just more consistent.

Next, I want to follow up on some of what Balaam__ brought up - disruption. Disruption doesn't do much good in a sidebaord. It needs to be mainboarded or else your deck will not only end up unbalanced when sideboarding, but you'll also be tempted not to sideboard as much as you struggle to choose what spells to swap out of the mainboard. I believe almost all decks need at least 4x disruption spells in the mainboard, with 8 being best. Disruption comes in a lot of forms - counterspell is great, but I don't like tieing up mana playing the waiting game. Removal is classic for reason. Usually half of 8 disruption spells are a form a removal. Sideboards offer us different methods of removal so you can get past all the defenses opponents might use to prevent that removal. That makes sideboarding a lot easier to pull off, swapping removal for removal. I really like protection spells Heroic Intervention - while defensively, it can function like a counterspell, offensively it can do things counterspell can't. It largely comes down to preference, but disruption beyond removal is almost always essential. Of course, there's also discard, which is a solid choice, too, though I don't prefer it because it misses cards drawn after it's cast and so isn't as foolproof as a pre-emptive defensive play. I also like squeezing in 1x Fog spell when I can. I love the comedic flavor of it, but again, that's just my preference/sense of humor. Assuming you cut Arboreal Grazer, Flare of Cultivation, and at least a few copies of Encroaching Dragon Storm, even after adding 2x land, you should have room for at least 4x disruption spells in your mainboard. Incidentally, all these changes should also help bring down your average MV, which will make the deck not only faster, but more resilient as it will be able to respond to opponents.

One thing I do think you have right here is the number of creatures. But I'd like to see tighter choices that play off each other a bit more. I get that Prime Time and Flare of Cultivation support Ureni, the Song Unending, but at 3 copies and Legendary status, I'd want to solely focus on that creature or abandon that whole strategy - it's all or nothing with spells like that - run 4x of Ureni to maximize its odds it comes up when Breaching Dragonstorm when that hits. Maybe even look for spells that let you tutor it to the top of your library - Scheming Symmetry comes to mind, though I don't think that's exactly the right spell for this brew. Brainstorm might be a good option - not really a path to card advantage, but it would be useful in setting up Breaching Dragonstorm.

To return to Balaam__'s feedback, I also agree with him that Breaching Dragonstorm, especially at 5MV is too easy a target for opponents to thwart. I do think you've got enough ramp to hardcast some of your threats at least some of the time, but adding in a secondary (or even primary?) cheat-in spell would almost certainly make the deck more consistent. Elvish Piper, for example might be just as fast or even more consistent, though it wouldn't help with your big sorcery spells. Although I think this would be a significant departure from your current brew, Maelstrom Archangel would be a nearly identical backup to Breaching Dragonstorm. I'd probably go for 6-8 total "cheat-in" spells.

Overall, I feel like this deck isn't quite focused enough. It's not clear what it really wants to accomplish and doesn't seem completely committed to any one goal. At the same time, it also seems a little over-gunned - I sometimes say, "you don't need to bring a tank to a water-pistol fight to get a win" - when it comes to successful brewing, it's not the biggest threat that wins, it's the fastest fully effective one. So my broadstroke advice is to try to narrow the deck down to the core you really want to win with and try to support that core as much as you can.

I do love me some card advantage and I can see how Up the Beanstalk could have been useful here. As alternatives, you might consider Garruk's Uprising, Tribute to the World Tree, or even just plain old Harmonize

Sometimes I find I'll start a brew like this and realize I might have tried to squeeze 2 or more decks into one. It might be useful to fork this once or twice and explore different aspects in each fork. Make one with a lot more disruption mainboard, one with different ramp spells, one that really focuses on Prime Time, etc etc.

I hope some of this is helpful. I'm just spitballing off the top of my head. Don't take it as me being too critical. I'm really just throwing out the first thoughts that came to mind and I'm very likely to have missed nuances, etc.

Andramalech on Mono green superramp

10 months ago

eww... alright, lemme help.

Foxigami on Earthquake

1 year ago

Scapeshift, Primeval Titan, Azusa, Lost but Seeking, Explore, Golos, Tireless Pilgrim, Arboreal Grazer, Spelunking, Dryad of the Ilysian Grove would be some cards that are fun.

Springheart Nantuko is such a fun card to build around. there are some many combos i can think of that would be fun with it assuming you trigger the landfall trigger and play for the bestow cost. bestowing it on Arboreal Grazer would make you empty your hand of all lands, bestowing it on Azusa, Lost but Seeking or Dryad of the Ilysian Grove allows you to play an infinite amount of lands, and Golos, Tireless Pilgrim or Primeval Titan as it would allow you to automatically play all the lands in your library... though you would need Spelunking or Amulet of Vigor to make the lands enter untapped. if you really wanna some jank infinite combo, bestow it on Scute Swarm and have Ashaya, Soul of the Wild for infinite scute swarms and landfall triggers. i think the most janky combo i can think of with this card would be Life and Limb, Yavimaya, Cradle of Growth, Valakut, the Molten Pinnacle, and Mind Bend. if valakut and yavimaya are on the battlefield and you mind bend valakut to replace the mountain text with forest. you can bestow any of your lands and have valakut ping an infinite number of times.

anyways, Springheart Nantuko combo tangent aside, i highly recommend adding either Crucible of Worlds, Conduit of Worlds, Ramunap Excavator, Perennial Behemoth, and/or Walk-In Closet / Forgotten Cellar as it would allow you to recast your fetch lands from your graveyard every turn.

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