Arid Mesa

Arid Mesa

Land

, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card and put it onto the battlefield, then shuffle your library.

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Want (9) metalmagic , jecder , ivaggione , KnutW , Entrei , Kel_Tapped , Baconpiestudioz , Hollowdude711 , booradleypwns

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Legality

Format Legality
Commander / EDH Legal
Oathbreaker Legal
2019-10-04 Legal
Legacy Legal
Limited Legal
Unformat Legal
Highlander Legal
Pioneer Legal
Vintage Legal
Block Constructed Legal
Canadian Highlander Legal
Modern Legal
Tiny Leaders Legal
1v1 Commander Legal
Duel Commander Legal
Leviathan Legal
Casual Legal
Custom Legal

Arid Mesa occurrence in decks from the last year

Latest Decks as Commander

Arid Mesa Discussion

Masterful on Necronomicon | Teysa Karlov | Primer

1 week ago

cfost827 I haven't had any problems like you mentioned so far. Remember that Knight of the White Orchid doesn't have to fetch a basic plains and can instead grab Godless Shrine or Scrubland. The odds of drawing multiples of the plains-only fetches and knight of the white orchid while already having their targets on the field or in hand are unlikely. However, I agree that this is an easily-preventable problem if you keep encountering it. I'd start by getting rid of Arid Mesa and replacing it with one plains. This will decrease the number of plains-only fetches to 3 total and increase the number of plains targets to 4 total, so you shouldn't realistically have any more problems. If you want to further change the mana base, it's the most flexible part of the deck. Personally, I value mana consistency in early turns, so I don't see myself changing anything immediately. If you find value in adding in more basics, and it works for you in testing, that's great!

DemMeowsephs on I am Ironman

1 month ago

Hey there! Below are some suggestions for improving your land/mana base! Some suggestions may or may not be within your budget, so feel free to ignore the ones that you think don't personally fit you despite my thoughts! Needleverge Pathway  Flip, Temple of Triumph, Sacred Foundry, Inspiring Vantage, Battlefield Forge, Sunhome, Fortress of the Legion, Sunbaked Canyon, Arid Mesa, Rugged Prairie, Spectator Seating, Scabland, Strip Mine, Wasteland, Command Tower, Slayers' Stronghold, Inventors' Fair, and Ancient Tomb are all great things you may want to consider! As for ramp, you may like some of the following: Arcane Signet, Sol Ring, Boros Signet, Land Tax, Gift of Estates, Brass Squire, Dockside Extortionist, Treasonous Ogre, Simian Spirit Guide, Seething Song, Ruby Medallion, Pearl Medallion, Cloud Key, Mind Stone, Lotus Petal, and Geosurge! Ramp is a very important part of commander, and in your deck getting equipment out fast as well as playing Ardenn fast seems to be important- and ramp can help you do just that! While you obviously shouldn't use all of them, there are definitely a few in there you should put in FOR SURE. Now that said, I hope this helps, good luck on your deck, and have a wonderful day- happy tapping! :)

Omniscience_is_life on Looking for W/U lands featuring …

1 month ago

For non-basics (couldn't find a single fucking island btw) there's Animal Sanctuary, Arid Mesa, Castle Ardenvale, Mountain Valley, Survivors' Encampment, and Thalakos Lowlands

RNR_Gaming on Burning Man 2020

2 months ago

I mean I've also been a fan of Searing Blaze it's a little less good without the fast fetches Bloodstained Mire, Prismatic Vista, Wooded Foothills, Scalding Tarn and Arid Mesa. Other than that the creatures most seem to rotate between Goblin Guide, Monastery Swiftspear and Eidolon of the Great Revel - though you're probably want to be more spell based to play your burning man and snipe off creatures; if you were inclined to add black Bump in the Night does work. If you were to add white Boros Charm is super solid. Lastly, Shard Volley usually gives people a tad more extra reach.

DemMeowsephs on Licia Blood Bending (Mardu Life control Voltron)

2 months ago

Hey there! You mention the mana base needing some help in your description, and if you're still looking to work on that, maybe consider some of the following cards! Many may be out of budget, and you could possibly have been aware of them all already, and if that is the case I hope this can be of use to you as a reference!

Since you have the two temples, you may want to include the last one, Temple of Malice. Even though you don't run too many / cards, you still need that colored mana to cast Licia, and so you want a relatively even mana base. Same goes for the last pain land, I'd recommend including Sulfurous Springs since you have the other two. Since you're also gaining a lot of life, and because they are great in general, you may want to take a look at Blood Crypt, Godless Shrine, and Sacred Foundry, (the shock lands) which function very well, especially with the following cards: the fetch lands. Bloodstained Mire, Arid Mesa, and Marsh Flats are some of the best lands in the game! These can search for the shock lands, not just basic lands, allowing you to get any colors you need from just one of them! While that whole set is pretty expensive, it may be something to think about for the future. Now on the cheaper side, there are the wonderful fast lands, Blackcleave Cliffs, Concealed Courtyard, and Inspiring Vantage, which can help you support your early fundamental turns quite well! If you wish to include a lot of basics/shock lands, you may want to think about having the check lands, Dragonskull Summit, Isolated Chapel, and Clifftop Retreat, which tend to be great and also lay on the cheaper side. Last but not least, there are the filter lands, Graven Cairns, Fetid Heath, and Rugged Prairie! Now that said, here are some non-dual lands that could really help fix the mana base quite a lot that I would recommend: City of Brass, Mana Confluence, Ancient Tomb, Prismatic Vista, Fabled Passage, Reflecting Pool, Exotic Orchard, Strip Mine, Wasteland, etc.

Now enough about lands! Here are some ramp spells you might like. Land Tax, Arcane Signet, Commander's Sphere, Talisman of Conviction, Talisman of Hierarchy, Talisman of Indulgence, Jet Medallion, Pearl Medallion, Ruby Medallion, Sol Ring, Gift of Estates, Weathered Wayfarer, Chromatic Lantern, etc!

I also have a mardu deck, (A Deal With the Devil EDH ⫸PRIMER⫷), so if you want to check out most of the cards I mentioned on a list, feel free to pop in there! Anyways though, I hope this helps, good luck on your deck, and have a wonderful day! Happy tapping!

Squirrel_of_War on Omnath Landfall

2 months ago

Some changes I recommend:

Remove:

Add:

I'll let you know which land to replace as you get the fetches. So far the list looks awesome!

Miraculeux on My little angel horror

3 months ago

So, here are my thoughts about the deck:

Manawise, your landbase should rather consist of lands that come into play untapped. It's important to have your mana available asap. I would suggest replacing karoo lands like Orzhov Basilica and also Opulent Palace with battlelands like Sea of Clouds and painlands Adarkar Wastes. The storage lands are also not ideal (e.g. Dreadship Reef), because they do not provide colored mana at start. And of course the more fetchlands you can add the better, missing Scalding Tarn, Arid Mesa, Verdant Catacombs, Windswept Heath, Wooded Foothills, Flooded Strand, Bloodstained Mire.

I would suggest you to cut even the three remaining creatures and add additional card advantage and lock pieces. Im missing Sylvan Library, Rhystic Study and Mystic Remora... all important ways to get extra cards.

Since your main wincon is the Consultation combos, I suggest you definitely run Thassa's Oracle as a main, cheap combo piece.

Lightning Greaves, boots and Helm are not necessary, since protecting Atraxa should not be such a priority to warrant extra cards for it. Also Mana Tithe, Mana Leak and Opt are not that relevant in a multiplayer format. I would advise to replace them with general, cheap countermagic, for better utility. Dovin's Veto, Delay, Swan Song, Tale's End can serve both to protect your cards and your combo, but also disrupt your opponents from winning.

From cheap, but relevant planeswalkers (besides Oko ofc), I would add Vraska, Golgari Queen and Kaya, Ghost Assassin. They generate a lot of card advantage over time.

Also with the amount of manarocks, you could play Winter Orb to stall and buy bit more time for your 'walkers.

Nightblad3 on One fine day with a woof and a purr

3 months ago

This deck looks like a blast to play and looks like a solid list overall. I do have some suggestions/feedback though. You should be able to go wide enough that the buffs you get outweights the buffs your opponents get with Coat of Arms. If you buff other tribal decks, which seem to be relatively rare IME, they're less likely to attack you, so it's a great politics piece. I'd add the relevant shocklands (think Sacred Foundry, fetchlands (think Arid Mesa), and/or checklands (think Clifftop Retreat) to upgrade the manabase, & I think Chromatic Lantern would be a good addition. I'm not too hot on Skyshroud Claim, Mowu, Pridemalkin, or Longshot Squad. The latter three don't interact with the deck too well and Claim only gets forests, which isn't great in a 3c deck imo.

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