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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Land — Forest Island
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As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, Breeding Pool enters the battlefield tapped.
DemonDragonJ on Kill them With Kindness
1 month ago
I have replaced the three checklands in this deck (Hinterland Harbor, Clifftop Retreat, and Sulfur Falls) with the shocklands of the same colors (Breeding Pool, Sacred Foundry, and Steam Vents), because, with this being a four-colored deck, I cannot take the chance of the checklands entering the battlefield tapped.
DemonDragonJ on All Will Be One
1 month ago
I have replaced the three checklands in this deck (Hinterland Harbor, Isolated Chapel, and Woodland Cemetery) with the shocklands of the same colors (Breeding Pool, Godless Shrine, and Overgrown Tomb), because, with this being a four-colored deck, I cannot take the chance of the checklands entering the battlefield tapped.
Gidgetimer on Why doesn't fanatic of mogus …
1 month ago
Even if it wasn't 10 times better, card inclusion isn't necessarily linearly related to card quality. I wouldn't say that Breeding Pool is 5 times better than Waterlogged Grove, but it is in 5 times as many decks.
wallisface on Balaam__
3 months ago
Balaam__ Eradicate only ever searches for cards with the same name (not land-type), so if you exile a card named Forest with it, you only search for other cards named Forest (so you can't also exile Breeding Pool, because that's named "Breeding Pool", not "Forest"). Conversely, if you exile Breeding Pool with it, you only exile other cards named "Breeding Pool", and not "Forest" or "Temple Garden" etc.
The card works off the card name itself, and doesn't consider land types or any other such information.
Squee_Spirit_Guide on Shifty Crabs!
3 months ago
Hey Epicurus! That's a great question! The life loss from the fetches can be quite painful, and I have run into instances where I couldn't crack one because I was at 1. But in most cases the speed of having an untapped land is worth the life loss from the fetch. It often means you can play an extra spell in the turn, rather than waiting. The deck needs the landfall trigger as well as the ramp.
There are lots of times where you wind up with one untapped land and a land drop remaining. In those cases Terramorphic Expanse for a tapped basic would be the end of the turn. But, Prismatic Vista for an untapped basic means you can keep going with things like Growth Spiral or Explore.
There are definitely times where the land entering untapped doesn't matter, but in those situations I usually use a Misty Rainforest or Verdant Catacombs to get a tapped Breeding Pool for the versatility.
I hope that helps answer your question! I'm definitely not the best player out there so others might have different opinions, but this is what I've found to work for me.
Krom3 on Tatyova's Happy Jungle Fun Times!
4 months 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
5 months 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
6 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
Card Draw: 10
Single Target Removal: 10-12
Board Wipes: 3
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)
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