Bojuka Bog

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Penny Dreadful Legal
Tiny Leaders Legal
Vintage Legal

Bojuka Bog

Land

Bojuka Bog enters the battlefield tapped.

When Bojuka Bog enters the battlefield, exile all cards from target player's graveyard.

: Add .

carpecanum on Lord Xander, Brain Surgeon

1 week ago

Extra combat turn cards are pretty cheap and you only need to do it once to remove 75% of the cards from some poor fool.

Curse of the Cabal

Insult to injury requires a trigger multiplier like Strionic Resonator or worse

Bojuka Bog at least to remove mills and discards from the game

Tur on People's Thoughts on Mommy Norn?

1 month ago

I agree with Sheldon to some extent.

First, it's incorrect to compare Elesh Norn, Mother of Machines's abilities to Panharmonicon and Torpor Orb. It's permanents not creatures.

(Nobody should care about the first ability, Yarok, the Desecrated is the second most popular Sultai commander and has been around forever. It's just extra stuff.)

It's the second ability which is problematic. Assume you play Elesh Norn, Mother of Machines. Not only do your permanents prevent your opponents permanents from triggering, it also prevents your opponents permanents from triggering from their own permanents. This is the first card in all of Magic: The Gathering with this effect.

Here are just some examples, I got from scrolling through the most popular commander Atraxa, Praetors' Voice on EDHREC (I do not own an Atraxa deck.) which would be effected by Elesh Norn:

Just thinking about all kinds of interactions which are possible gives me a headache.

Honestly, the Painter's Servant interactions are much easier to understand and that was a card which was banned for the interactions being too much.

If Elesh Norn, Mother of Machines had the errata to "Permanents you control entering the battlefield don't cause abilities of permanents your opponents control to trigger" it would be much more manageable.

Tur on Hidden Power - Crop Rotation

1 month ago

TypicalTimmy

Thank you for noticing my intention, that is the key point of this argument!! Newer and casual players tend to disregard or ignore Crop Rotation, because they only see it for very expensive cards such as: Gaea's Cradle, Mishra's Workshop, The Tabernacle at Pendrell Vale, Serra's Sanctum, Bazaar of Baghdad, and Diamond Valley. (I.e. sacrifice a Forest and get Gaea's Cradle.)

In fact, I own all of these cards and in only one single case is Gaea's Cradle the first priority for Crop Rotation. Here are a few examples using commander decks: (These do not include utility lands, such as Bojuka Bog, Cavern of Souls, nor Homeward Path.)

Commander: Lord Windgrace

Lotus Field is great for ramping with Lord Windgrace minus three ability. Cabal Coffers is fantastic for ramp. Field of the Dead provides a win condition and blockers.

Commander: Mina and Denn, Wildborn

Because of Fiery Emancipation, Valakut, the Molten Pinnacle became ridiculously overpowered. Nine damage every time a mountain enters the battlefield. Furthermore, the Scapeshift combo causes you to win the game.

Commander: The Gitrog Monster

Dakmor Salvage is the combo engine for The Gitrog Monster. Therefore searching for it, the sacrificing it to The Gitrog Monster is crucial for the deck.

Commander: Gargos, Vicious Watcher

Hall of the Bandit Lord provides haste to the hydra tribal. Reliquary Tower is necessary for cards such as Soul's Majesty and Greater Good. Nykthos, Shrine to Nyx is pretty nice with the triple green devotion from Gargos, Vicious Watcher.

Commander: Carth the Lion

Field of the Dead is way too good in Carth the Lion, because Garruk, Cursed Huntsman emblems immediately with Carth the Lion. Making at least one 5/5 zombie with trample every turn is very strong.

Commander: Maelstrom Wanderer

Sanctum of Eternity allows you to put Maelstrom Wanderer back into your hand, allowing for the on-cast trigger to happen again. High Market not only taps for mana, but allows you to send Maelstrom Wanderer back to the command zone.

Commander: Sythis, Harvest's Hand

Unfortunately, for this deck Serra's Sanctum is the best target for Crop Rotation, however Nykthos, Shrine to Nyx is a close second best target. With Sythis, Harvest's Hand you have to commit heavily to the board, so your devotion is going to be high. Field of the Dead gives blockers before you can stabilize with Sphere of Safety, Solitary Confinement, and Ghostly Prison.

Commander: Marwyn, the Nurturer

Unfortunately, for this deck Gaea's Cradle is the best target for Crop Rotation, however Wirewood Lodge is a close second best target for untapping Marwyn, the Nurturer. In fact, I found myself frequently choosing Wirewood Lodge over Gaea's Cradle because it does not draw as much threat for Strip Mine effects. Wizards of the Coast is frightfully aware of this fact and has made many cards to compensate by using creatures and enchantments: Priest of Titania, Itlimoc, Cradle of the Sun, Elvish Archdruid, and Circle of Dreams Druid.

Hope this helps clarify my stance!

Tur on Hidden Power - Crop Rotation

1 month 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.

mcmurtryj on [EDH] Liesa Lifegain

1 month ago

Sorry for commenting twice, I didn't look much passed the synergy and direction of the deck earlier. Maxymuzz brought this up and I agree. There does not seem to be enough lands or ramp pieces to support the heavy end of the mana curve early game, where it is most important. We both recommend 36 lands as the lowest and 10-12 pieces of ramp. Be it mana rocks/dorks, land ramp, or cost reducers. Sol Ring, Arcane Signet, Talisman of Hierarchy, and Orzhov Signet are great places to start for your ramp package. For lands, you could include more utility lands like Bojuka Bog and Radiant Fountain

enraged on BG Midrange Historic

1 month ago

Pretty tight build yoo. Love the classics.

One easy include could be Bojuka Bog swap out a swamp for it to reallly hit the graveyard decks hard. I might pop in another Takenuma, Abandoned Mire too, you're creatures are such threats keeping one around keeps the pressure on for not much of a cost.

Tenacious Underdog could be a nice one or two of that is good in a long game.

A final one-of could be something like Transmogrant's Crown again for some long play but also general efficiency.

AG4W on UG Infect

1 month ago

I agree, the game mostly looses due to being one turn too slow, I'd say the crop rotation package is pretty broken - not just being fun. Some lands have severely underperformed tho, Mortuary Mire and Turntimber Grove seems good at a glance but are pretty awful and can be replaced, mainboard Bojuka Bog is probably very meta-dependent and questionable otherwise.

I'd prob. remove above mentioned cards and another Khalni Garden + another Sejiri Steppe

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