Boundless Realms

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Legality

Format Legality
1v1 Commander Legal
Block Constructed 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
Modern Legal
Oathbreaker Legal
Penny Dreadful Legal
Quest Magic Legal
Vintage Legal

Boundless Realms

Sorcery

Search your library for X basic land cards, where X is the number of lands you control, and put them onto the battlefield tapped. Then shuffle your library.

Flarhoon13 on Dredgefall Windgrace (Land reanimation)

2 days ago

Lord Windgrace victory yesterday: Torment of Hailfire, x=21 copied with Wild Ricochet, so total x=42.

Turn 4 Stone-Seeder Hierophant, who untapped my lands from turn 5 Boundless Realms to cast World Shaper, making lots of clues via Tireless Tracker.

Turn sixish,God-Eternal Bontu sacrificed my lands, my clues and World Shaper (who immediately resurrected all my lands) and drew a buttload of cards. Stone-Seeder Hierophant untaps allowed me to meant also cast  In Garruk's Wake plus have mana leftover to sac clues and Constant Mists.

Rich used Selvala's Stampede to steal my World Shaper via Sepulchral Primordial after casting my In Garruk's Wake via Diluvian Primordial.

I cast Decimate to get World Shaper back in my graveyard for an amazing Golgari Grave-Troll fueled Twilight's Call. It resurrected God-Eternal Bontu who sacrificed my tapped lands, my clues and World Shaper again. God-Eternal Bontu drew me 25 cards, leaving mana up for Constant Mists to protect my commander alongside Thespian's Stage / Dark Depths combo via Ulvenwald Hydra. I untapped and ... you know the rest.

IHATENAMES on Rampy Boi

1 month ago

Matca Rioters is land types. So at most a 55. Land types like mountain plains forest ect. I'd cut it.

I'd run cantrips like Elvish Visionary or ramp pay off like Wrenn and Seven or Ezuri, Renegade Leader perhaps a way to get more lands quicker. Like wood elves. There are other potential Boundless Realms effects but most require big changes to the deck essentially going towards amulet titan a modern archetype already in place. I'd maybe use them as reference but you can do something different if you want.

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.

Profet93 on Azusa, Just Lost...

1 month ago

First and foremost you want to find your land count. Players who prioritize a faster build utilize more mana dorks and a lower avg cmc tend to go as low as 38 or as high as low-mid 40's. For those who like to ramp into bigger spells and sacrifice speed for resiliency and late game, low - high 40's. Some players go 50 and above but I find that not needed. Azusa decks tend to cast their commander and then drop all their lands, run out of gas, top deck, play a big spell, have it removed/countered and just are in topdeck mode. You need to establish a good source of draw, whether it be burst or steady card draw, ideally, both. I will get to that later, if I don't (given I'm writing this late at night, please remind me). Also, please remind to mention utility lands, as Azusa decks have a large amount of wiggle room to utilize a landbase to solve difficult challenges. Depending on how you want to make your deck, fast and explosive or slower and more resilient, I can provide you better suggestions. For now, I'll go with the basics. I can suggest cuts in the next comment should you desire.

Crucible of Worlds - Super important, right at budget mark. This, combined with good fetchlands or the slow fetchlands, will allow you to thin your deck of lands (giving you greater chance of finding something useful), all while ensuring you don't miss land drops.

Sol Ring - Not needed in Azusa, but Turn 2 Azusa with this, into lands allows you to get the "quick" strategy you are looking for.

Mind's Eye - Draw, some people like Memory jar but I find this cheaper and more suitable, especially for your meta.

Greater Good - Extremely powerful sac outlet to prevent theft/exile, fill up your grave (with lands to recur for later, or whatever is appropriate at the time). Seriously, do not sleep on this or crucible of worlds

Sylvan Library - While double your budget, add this to the maybeboard for later as its very useful. It is synergy with Abundance (can outline the detailed synergy later, but its really good), shuffling effects (think fetchlands to shuffle away cards you don't want on top), as well as Course of Kruphix/Oracle of Muldaya effects. Best Turn 2 Azusa play IMO.

Momentous Fall - Used in response to removal, gain life and most importantly, draw cards.

Realms Uncharted - Works best once you get better utility lands. But it acts as a tutor, usually 4 fetches. That way, you fuel crucible of worlds. Bonus points if you add Petrefied Field.

Beast Within - Green's best removal, add this.

All Is Dust - One board wipe for when everything goes south. Not needed per say, but has saved me many times. In green lacking removal, sometimes things just need to die. Bonus points with Sanctum of Ugin to find an Eldrazi

Boundless Realms > Reshape the Earth - Given you don't have enough utility lands, this is much better. Even if you did, reshape is very expensive for what it does, more so in this deck.

Pir's Whim - Politics removal and ramp in 1! Not needed but nice to have

Rishkar's Expertise - Best burst draw spell in green. While they can remove your greatest power creature, since it doesnt target, it goes to the next highest. It also helps mitigate tempo loss which is a big issue most draw spells have. Really powerful!

Regarding creatures, its personal preference. I have suggestions but until I know which direction you're going in, I'd rather wait. I personally love Eldrazi, specifically the Kozilek's as they allow you to refill your hand. Distortion allows you to be the blue player and Butcher allows you to, well, slaughter 4 permanents.

Catpocolypse on The Island Awakened

2 months ago

@king-saproling

Perilous Forays: Definitely a card I need to slot in, I'm just wondering what it should be slot in for? There doesn't seem to be an easy answer, I'm wondered what your thoughts on it are.

Concordant Crossroads: Undoubtably a very powerful card, I'm just not sure if haste makes enough of a difference in this deck to justify slotting this in.

Crashing Drawbridge: If I am going to slot in haste, its going to be through Concordant Crossroads

Akroma's Memorial: Definitely an interesting suggestion and a possible card to help close out games. It being removed can be a problem though, and I'm wondering what would be swapped out for it

Null Brooch: Having lands into my graveyard is good, but its very hard to get useful creatures or spell backs from the graveyard and I'm not sure if my entire hand is a good trade for one noncreature spell

Stone-Seeder Hierophant: Definitely synergistic, but it works similar to Lotus Cobra, but slower

Animist's Awakening: A very risky card, its possible to hit almost nothing for a very large mana investment, cutting down on some risks has been a point of upgrading this list.

Kamahl's Druidic Vow: Same reasoning as above, but less likely to miss

Traverse the Outlands: Most of the time, it hits about 5-6, which is a decent 1-1 payoff, but it costs more than cards such as Roiling Regrowth and there are other cards I would rather play with 5 CMC

Boundless Realms: If a game goes long, you will probably have more cards on the field than you can search up with this. It's a powerful card, but it doesn't have the speed that this list runs.

Reshape the Earth: Powerful card, great for finding certain lands like Yavimaya, Cradle of Growth, or Lotus Vale, but it is just too expensive CMC wise.

Pir's Whim: I will find a land card, but not everyone else will have an artifact/enchantment to sacrifice, especially in my pod. Its good, don't get me wrong, but there are more efficient cards imo.

Dryad's Revival: This is simply Timeless Witness, but Witness has a body that cards such as Ashaya, Soul of the Wild can use, or that I can sac to Greater Good, etc

artaud21 on Azusa goes Turbo(land)

5 months ago

Boundless Realms - This spell can only find basics which are not that plenty (especially when drained with fetches), they ETB tapped and overall it's not I'm focused on. Using it for Scute or Avenger is just overkill as I only need to crack a fetch 3 times to get 64 insects or 6/7 plants to finish the game. I'd rather play Reshape the Earth which has game ending potential on its own (Field of the Dead + 9 lands) even if it costs 2 more mana.

Scapeshift - I'm considering this but I would need to find room for mass-land returners (World Shaper) to make it more of the ramp spell than quality one. Azusa with Crucible effect may not be enough to return all sacced lands in short period. Obviously would be much better with Cradle which I don't possess though.

I've been playing Genesis Wave for a long time with great success (Turn 4-5 wins happened) and it was hard decision to cut it but I need to keep big-spells count as low as possible especially I can play combo now. As for Sol Ring I'd rather use Mana Crypt for T1 Azusa but still it gets negated by Ouphe, destroyed by Bane and doesn't trigger landfall effects.

Rude Awakening - I don't see it as part of the combo as it requires 3 parts (only 2 can be tutored for) and 11+ mana to run (which is a lot) and there are cheaper effects to untap lands. As for wincon it doesn't generate that much pressure as even 20 2/2 land-creatures can only kill one player and I'm not eager to lose any of my lands in combat.

Petrified Field - I did run it for a long time but needed to cut less important utility lands for Forests as I found myself color-hungry too many times.

Regal Force - it's definitely a powerhouse but I need to keep rigor in amount of cards in each mana slot. CMC 7 has 3 creature slots already occupied by Avenger (wincon), Hulk (combo) and Wurm (pet card). It's definitely viable for people not fond of Diune series (Shai-Hulud) or Wurms as a species ;)

Garruk, Primal Hunter - I did play him back in a days but I prefer cheaper (Life's Legacy) or repeatable (Greater Good) effects for card draw (even if I lose a creature in a process). Its ability can be weakened by killing biggest creature and Return of the Wildspeaker is better anyway.

Castle Garenbrig - it's good indeed except for occassions when I don't have Forest or a fetch in my starting hand which happens from time to time. It's obviously better with mana doublers but can be ok in my build as well. I don't have it currently but I will and test it.

Sensei's Divining Top - I've tested it already. Sure it ordered my top for Augur and friends but fetches "do" it anyway and sometimes I wished it way another card - that could ramp me for instance. I'd rather play Winding Way than it.

Elvish Aberration - I'm currently testing it. The thing is it can be cycled Turn 2 to keep the momentum for next turn Azusa and can produce infinite mana with Ashaya + Quirion combo. The second one didn't happen yet but it's possible. Anyway this slot is still interchangeable as there are so many 6 CMC creatures to use in a deck that finding a perfect one is hard. It can be Duplicant, Ulvenwald Hydra, Kogla, Sweet-Gum Recluse or even Orchard Strider as long as it won't clog a hand and can be tutor target in some occassions.

Panglacial Wurm - It's a pet card of mine and effective one to boot. Combat trick/End Step fatty is one option but more often than not it's used for power-matter draw effects. Mana flood is not that scary when you can cast it from library by cracking a fetch. Bonus points for Shai-Hulud esque.

Shigeki, Jukai Visionary - it's perfect T2 play before T3 Azusa and can be used right after dropping 2 bonus lands to ramp. Channel ability is super useful even if little costly.

Profet93 on Azusa goes Turbo(land)

5 months ago

+1 . an initial look at your decklist got me confused but after reading your detailed description, I sincerely find it unique and enjoyable! As a fellow Azusa player, I have a couple of ideas I wanted to run by you.

Boundless Realms - Ramp and deck thinning, landfall effects (scute), etc...while i understand you are trying to keep the average cmc lower as to make it more competitive, I believe this warrants a spot as it "doubles" your mana without the risk of mana reflection for example

Scapeshift - Similar to above and facilitates landfall (ex: field of the dead), titania , etc... scute

Why no Genesis wave or sol ring, because of teeg and collector ouphe? I read your description but I feel sol ring is usually very helpful and almost always the best turn 1 play

rude awakening - This card is great with nykthos, ashaya , a ritual, a wincon, all in 1. (Imagine Cradle, if only). Not to mention that it can be part of a combo ....

Rude Awakening + Eternal Witness + Kogla, the Titan Ape - First and foremost, it acts as artifact + creature removal, has survivability through 3 humans in the deck + commander, most notably being eternal witness. Using the 3, you get infinite mana. Rude awakening untap all your lands, eternal witness get back rude awakening and recast, kogla to return eternal witness.

Petrified Field - Synergy with realms uncharted, recursion of important utility lands, synergy with titania.

Regal Force - Tooth and nail synergy with avenger + titiania + scute

Garruk, Primal Hunter - I like him, he's not necessary but a solid card. He adds devotion for nykthos which may or not be an issue for your mana base. He provides a solid blocker which he can utilize his second ability on. He's a permanent version of soul's majesty at his worst. Ult is rarely relevant

Castle Garenbrig - Swap a forest or unimpactful nonbasic land.

Sensei's Divining Top - Set up topdeck with oracle, courser, augur, kozilek distortion, instant spell top deck (or you have flash, digging 3 cards is powerful even more so). If you are worried about bane or collector, just put it back on top and draw a card.

How have the following cards worked out for you....

Elvish Aberration - Expensive ramp or forest search in a pinch? Doesnt seem worth it

Panglacial Wurm - How many times have you cracked the fetch mid combat, thats so funny. Always bluffing, I like that. Aside from seedborn muse, how often do you have 7 mana to cast him? I feel 7 mana would be better spent on boundless realms for example. I understand the searchabiltiy factor is cool, but is it not overcosted?

Shigeki, Jukai Visionary - Super cool card, how has it been working for you? I like the second ability. Tell me more about your experience with this.

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