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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | 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 |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Blighted Woodland
Land
: Add .
, , Sacrifice this: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle your library.
eliakimras on
Kool-Aid Man if He Knew Mitosis
4 weeks ago
Since your goal is to cycle through lands, you may want to swap out Command Tower, Kazandu Refuge, Rugged Highlands and Temple of Abandon for more fetchlands: Terramorphic Expanse, Vibrant Cityscape, Escape Tunnel, Mountain Valley, Fabled Passage, Jund Panorama, Naya Panorama, Shire Terrace, Promising Vein, Warped Landscape, Terminal Moraine, Demolition Field (this one also serves as removal), Urza's Cave, Blighted Woodland.
It looks like you're going with an Elemental subtheme. How about Zendikar's Roil, Silverglade Elemental, Embodiment of Fury, Embodiment of Insight, Ashaya, Soul of the Wild, Geode Rager, Undergrowth Champion, Multani, Yavimaya's Avatar, Lumra, Bellow of the Woods, Sandman, Shifting Scoundrel, Molimo, Maro-Sorcerer, Rubblehulk, Greensleeves, Maro-Sorcerer, Phylath, World Sculptor, Avenger of Zendikar and Rumbleweed to round off the synergies?
LordSnow on
Finneas Commander
4 months ago
I would think about adding a few lands, usually Commander Decks will sit between 37-39. Your average mana cost is low, so 35 lands isn't too bad, but I think you should drop some of the lower power/lower cost cards and add a couple more synergy pieces or heavy hitters to close out the games. And try to find more useful lands with abilities, they really do some work in Commander.
Some cards you might want to think about replacing:
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Loporrit Scout I recommended at first, but now I am wondering if its worth the slot.
Suggestions:
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Sol Ring Great for paying that commander tax after Finneas dies. Among other things!
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Evolving Wilds Cards like this help fix your mana as well as thin out your deck. Less basic lands to draw later, if you are fetching them out of your deck. More likely to draw some heat!
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Terramorphic Expanse Same idea as Evolving Wilds.
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Escape Tunnel Yup, you guessed it! But also this has a neat second ability!
Agree with:
Belfore on
Mo' Counters, Mo' Mana, Mo' Monsters! *Help
9 months ago
I would drop the lands that aren't allowed in his deck for lands like War Room
, Karn's Bastion, Boseiju, Who Endures, Scavenger Grounds, Opal Palace, Myriad Landscape, and Blighted Woodland. And for the ones that aren't allowed you can drop for just basic forests. Land count is pretty strong. For draw along with war room there is Garruk's Uprising, Guardian Project, Stocking the Pantry, Greater Good, Lifecrafter's Bestiary, Rishkar's Expertise (which feels like a flavor win), Return of the Wildspeaker, Beast Whisperer, and I would say Toski, Bearer of Secrets is surprisingly useful depending on how often you get through.
Eilel on
Selvala, Heart of the Wilds
1 year ago
RAMP:
Quirion Ranger (commander untap)
Scryb Ranger (commander untap + flying en prod blue)
Awaken the Woods (mana sink)
Archdruid's Charm (ook removal)
Goreclaw, Terror of Qal Sisma (ook trample enabler)
Nyx Lotus (late game super ramp wss)
Lands:
Oran-Rief, the Vastwood (ik vind niet super maar ik ken genoeg mensen die m dat wel vinden)
Myriad Landscape (niet te veel tap lands spelen maar denk dat deze wel kan)
Card draw / advantage
Vivien, Monsters' Advocate (buiten de ability ook tutor op de -2)
Garruk's Uprising (ook trample enabler)
Battle Mammoth (creature en soort ward voor alle creatures)
Disciple of Freyalise Flip (kan je als een landslot spelen, dus eigenlijk gratis include. als je niet nodig hebt als land heb je carddraw en lifegain)
Regal Force (creature)
Tutor
Finale of Devastation (ook haste enabler)
Recursion / Graveyard
Bala Ged Recovery Flip (ook een land)
Long Rest (kan elk type kaart terug pakken, mass recursion)
Enablers
Concordant Crossroads (haste)
Surrak and Goreclaw (trample + haste)
Temur Sabertooth (combo kaart, alles met etb kan je opnieuw spelen, ook voor meer carddraw etc)
Ulvenwald Oddity Flip (Trample + haste en +1/+1 enabler als die geflipt is)
Thousand-Year Elixir (geeft je commander soort van haste en kan untappen)
Removal
Scavenging Ooze (graveyard)
Rampaging Yao Guai (ook mana sink)
Beast Within (raakt practish alles)
Terastodon (super goed)
Khalni Ambush Flip (fight spell die je als land kan spelen)
Bridgeworks Battle Flip (fight spell die je ook als land kan spelen)
Protection
Tyvar's Stand (of een mana sink)
Lightning Greaves (haste voor je commander met 0 equip)
wincons
Goldvein Hydra (mana sink en eventueel super late game extra ramp)
Ochre Jelly (mana sink + trample + moeilijk vanaf te komen)
Silverback Elder (removal / card draw / lifegain)
Alternative wincons
Triumph of the Hordes (als je een teringlijer wilt zijn)
DreadKhan on
1 year ago
I think you should do something about your mana fixing, you have a reasonable 39 lands, but you don't have a great deal of mana fixing options (you do have Chromatic Lantern, but not The World Tree), in addition you don't run many land ramp spells (stuff like Nature's Lore or Untamed Wilds that can find lands are generally better than creatures that will die when people wipe the board to get rid of your Dragons, land ramp makes it easier to recover). In a deck with lots of Basics I like stuff like Kodama's Reach, Harrow, Roiling Regrowth, and Entish Restoration are all options that are really good at getting you to WUBRG (and Tiamat). I like Blighted Woodland, Myriad Landscape, and even Krosan Verge for fixing in a deck with lots of Basics, but note that Krosan Verge can fetch a non-Basic Forest and Plains, I like to find Murmuring Bosk and a typed Plains/Island or Plains/Mountain, so it can find 4 colours without a fancy/expensive Triome. If you run lots of Green land ramp spells you should probably not cut any Forests (even for duals that offer Green), I would cut non-Forest Basics instead since your deck will work better if it has access to Green mana. I have a Meren of Clan Nel Toth deck that REALLY needs to have at least one Green source very early or it's dead, that deck runs 19 Green lands, and even though the deck is mostly Black spells the deck only runs 11 Black lands; my Green sources can find my Black ones for me, so I don't actually need to draw any Swamps in a normal game to have plenty of Swamps. Hope this helps/makes sense, making a great mana base is really hard to do.
I think recasting Tiamat is probably a useful enough thing that Netherborn Altar might be handy, as would similar effects. You can also use Capsize or Unsummon to return Tiamat to hand so you can get her trigger again (to recover from a wipe).
If you're really into Dragons you might like Crux of Fate, this can clear out non-Dragons, probably letting you alpha strike. You can also try Mandate of Abaddon and target a Dragon that is big enough to kill all the relevant blockers, yet small enough to not kill your important Dragons.
DatShepTho on
Gitrog landfall in construction
1 year ago
Some land suggestions: Combos with Kodama + Scute: Arid Archway, Golgari Rot Farm, Guildless Commons
Two mana sac: Ebon Stronghold, Havenwood Battleground
Cycling: Barren Moor, Tranquil Thicket, Polluted Mire, Slippery Karst, Desert of the Glorified, Desert of the Indomitable
Fetch: Evolving Wilds, Terramorphic Expanse, Fabled Passage, Myriad Landscape, Blighted Woodland, Riveteers Overlook
Other: Ghost Quarter, Lotus Field, Nurturing Peatland, Bojuka Bog, Emergence Zone, Field of the Dead
Profet93 on
Beats by Xenagos ( Xenagos, God of Revels )
1 year ago
MattMan1982 I'm gonna throw a bunch of ideas at you, some are better than others, just wanna see if anything interests you. I'm not gonna provide any creature suggestions yet. Yours are always solid and I want your thoughts on these cards first.
None of these are needed but definitely are helpful assuming you can fit them into the mana base
Bonders' Enclave - Draw
Cragcrown Pathway Flip/Spire Garden - Color Fixing
Blighted Woodland/Myriad Landscape - "Ramp"
Raging Ravine/Dread Statuary - Manlands. Nice to use with Greater Good or if you run out of creatures. The Dread Statuary is a personal favorite of mine for that reason
Rancor - Reuseable buff, trample enabler. I like using rancor on selvala and buff with commander for lots of mana should need be
Sylvan Library - Great to set up your draw and ensure you get your land drops. Given you only run 34 lands, that can potentially be an issue, especially given the relatively high avg cmc of the deck.
Skullclamp - Should you ever find yourself needing more draw, this can be an option. It's nice because if they want to use spot removal, they need to do so prior to combat, as you equip it. So if they do, you can pump a different creature and target that opponent.
Momentous Fall - Draw, used in response to removal to gain value. Beware of the blue player though
Return of the Wildspeaker > Garruk PW - Can be used in response to removal so you don't get 2 for 1ed. It's easier to cast and has an additional mode. While the PW has the option to make a token should you need a creature, I don't believe it's impactful enough
Berserk - Super fun! Politics, finisher, all for 1 mana. seriously underrated.
Green Sun's Zenith - Tutor
Decimate - 4 for 1. I see no way for you to deal with a maze of ith. Strip mine can be also used.
DreadKhan on
Chatter
2 years ago
I feel like your Commander would like One with the Kami and Mazirek, Kraul Death Priest. You just need a free sac outlet like Viscera Seer, Carrion Feeder, Woe Strider, Dimir House Guard (does double duty as a tutor for MV 4 stuff), or Sadistic Hypnotist. Most of these don't have a very good payoff other than killing a creature, but some have useful upsides.
I wonder if you could shave a few lands by running some of the following: Golgari Rot Farm, Blighted Woodland, Myriad Landscape, Castle Garenbrig, Guildless Commons, and Mosswort Bridge. Most of those are fairly budget, and getting a ramp effect out of a land feels extremely good in my experience. The best options also help with fixing your mana.
If you want to add something really pushed, Pitiless Plunderer is really good with your Commander, it looks like it's had a reprint, but it's still up there for a single card. Another card to keep an eye out for is Swarmyard. Toski, Bearer of Secrets is a solid Squirrel pick, if not the cheapest. If you often have 1/1 creatures you aren't super attached to their is always Skullclamp, it's a few bucks but it can do a lot of work with 1/1 tokens.
I'm not sure how desperate you are for tokens/are afraid of flyers, but I always have fun with Sandwurm Convergence. Transmogrifying Wand is a nice way to put pressure on your opponents' creatures, it plays well in budget decks. Grim Haruspex is a pretty nice card if you expect to lose creatures, it doesn't even charge life.
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