Blasted Landscape

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Blasted Landscape

Land

: Add .

Cycling (, Discard this card: Draw a card.)

TheBestMagicCard on Emrakul, the Promised End

5 months ago

Oh, Manifold Key doesn't untap it's self, not a combo piece...

Hm, interesting point about the Twig and Amulet... Yeah, I guess it is mostly for the getting an artifact in the graveyard... They do act very similar to just a land, but they have that potential to count for . They're kind of like artifact versions of Blasted Landscape. I think Burnished Hart and Kuldotha Forgemaster are the only other cards included that put artifacts in the graveyard? I don't really want to rely on my artifacts getting destroyed by someone else to get that cost reduction...

Codex Shredder is also on my short list of cards to include. I'm always surprised at how useful this card is. It can mill an opponent's Vampiric Tutor or Sensei's Divining Top away, and can also help fill my graveyard with card types, although it's hit or miss with that, it usually flips a land or artifact, and worst case a cool creature... I think I don't actually have any cards that can get something back from the graveyard right now...

I have considered Karn, the Great Creator, especially because it can be a Planeswalker in the graveyard, but I ultimately don't really want my Planeswalkers in the graveyard though... The +1 ability works with Voltaic Construct to make infinite mana with Basalt Monolith, Mana Vault, Grim Monolith, Thran Dynamo, and potentially Everflowing Chalice, just like Karn, Silver Golem, which I think is p cool. The -2 is kind of technically useless in EDH, as tournament rules actually say you can get a card out of your sideboard, not actually any card you own, and in EDH you don't have a sideboard... Casually, sure, if your playgroup is into getting any card that's cool, Ring of Ma'ruf also does this, but I guess I've just opted not to use that ability... The Null Rod effect is obviously very powerful, but yeah, I guess at least in my meta, I'm not as concerned with other people's artifacts, and ultimately I want to be more fast and aggro, rather than defensive and like staxy with the deck. There's a lot of removal in the deck, to me a surprising amount for colorless, and I guess I can rely on that to get rid of a problem artifact, or whatever someone ramps into if need be. So yeah, I guess despite the Null Rod effect and the Voltaic Construct synergy, it still just seems a little clunky, or something? I also play with way more mana rocks in most of my decks then most people in my meta. If more of my opponents played more mana rocks, that would make it much more relevant, but until they catch on, I guess I think it's just not quite there for me...

I might rather put Karn, Silver Golem in, because it's a good blocker, and can turn multiple of my expensive artifacts into an alpha strike...

Karn, Silver Golem was my first commander for this deck way back in the day, and Voltaic Construct was a key part of the deck. It also included Mycosynth Lattice, to destroy opponent's lands, and Darksteel Forge and Nevinyrral's Disk. These cards were really fun to play, and basically a hard lock when they were together, but without Karn, Silver Golem as the commander, I've steered away from that style I guess because it was just so expensive to pull off, and requires multiple high mana-value cards. I think the combos I have in now are cheaper and have more general synergy with other cards, and at this point, just ramping into Emrakrul as fast as possible is pretty devastating. In my heart though, I still want to include them...

scotchtapedsleeves on

11 months ago

Icbrgr Cycling lands are definitely not your friend unless there's some other interaction.

With that in mind I'd take out: Desert of the Fervent Desert of the Mindful Blasted Landscape Smoldering Crater Remote Isle Forgotten Cave

Could replace those with: Training Center Silverbluff Bridge Cascade Bluffs Riverglide Pathway  Flip Spirebluff Canal Sulfur Falls Steam Vents Shivan Reef Stormcarved Coast

Storm the Vault  Flip is another card that looks fun.

Generally I'd be wary of including too many tap lands. Better to have a basic land that you can tap that turn than a land that enters tapped that you have to wait for. Basics are your friend!

TheVectornaut on Searing Infection

3 years ago

Most of my experience with infect comes from playing simic, but I have played the mechanic in all 5 colors. In terms of power, green is the most effective color to play by a very VERY large margin. You get access to the best infect creature in Glistener Elf (along with the slower and safer option of Blight Mamba), you get trample sources to push through damage with Ichorclaw Myr such as Rancor, Predator's Strike, and Larger Than Life, you get protection bundled with buffs in the form of Vines of Vastwood, Ranger's Guile, and Blossoming Defense, and you get the largest pool of very strong power boosts in the form of Mutagenic Growth, Invigorate, Scale Up, Might of Old Krosa, Berserk, Become Immense, Groundswell, Phytoburst, Noble Hierarch, and Pendelhaven. Since infect is an all-or-nothing sort of archetype, even when running the less aggressive versions, the most important characteristics that you need are speed, protection, and evasion. Green offers two of those things in spades but can struggle with evasion. This is why blue is generally considered the next best color to run. You get the insane threat of Blighted Agent, unblockable buffs with Distortion Strike and Aqueous Form, and protection from spells via Spell Pierce, Dispel, Turn Aside, and the odd Spellskite. Black is the next best. Plague Stinger's flying isn't as good as the unblockable on a Blighted Agent but it's still very powerful evasion as illustrated by the ubiquity of Inkmoth Nexus in every non-budget infect list ever made. Black also nets useful control tools like Thoughtseize, Inquisition of Kozilek, Fatal Push, Dismember, and Assassin's Trophy. White was considered the worst infect color for a very long time since its best option (Apostle's Blessing) can be used in any deck, but the recent introduction of Giver of Runes has breathed some life back into the color. Additionally, I've seen a lot of equipment lists popping up that use Colossus Hammer, Kor Duelist, Sigarda's Aid, and Kor Outfitter to see some success. Unfortunately, that leaves red as the current worst color to run in infect. It has some decent buffs but they pale in comparison to green's offerings. The result is that most red infect decks rely on gimmicks like using Razor Swine's first strike to wither enemy creatures, generating infinite mana to pump into an unblocked Ogre Menial, or putting Phyresis on something like a Spikeshot Elder to bypass combat altogether. Your instant tricks definitely fall in this category. That's not necessarily a bad thing though. If your meta is casual enough, red should still work and it will be much more interesting to play with / fun to play against than a more traditional deck. How competitive you want to be is always up to you.

To answer your specific questions, I would probably start by cutting a few creatures. Most lists run about 12 infect sources (and that's including a playset of Inkmoth Nexus). With Hand of the Praetors on your top end, running 16-20 isn't that unreasonable, at least as long as all of them are good. Infect creatures usually become "bad" when they cost more than 2. That's why I wouldn't usually recommend running Ichor Rats or Septic Rats. Both Necropede and Plague Myr are perfectly acceptable inclusions with very similar power levels. They'll rarely be better than Plague Stinger or Ichorclaw Myr but that's okay if you just want more guys to play. As for Vector Asp, it's honestly a pretty bad choice in most circumstances. While you usually won't need to activate it more than 2 or 3 times to win the game, that mana would be better spent elsewhere, and it doesn't even trigger the Hand. However, given the choice of it and a 3-drop, I'd probably take the snake, especially since it would be your only proactive play on turn 1 (barring the inclusion of Glistener Elf or Inkmoths). Better though would just be to run neither and invest in more buff spells to assist in combat and trigger Livewire Lash. I do like the idea of those spells having cycling in theory, but in practice, the mana needed to cycle can short you of the resources needed to close out the game. Plus, cycling spells tend to cost more to account for the added ability. Cycling lands on the other hand should be fine as long as they come in untapped, although it looks like that only describes Ash Barrens and Blasted Landscape. Just like with creatures, I wouldn't run any spells that cost more than 2 unless they can win you the game like Soul's Fire can. This will also allow you to run 20 lands or fewer, opening up even more slots for gas. I apologize if I'm repeating myself about the low-cost-high-speed thing but that is basically the reason the infect mechanic exists. If you prefer a slow and more controlling style, Rakdos wither built around Necroskitter is a fun option that has some overlap with infect.

ChickenBoy13 on

3 years ago

Not even kidding. This deck has, like, 6 extra lands.

Take out Labyrinth of Skophos, Blasted Landscape, Emergence Zone, Zhalfirin Void, and Homeward Path. Also, Emrakul, the Aeons Torn is banned, so you need to take that out too. This deck is not geared towards Traxos, Scourge of Kroog. Your commander should instead be Kozilek, the Great Distortion. Tune your deck more towards eldrazi, and cut Spine of Ish Sah and Darksteel Forge.

Hope you find these suggestions helpful.

channelfireball12345 on Gavi's Motley Crue

3 years ago

This pretty closely resembles the original cycling precon. If you're looking for quick and easy ways to improve the deck, you can always just take a look at the EDHREC pages for cycling decks and Gavi decks. Oh, and you might wanna consider adding Blasted Landscape. And did you know that you can actually add the accent (or whatever it's called) over the 'u' in Motley Crüe?

Just some suggestions :)

merrowMania on Gitrog Dredge Combo [Primer]

3 years ago

Frog decks used to run them for a while since they were somewhat useful in (but not fully necessary for) loops and helped grind some value, but they were always the weakest lands in the list. As new cards have been printed, the deck and the meta overall have gotten faster and new innovations have made running lands that enter tapped extremely detrimental to the game plan. Once MH1 and War came out, Nurturing Peatland, Prismatic Vista, and Emergence Zone made them completely obsolete in the budgetless competitive build. The only one you might occasionally see running around is Blasted Landscape (since it's the only one that enters untapped), but that is usually from someone's personal taste.

Now that Flash is banned, the meta may shift in a way that Frog decks will want more grinding power (i.e. stax will return), so people may choose to run them, but the default is definitely still to forego running them.

NoSoyYucateco on Multiplicity

4 years ago

All the signets and talismans. Chromatic Lantern and Arcane Signet are the only two I'd keep (even Arcane Signet is kind of lackluster when you're playing green, but in a three-color deck it's justifiable.) I'd tweak your lands a bit to add a few more forests. These spells will help you make sure you get your other colors. Blasted Landscape could probably go. You need all the colored mana you can get with Riku. Mirrorpool might even be a little hard to keep, since you need colorless to activate it.

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