Blighted Woodland

Combos Browse all Suggest

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
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Blighted Woodland

Land

: Add .

, , Sacrifice Blighted Woodland: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle your library.

DreadKhan on Pariah's Stompy Gruul Deck

1 week ago

I noticed a few things you might want to take a look at while testing your deck out, first you run several examples of artifacts that ramp you, this is usually a questionable choice in any Green deck, but Gruul is very good at ramping in particular, it has the least need for artifact mana. Some people run artifact wipes like Bane of Progress to punish people who are stuck with artifact ramp. There are always more creatures that can be tapped for mana, but there are also cards like Farhaven Elf and Wood Elves that find a land, there are quite a few of these out there. At your budget I think you should be running Myriad Landscape and Blighted Woodland, and I would consider Guildless Commons as a way to sneak an extra land drop out of your hand (you could also just run more lands).

Second, I think you might want to include more answers to artifacts and enchantments, if not creatures. Gruul decks that run big creatures can look to fight effects to help pressure opponent's boards/kill stuff like Magus of the Moat, Domri Rade and Domri, Anarch of Bolas are budget options that can help make fights happen, Ulvenwald Tracker, Thorn Mammoth, and Gruul Ragebeast are creatures that can generate repeated fights. Beast Within, Chaos Warp and Wild Magic Surge are all pretty interesting cards for a Gruul deck to look at, but there are also cards like Reclamation Sage or Caustic Caterpillar/Thrashing Brontodon, as well as Conclave Naturalists or Indrik Stomphowler that can help deal with artifacts/enchantments that interfere with attacking, and anything that can be used at instant speed has value in disrupting combos. At your budget Road / Ruin might be good, it offers ramp and removal in one card.

Third, you might want more card draw, there are a variety of ways to do that in Gruul, but many of the better options are Green spells. If you consistently have a big enough creature out Return of the Wildspeaker is good, as is Rishkar's Expertise, Momentous Fall and Greater Good. I like Bonders' Enclave if you think you can count on having 4 power out, and War Room is pretty handy in a pinch. Regal Force can draw a bunch of cards if you have green creatures. Garruk's Uprising might be budget enough, but Toski, Bearer of Secrets and Ohran Frostfang are cards to think about if you ever want to upgrade, both are very strong, Frostfang's deathtouch is superb synergy with Trample. If you do go with more Fight effects, Neyith of the Dire Hunt can draw a card for each fight and has other synergies with the deck. Dragonborn Champion is cheaper than Frostfang or Toski, but it requires your creatures to be big and probably have trample, so it might be worth a look.

Here are a few cards that might help that don't fit into the above categories/aren't necessarily solving a problem, but I think are worth thinking about. War Cadence is an all time favorite of mine, you can use it on anyone's turn if you have spare mana, very handy to make it impossible for an archenemy to block, also handy when you get down to 1v1. Have you thought about a Breaker of Armies? When it attacks, that player has to block it with everything, but you technically get to assign damage as you see fit unless they have Banding, so this tends to clear out an opponent's board while letting your other creatures get in unblocked vs that opponent. With your relatively low land count I feel like Abundance would be decent. With so many sources of Trample in your deck Bow of Nylea would be a sweet addition, Deathtouch and Trample are very good together.

Hope some of this is helpful, Gruul stompy decks are a lot of fun!

eliakimras on B.F.D.

2 weeks ago

Glancing through your cards, your deck's problem might be because you're building it based on best-case scenario, with tons of clones and blink synergies. (In my playgroup, Miirym always gets removed before her untap step, so the Miirym player does not rely on her sticking to the board.)

I'll suggest some upgrades for your deck based on making it more consistent and less dependant on Miirym:

1st. Ramp

Explosive turns with lots of cost reducers sound nice... if people don't blow up your dorks before you get any value from them.

2nd. You need more lands (36 lands + 13 ramp cards is a good starting point)

3rd. Better counterspells

4th. Better removal

5th. Better boardwipes

6th. More card draw

7th. Better win conditions

eliakimras on Jund Dragons

1 month ago

Forgot to say what to take out for the three cards above: Green Sun's Twilight, Hull Breach, Lukka, Bound to Ruin. The Twilight is unrealiable until you spend a lot of mana into it. The Breach is sorcery-speed. The planeswalker does not do much here.

Now some small upgrades you can make:

eliakimras on miirym , need recommendations

1 month ago

Hello! I saw your deck help tag and wanted to give some insight.

I don't run Miirym as commander, but I do have her in the 99 in Smashing Faces with the Ur-Dragon, and she always pushes me to victory whenever she's allowed to stick on the battlefield.

Some areas you might want to change to improve your consistency:

1 - Ramp

2 - Draw/Haste

3 - Removal/Boardwipes

4 - Protection

5 - Card draw

6 - Better threats

7 - Some utility lands you might want to run

DreadKhan on The Golem

2 months ago

In budget decks I always want a Transmogrifying Wand, removal tends to help budget decks a lot more than higher power decks because it's usually harder for a budget deck to just 'go over the top' and win via brute force. GW is really, really good at removing stuff, it's a specialty of both colours at this point.

A few things I use in my Selesnya deck, which is also interested in tokens, might fit in here. Gigantomancer is a lot of mana to get out, but all buffs stack with 7/7 base p/t. Harmonious Archon is an unbelievably good card in a deck that can go reasonably wide, it makes everyone equal, meaning anything that gets even +0/+1 is suddenly terrifying, same with First Strike. Keeper of Fables is a big dumb version of Toski, Bearer of Secrets, but Toski is very much not budget. Soltari Visionary is a weird old card that can remove an enchantment each time it gets in for damage, and most people don't run any Shadows. Hour of Reckoning might work if most people don't run many tokens in your area. Shamanic Revelation is better in decks that don't have very big creatures but tend to have lots, Return of the Wildspeaker and it's ilk are better if you have a very tall creature. Abundance is great in budget decks where you might struggle to find enough card draw, it gets you more consistent value for each draw. Felidar Retreat might be a bit pricey, but getting a free +1/+1 counter on each creature matters more in a deck with tokens. Similarly, Idol of Oblivion isn't super cheap but it's a strong effect with token generation.

If you like Myriad Landscape, Blighted Woodland also exists, ramp on a land is really sweet, even if it's not the most efficient ramp (it enters untapped). Devout Witness is repeatable removal vs artifacts and enchantments.

There is an old cycle in Selesnya that's really useful in some cases, most of them are budget but the odd one is pricier (though not very). They all work on the principle that you give an opponent back cards from their graveyard to get access to a really strong effect. I've had good results with Spurnmage Advocate, Pulsemage Advocate and Nullmage Advocate, but take a look if you've got a few minutes. They're all from the Judgement set iirc, but some got reprints. One fun thing you can do with these is target something someone else was planning to reanimate/dredge with, there are a decent number of Magic cards that people play in EDH that they want/need in their graveyard.

Hope some of this is relevant/these aren't outside your budget! Good luck and have fun!

DreadKhan on Korvold Sacrifice

4 months ago

There are lots of options to help fix your mana that have been printed, some of the handiest are those that can dig out a land, and lands that make more than 1 colour. Both are very useful, some effects can even dig out 2 or 3 colour lands, but these are pricier in most cases. Some budget options include Jund Panorama, Riveteers Overlook, Evolving Wilds, Terramorphic Expanse, Mountain Valley, and Rocky Tar Pit (the last two can find non-Basic lands, this includes Woodland Chasm, Highland Forest, Sulfurous Mire), Cinder Glade, Smoldering Marsh). Blighted Woodland can find other land types if you have Green already, Myriad Landscape can find Green (or another colour), finding Green is usually important because of cards like Cultivate, and Kodama's Reach, these ramp you but can also find you a needed land type. There are also even better options (arguably) like Farseek, Nature's Lore and the pricier Three Visits, these can find non-Basic lands, making them very useful. I always liked Harrow, it can find 2 different colours of land if it's helpful, there is also the lesser Roiling Regrowth. Since your Commander is at 5 mana, you might even include stuff like Skyshroud Claim or Circuitous Route, there are more but they aren't as popular due to costing 4 mana (you can get stuck on 2 or 3 lands).

A pair of random cards that might work for you are Midnight Reaper and Grim Haruspex, both draw cards whenever your creatures die, and cost very little mana. Another couple randomly useful creatures Dockside Chef, Skullport Merchant, and Mayhem Devil, which are certainly gotten pricier but is still extremely good.

Happy deck building!

Tur on Hidden Power - Crop Rotation

5 months ago

Hello everyone! This will be a trial forum post for a "Commander - Hidden Power" series. My goal is to show relatively inexpensive cards which are often overlooked by commander players in semi-competitive and casual play. (This post is not designed for competitive play.) If you enjoy the topic, please provide positive feedback and I will consider creating similar posts.

The powerful card I plan on discussing here is Crop Rotation.

This card under five dollars and is one of the most powerful mono-green tutors. Period. Yes, I'm counting all mono-green tutors. This includes: Worldly Tutor, Finale of Devastation, Green Sun's Zenith, Survival of the Fittest, Chord of Calling, Natural Order, Tooth and Nail, Sylvan Tutor, Time of Need, Scapeshift, Hour of Promise, Tempt with Discovery, Reshape the Earth, Boundless Realms, Traverse the Outlands, Rampant Growth, Harrow, Cultivate, Harvest Season, Explosive Vegetation, etc.

It's one color, one mana, instant, searches for any land, you can sacrifice a tapped land, and puts the land onto the battlefield untapped (unless otherwise specified).

Although, Crop Rotation is often overlooked by players because of the very expensive cards it can search and not being "flashy" enough. Yes, Crop Rotation is ideal with any of the following cards: Gaea's Cradle, Mishra's Workshop, The Tabernacle at Pendrell Vale, Serra's Sanctum, Bazaar of Baghdad, and Diamond Valley. However, suppose we don't have a one thousand dollar mana base and cannot play the land cards above. Is Crop Rotation worthless? No. It is still one of the best mono-green tutors. There are so many utility and theme lands which are excellent targets. Ramp lands and color-fixing are also viable options. Here are a few categorized ideas:

Utility Lands:

Theme Lands:

Ramp Lands:

Color-Fixing Lands:

There are many more unlisted cards in each category which could fit your specific deck.

Some of the cards listed above have some pretty cool synergies with Crop Rotation here are a few:Urza's Saga, you can let the saga get to chapter III, then with the ability on the stack sacrifice it to Crop Rotation to get both the artifact and land. Field of the Dead is ideal in every two or three color commander deck with a sufficient mana base (in fact some of my win conditions are given by Field of the Dead). You can also use Field of the Dead as a combat trick. Scavenger Grounds and Bojuka Bog are fantastic for graveyard combo disruption. Maze of Ith and Glacial Chasm will hurt your lands, but sometimes it is needed to stay alive.

Simply having the ability to greatly effect the board state using a one-mana instant speed spell is impressive: life gain, damage prevention, removing steal effects, getting around blockers, denying counterspells, combo stoppers, unlimited hand size, sacrifice engines, haste, recursion, ramp, creating token blockers. The list goes on-and-on-and-on. If fact, if you're playing 3-4 of the lands listed above you should really consider Crop Rotation in the ninety-nine.

All in all, I'm always surprised the number of deck lists which do not play Crop Rotation. This is a fantastic card and one of the best mono-green tutors. It has so much hidden power. Ask yourself if there is a nonbasic land which you are playing (or would play) that would do well with Crop Rotation.

DreadKhan on Ur-Dragon Tribal not Tribal

5 months ago

I get the feeling that you're not into wiping the board, but I suspect Crux of Fate would probably fit. You can even dig it out with Bring to Light, wiping non-Dragons will miss your Commander (if you had to cast) and any Changelings while wiping most other creatures.

I think you've got enough non-Changelings to make digging out Maskwood Nexus pretty solid, maybe Wargate? There are lots of other ways to dig out The World Tree fwiw, many pretty affordable, if you can set up both Tree and Nexus (and have lots of mana) you should win on the spot, and it's not even 'infinite combo'. Wargate is just a nice fit because it can find any permanent, so in a pinch it can also just ramp out a land for 3 mana, iirc that's better than the going rate for non-basic ramp.

With your CMC of 9 Commander, you might consider Stinging Study, it's like a tiny Ad Nauseum that costs way less life, works without casting your Commander too.

It's a bit of a weird fit (and is big and clunky), but Avenger of Zendikar is really good in a higher land count Changeling deck, each land pumps your Changelings for you too, in addition to making a bunch of blockers. I run it with some budget fetches like Krosan Verge, which can find non-basics like duals or triomes for great fixing, Myriad Landscape which is okay fixing because it can find Green, and Blighted Woodland which I feel has a low opportunity cost as it'll ramp me as an instant if kept mana up for something and didn't need it.

It's a bit small, but Scarecrone can be a so-so card if you ever decide to toss Haakon in, with your Eminence ability you can recast Universal Automaton for free, so it's just 1 to draw a card and get a sacrifice/death trigger.

If you don't want to run actual counters, you might sneak a Patron Wizard in to help deal with wipes, you've got some Vigilance sources even.

Cool build!

Load more