Breeding Pool

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Legality

Format Legality
1v1 Commander 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
Tiny Leaders Legal
Vintage Legal

Breeding Pool

Land — Forest Island

(: Add or .)

As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, Breeding Pool enters the battlefield tapped.

Krom3 on Tatyova's Happy Jungle Fun Times!

1 week ago

hey hey LyrdAduPot thanks for the question!

I havent taken the time to update this list as I've been busy with work and such however I kept Claim in the deck because I recently upgraded the mana-base to have Breeding Pool Rimewood Falls and the new Tangled Islet so it made sense to have a way to fetch them, HOWEVER! in the decks current rendition on here you're absolutely right in that Migration Path works better! :D

Alesamuel on Jodah Big Spell

1 month ago

I would recommend some of the Eldrazi titans, such as Kozilek, Butcher of Truth, Ulamog, the Ceaseless Hunger as some big top end bombs. Some ramp creatures wouldn't go amiss either, such as Birds of Paradise, and Dryad of the Ilysian Grove.

In terms of Instants, Sorceries, and Enchantments, getting some more of the Ultimatum cycle (Brilliant Ultimatum, Cruel Ultimatum, Emergent Ultimatum) might be a good idea, and Sunbird's Invocation would be a good idea too if you are casting such big CMC cards.

Another recommended addition would be Nicol Bolas, God-Pharaoh as it is just a straight up good card for the colour and big mana theme.

I'd recommend replacing the tapped tri-lands (Arcane Sanctum, Crumbling Necropolis, Frontier Bivouac, Jungle Shrine, Mystic Monastery, Nomad Outpost, Opulent Palace, Sandsteppe Citadel, Savage Lands, and Seaside Citadel) with the shock land cycle (Blood Crypt, Breeding Pool, Godless Shrine, Hallowed Fountain, Overgrown Tomb, Sacred Foundry, Steam Vents, Stomping Ground, Temple Garden, and Watery Grave) as they are easier to fetch for or find with ramp spells.

Final notes: Give the deck a little more of a creature focus, having as few as you have right now you'll find there is very little to hit with your reanimation, but other then that, good job on the first draft! looking forward to see how it plays out!

Drayven9309 on Adrix & Nev, Multi-Tokes

2 months ago

Regarding your land base I see you're running Misty Rainforest, but not any of the lands it's 'meant' to fetch - these are dual lands that still have land types and are thus fetchable. Tropical Island, Breeding Pool etc. I don't think you need to run Misty as you're only in two colours and green is the king of ramp, so you're unlikely to be hurting for the right colours as well as cutting 1/10th of your deck's cost.

I don't like to spend a lot of money on my land base (especially in only two colours) but there are some cheap dual lands that are good to throw in, these come in untapped if you fulfill certain conditions (which are reasonably easy to obtain, especially in green) Dreamroot Cascade, Flooded Grove, Hinterland Harbor, Vineglimmer Snarl.

(Simic Growth Chamber is fine to keep - make sure you are bouncing a land you've already tapped for mana though, pro tip)

This is just my opinion so take this with a grain of salt. But I would replace the following lands

Myriad Landscape enters tapped, you're in two colours, one being green so you've got better ramp choices.

Blighted Woodland green has better ramp than this.

Lumbering Falls unless I'm missing something you don't need the utility of having a man-land.

Misty Rainforest expensive mana-fixing and you don't have the other lands needed to make full use of it, and again green has all the ramp options.

Temple of Mystery, Thornwood Falls can be replaced by dual lands that usually come in untapped.

Rejuvenating Springs is fine but I prefer cheaper options.

Again, my opinion, but you seem light on removal and ramp while heavy on land. Most decks run 33-36 land, being in green you could probably get away with 33. Try throwing in some of these Nature's Lore/Three Visits, Vastwood Surge, Growth Spiral, Migration Path, Ordeal of Nylea has some synergy, and if you put it on a creature that already has two or more counters on it, you can sacrifice it the same turn you play it. This is by far a non exhaustive list so feel free to google simic ramp and see what other options there are.

As for removal you'll want to make sure you have removal for not only creatures, but other non-land permanents mainly artifacts and enchantments which can sometimes be difficult depending on your colours (I'm assuming you won't have to deal with problematic lands most of the time). Pongify, Curse of the Swine and, Reality Shift are good picks (Curse of the Swine-ing yourself to create lots of piggies is never not funny and unexpected.)

You don't seem to have any boardwipes, these are cards that, in a panic let you just erase everything from the Battlefield (barring lands, usually) and can be great for when your opponent(s) are simply getting ahead of you in terms of having a developed board-state. The best one you have available is Cyclonic Rift but is a bit pricey, others include Wash Out, Evacuation, Devastation Tide and, Nevinyrral's Disk (for an actual board wipe). Unfortunately Blue really only has options that return things to hand instead of thoroughly destroying or exiling and Green straight up has nothing except anti-flying. They do most of their removal through fighting.

This is turning into an absolute wall of text and I'm getting lazy so I'm just gonna finish here by copying a comment from a YouTube video

Ramp: 10-12

Card Draw: 10

Single Target Removal: 10-12

Board Wipes: 3

Lands: 33-38

Standalone (cards that are effective by themselves/with commander): 25

Enhancers (cards that amplify or are amplified by standalones or commander): 10-12

Enablers (covers a weakness or fills a gap in your strategy): 7-8

Cards on your theme: 30(ish)

Consider overlaps (cards that count in multiple categories) and partials (cards that count as 'half' in a given category. E.g. scry 2 as half a card draw card)

Corrus555 on Green/blue sea monsters copy

2 months ago

Alright let's get dorky. So you want more consistent game and early game. I like your mana ramp and some big boys, I just feel you don't have the early game, you wait for your own board state to get big but only have counter spells to remove threats.

My first list of cards I think can be removed for either lower cost cards or the effects arnt good enough. Urban Evolution to much mana for 3 card draw, the extra land drop isnt enough to justify the mana cost. Seer's Sundial is decent but the recuring cost will slow you down. But with a card like Horn of Greed ,everyone getst the card draw but you should be hitting a land drop every turn realistically. Horn of Greed isnt good with cards that put them onto the battlefield, but playing additional lands will trigger it multiple times for you, free effect for doing what your commander does. it will pay for itself in two turns. Acidic Slime its just slow,I like this better than itWickerbough Elder. Reclamation Sage is better and often the land doesnt matter unless its super competative. or Beast Within will help you with the land removal. meh Stumpsquall Hydra do you really need your CMDR bigger?? slow Sporemound Elder Deep-Fiend meh? like any combos or anything with this? Sharktocrab its cool, but you can only do the effect once, and you dont care about counters, but i see its good for the octopus creature type. Stormtide Leviathan often shoots people in their own foot if you dont have the bottom requirement on your creatures.

lands I dislike,Vivid Creek Vivid Grove tapped and only good for two turns? lands I like are Evolving Wilds Simic Growth Chamber Thornwood Falls Molimo, Maro-Sorcerer better version below. Below link are slow fetches if money is a concern, but you can run them outside your color because they dont have the mana symbol, to bad you can't run other bounce lands. https://www.mtglands.com/main-slowfetches.html https://tappedout.net/mtg-questions/bounce-lands-outside-commanders-color-identity/

Decent cards to replace with Hydra Broodmaster. Multani, Yavimaya's Avatar If you go graveyard recursion consistently she isn't bad Titania, Protector of Argoth if youre using fetches and such. If you do graveyardWorld Shaper The Mending of Dominaria Springbloom Druid early blocker,Harrow Crop Rotation crop R triggers your commander and only costs one. for any land. Zendikar's Roil this doesnt get removed by board clears and makes bigger than 1/1 spores.

Skyshroud Claim any forests. if you do dual shock lands. Fabled Passage if you have the $$$. Myriad Landscape if no $$$. Slippery Karst its good with graveyard synergy but often its cycled unless you need it the first few turns to get to land searches like Cultivate

The best card you should get Azusa, Lost but Seeking Roil Elemental Rapid Hybridization one cost removal of commander worth it. Tatyova, Benthic Druid you need cards that do similar effects as your commander so they cant just shut your deck down with one removal of your CMDR.

Tutor for your big guysFierce Empath This will pay for itslef in one turn Lotus Cobra Good long game card in my opinion that can be used for sac outlet and mana sink to pay into Tireless Tracker

Lands I like Terrain Generator Temple of the False God Hinterland Harbor cheaper than dual shocks, Thats Breeding Pool this is a dual shock land.

Late game cards that are VeRy NiCe but extra Praetor's Counsel Tooth and Nail

To battlefieldWood Elves Farhaven Elf and to hand Sylvan Ranger Ulvenwald Hydra these early game guys get you lands and can chump block, which means you block them with anything big they throw at you, assuming it doesn't have trample

Plenty of more expensive fixes but this is a good start, Let me know if you got some $$$ so I can recommend that. Most these cards should be under 10$ ish.

SufferFromEDHD on I came here to draw cards and kick ass

3 months ago

Those that know, know, and those that don't never will

Mousemke on First Deck

3 months ago

All the forests and islands. My biggest piece of advice for modern is to invest in shock and fetch lands (in this case Breeding Pool and Misty Rainforest). They are going to be on the expensive side. But also long after you tune and re-tune this deck, maybe even tear it apart and build an entirely new deck. All the other cards may be different but you WILL need this same fetch and shock lands. They are the best investment you can make early on and you will feel the deck's consistency grow to reflect the improved mana base.

Next, as wallisface said, push towards 4 of each card. It's not a hard rule but it will improve your deck immensely to focus an a plan instead of many things that may be good together.

Examples:

Bioessence Hydra, but you only have 2 planeswalkers in the deck. You should cut the hydra or focus on planeswalkers and bump to 4 hydras

Blossom Prancer but you only have 5 enchantments

Rootcoil Creeper but only 1 card with flashback

Tasha's Hideous Laughter is the only mill card you have

The deck is a good start but you need to focus it and bring it down to 60 cards

legendofa on Self Mill deck mana help

4 months ago

Welcome to the club, wschlobohm!

The win conditions here are Laboratory Maniac and Spider Spawning, is that correct? If so, you're going to want more than one of each. I recommend 3-4 of each.

As Balaam__ says, there are a few cards here that aren't in many self-mill decks, and some of them are pushing your average mana value up. Craterhoof Behemoth, Rune-Scarred Demon, and Resolute Archangel in particular are probably not going to help that much. This deck has almost no way to generate mana quickly, so those cards are going to be sitting in your hand for a long time before seeing use. Cutting them and replacing them with less mana-hungry cards will be a strong first step.

Archaeomancer isn't really living up to its potential here, with a total of five instants and sorceries. It can come out and be saved for a more spell-centric deck.

Third thought, you have only two white cards in here, and I already suggested cutting one of them. If you take out Planar Cleansing as well, that should tighten up your mana immensely.

This point will require a higher budget, but take a look at multicolor lands that enter untapped. Anything from Llanowar Wastes to Drowned Catacomb to Breeding Pool will accelerate your deck, since you can use lands the turn they're played.

My final thought for the moment is to take a close look at every card and ask, Does it put cards in my graveyard? Does it take advantage of cards in my graveyard? Does it directly win me the game? If the answer to all of these for any card is no, then that card can probably be taken out and replaced with a card that does advance your game plan.

Look to get four copies of the cards you want to use most. This will increase your odds of drawing those cards.

If you want to look into more competitive decks along these lines, check out Dredge and Reanimator decks. Both of these strategies are based around filling your graveyard as quickly as possible and using it as a new resource. Alternatively, Laboratory Maniac and its friends Thassa's Oracle and Jace, Wielder of Mysteries are the centerpiece of a common instant-win Commander strategy, if you prefer that angle

And above all, have fun!

cyeRunner on Mono-Blue-Merfolk

4 months ago

Since you run 2x Lands that Produce only (Forest and Boseju) I recommend exchaning 2x Breeding Pool for 2x Flooded Grove so you can produce even with a Forest in play.

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