Breeding Pool

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Legality

Format Legality
1v1 Commander 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
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
Unformat Legal
Vanguard Legal
Vintage Legal

Breeding Pool

Land — Forest Island

(: Add or .)

As this enters, you may pay 2 life. If you don't, this enters tapped.

Shapeshift on Neoform Fleshcrafter Oculus

1 month ago

Scooped a 2nd Flare of Denial today along with 4 Naga Fleshcrafter and 2 Breeding Poolfoil.

Ready to go for first tourney with the new list tomorrow. Wish me luck.

Still open to any and all suggestions that can make this better. Thanks.

Mortlocke on Commander Sliver Deck

2 months ago

Okay Twinships, lets start with the most important thing you must know about Slivers - and repeat after me: "Slivers are a sometimes food.". While they are amazing, and the more show up the more ridiculous the boardstate - you don't need all of them. There are times when you absolutely need room for other things like interaction, engines, you know...an actual deck. First things first - Who is your commander? To designate a Commander for the list on TappedOut you need to tag the card with CMDR when editing your deck list. Depending on the Commander, choices and recommendations will vary.

As of now, your deck has no engines, interaction, or resiliency - all of which are needed as you seem to be suffering from the classic Sliver problem of poor table politics. So, lets start looking at some card recommendations:

  • Lurking Predators: You need an engine, and this is as good as any. It also plays into table politics as it disincentivizes other decks from popping off at best, at worst it gets your opponents focusing on it instead of your creatures.
  • Intruder Alarm: You need an engine, this one in particular is one of the usual suspects for slivers that help close out games. When Heart Sliver (or any other haste enabler) and Manaweft Sliver (or any other dork) are on the field you can at worst play your whole hand, and at best play your whole deck and close the game on the same turn. Just make sure you only play this when you can effectively end the game as it is an effect that benefits your opponents as well.

  • Worldly Tutor: You need tutors.

  • Sylvan Tutor: You need tutors.
  • Demonic Tutor: You need tutors.
  • Grim Tutor: You need tutors.
  • Guardian Project: You need card draw.
  • Dormant Sliver: This is an optional card draw suggestion as you need a reliable sac outlet to remove the Defender ability from your Sliver
  • Counterspell: You need interaction.
  • Mana Drain: You need interaction.
  • Strix Serenade: You need interaction.
  • Swan Song: You need interaction.
  • Kindred Dominance: You need mass removal to slow down faster players.
  • Blasphemous Act: You need mass removal to slow down faster players. This also combos very well with Spiteful Sliver as well.
  • Cyclonic Rift: You need mass removal to slow down faster players and have answers.
  • Consider the Talisman cycle: Talisman of Curiosity, Talisman of Dominance etc. You need more rocks and means of fixing your manabase.
  • Kodama's Reach: The Sister to Cultivate - you need as many options as possible to fix your manabase in this deck as you are running all 5 colors. 5 Color decks tend to run slow and inefficient if you don't invest heavily in the manabase and/or in many different options for color fixing. On that same note, consider Skyshroud Claim as it is also very similar in nature as long as you have lands with multiple subtypes e.g. Stomping Groundfoil or Breeding Poolfoil which are both Forests but also are other land types. Also on that note - get shocklands. All of them. If you can also afford it get the Kahns of Tarkir/Onslaught/Zendikar Fetchlands as well. An okay cheaper substitute for the previously mentioned would be the Mirage Fetchlands - but they're an incomplete cycle. Sorry for the tangent here.

Now, these are just a start to some suggestions and ideas for your deck. But we can't get started until you designate your commander. Then we can start cutting to make room. Are there any pet cards or ideas you have? Please share.

Balaam__ on Turtle Power!

3 months ago

There’s a lot to like here, but also room for improvement. A simple ‘strictly better’ change is to get rid of Uncharted Haven and replace it with some type of dual that’s appropriate for whatever budget you’ve allotted this deck. The problem with Uncharted Haven is it enters tapped, which automatically puts you behind schedule. Legacy is ridiculously fast paced (even in non-competitive settings) so anything with [this card] enters the battlefield tapped stapled to it is dead weight. There are a whole host of better lands to occupy that spot, some more expensive than others. Misty Rainforest and Breeding Poolfoil immediately come to mind, as do Hengegate Pathway  Flip and Hinterland Harbor. There’s Tropical Island too but that’s prohibitively expensive.

At a glance, your turtles seem a bit unfocused. You’ve stuck within the creature type, yes, but they’re all pulling in different directions—Ninjutsu, Flash, counters etc. You have the right idea with the Assault Formation/Treefolk Umbra strategy, you just need to trim the extraneous stuff and double down on that. Run 4x copies of those to ensure you draw them every single game.

Cut cards you probably wont have the mana to fully utilize like Primal Might, and replace fringe-use cards like Artful Dodge and Witch's Web with things that play into Turtle Assault strengths.

You have a good base here to work with, and the good news is you wouldn’t have to change much at all to significantly streamline things, and the core idea will remain intact.

kamarupa on Don't

3 months ago

While I don't recommend it, as it really puts a target on your dorks, if you have Kinnan, Bonder Prodigy in play, a Freed from the Real on a Birds of Paradise or Noble Hierarch would generate infinite mana. There's certainly enough protection with current Instants, though, if you wanted to go that route. Bloom Tender would another solid choice to include then, if you felt so inclined.

I definitely think the manabase could be improved on. It seems there's no budget for creatures, but lands are all budget? So I was hesitant earlier, and didn't have the time either then to make a case for improvements. That said, 1x Yavimaya, Cradle of Growth is, IMO, always worth whatever mana-fixing it provides opponents. After that, I tend to prefer Botanical Sanctum, Dreamroot Cascade and Barkchannel Pathway  Flip to the perennially desired Breeding Poolfoil and Misty Rainforest. I just can't stand the thought of burning 3 life to get one dual land. I usually also include Scavenger Grounds just on the off chance I face a deck that likes to bring stuff back from the graveyard.

I didn't see you asking for removal spells, but Beast Within is decent, IMO, and I wouldn't turn my nose up at any deck running Pongify or Rapid Hybridization, especially if the deck is also packing creatures that can block those 3/3 gift tokens.

While it's a bit gutsy to rely strictly on mana dorks for the white mana needed to cast Gods Willing, I rather like the idea of an unblockable swing thanks to its protection.

In my eyes, the biggest weaknesses are: Opt doesn't provide any card advantage. Divination would be better, and Harmonize better still. Hydroid Krasis, as I said before, seems to fit as well and comes with the bonus of a bit of lifegain which is never bad. And that leads to the next issue - the wincons are [almost] all legendary, and therefore rightly limited to less than 4 copies each. I do like that they come with their own means of preventing removal, though. And finally, that the mana base just isn't as premium as most the spells it supports.

Sliverguy420 on Don't

3 months ago

i'd recommend cutting birds and kinnan for Arbor Elf and Utopia Sprawl, then cutting Yavimaya Coast and adding Misty Rainforest and Breeding Poolfoil. 7 mana cards are a bit expensive for modern, but Elder Gargaroth is pretty nice. i'd cut the Gods Willing since you have no lands that produce white. Ram Through is probably your best removal option in green if you stick to tramplers.

Belfore on Hydras and +1/+1 Counters - Needs Help

4 months ago

Curious about your choice of commander but to each their own, I just feel there are much better Hydra commanders. As for suggestions. I would drop the transguild promenade, temple of the false god, and rupture spire because the are not nearly as good as they seem Vineglimmer Snarl, Breeding Poolfoil, Rejuvenating Springs, Dreamroot Cascade are just a couple of ideas that would be much better in slot for the deck. Have you looked at Vorel of the Hull Clade not quite as strong as your commander in his effect but in the 99 lets you either double the double or double a 3rd creature. Gyre Sage, Forgotten Ancient Are very strong creatures for any hydra deck. As for artifacts I would say The Ozolith is a must for any +1/+1 deck. You might also consider Doubling Cube, Horizon Stone, Fractal Harness. As for enchantments Unbound Flourishing, Asceticism. That is all I got for now. Let me know if you want some more input.

Balaam__ on Sire of Seven Deaths

6 months ago

I love the idea behind this, but I think what’s currently here isn’t fast enough to get the 3 copies in play before being interrupted. Without going full glass cannon, I’m not sure it’s possible to pull it off in time.

If I were to try my hand at this, I’d remove colorless and red mana sources entirely and double down on . Run mostly forests and a few islands alongside 4x Breeding Poolfoil. That will give your 4x Utopia Sprawl something guaranteed to attach to, and open up enough mana to reliably cast Quasiduplicate.

Stuff like Reverberate or Kozilek's Command don’t necessarily contribute much toward your penultimate goal, and are probably bloat that could be trimmed. Similarly, I’d stick Emrakul, the Promised End in the sideboard—if you’re able to cast it, you almost certainly could have already won with your main strategy.

Maybe I’m wrong, but it just seems like you’ll really have to race to the finish line with a build like this one rather than try to preemptively anticipate threats and plan for them. I do like the main idea behind this though.

ThassaUpYo@ssa on Kros

11 months ago

Swagner240sx

For your strategy, I'd focus on either infect or +1/+1 counters since the list seems to be a bit "busy" with too much going on. Once you choose which way you'd like to take the deck, we can further tweak - proliferation will still be central to your overall plan.

Here are some suggestions by color that you might want to consider adding to your mainboard:

:

Heroic Intervention, Nature's Lore, The Great Henge, Three Visits.

:

Akroma's Will, Flawless Manuever, Smothering Tithe, Teferi's Protection, Trouble in Pairs.

:

Cyclonic Rift, Fierce Guardianship, Mana Drain, Swan Song.

Permission Denied

I think you can get away with swapping out removing some counter spells as it seems a bit overkill - Cancel, Dispel, Envelop, Negate, and Nullify could probably come out in favor of Fierce Guardianship, Mana Drain, and Swan Song (the others could just be cut).

For your land base, I'd work the following lands in to help with your color wheel:

Fetch Lands: Flooded Strand, Misty Rainforest, Windswept Heath

Filter Lands: Flooded Grove, Mystic Gate, Wooded Bastion

Pathways Lands: Barkchannel Pathway  Flip, Branchloft Pathway  Flip, Hengegate Pathway  Flip

Shock Lands: Breeding Pool, Hallowed Fountain, Temple Garden

Tri-Cycle Land: Spara's Headquarters

True Duals: Savannah, Tropical Island, Tundra

For mana rocks, I prefer the talismans over the signets:

Talisman of Curiosity, Talisman of Progress, Talisman of Unity

I think your Kros, Defense Contractor list is in a good spot, it just needs to be a little more focused.

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