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Format Legality
1v1 Commander Legal
Archenemy 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
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal



Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.

Andramalech on Nadu, Manifest Destiny

4 weeks ago

Is Burgeoning an instrument? (I kid, but this list looks great.)

DreadKhan on EDH Merens Reanimator

1 month ago

Do you mean cheap 'fetch' options like Evolving Wilds, or pricey stuff like Verdant Catacombs? Proper Fetchland are really strong cards, and very few things screw you over for playing them. People typically benefit from Fetches if they have landfall effects, usually you need quite a few, or very good ones, or they are a lot of money for relatively little value, especially 2 colour deck. This changes a bit if you've got other synergies, especially cards that let you play lands from your graveyard, Fetch lands are incredible in decks like Muldrotha, the Gravetide, where getting a single one in your graveyard technically means you'll never miss a land drop (unless something happens). In your colours people often run Fetch lands with cards like Crucible of Worlds and Ramunap Excavator (there are more options, these are just very popular ones that synergize with effects that give you the ability to play extra lands, such as Burgeoning). The nicest thing about these sorts of combos is you can also throw in something like Strip Mine/Wasteland to generate a great deal of advantage over time.

Looking at your deck for a bit, it doesn't have a lot of 'bad' cards kicking around, so it's hard to improve your deck without raising it's power level. Arguably fetches don't increase your power level, they just make your deck a lot more consistent, but with enough synergies you can possibly shave a few lands if you ran all of the true Fetchlands that can find a Swamp or Forest (at this point there is a range of dual lands that have the Swamp/Forest typing, but most ETB tapped fwiw. I'd run at least 3 duals you can fetch out if you're going to run a bunch of Fetchlands, as well as a smattering of Basics.

Hope some of this helps!

Mortlocke on The Song of Phyresis

6 months ago


Always a pleasure to have new visitors to the page, welcome. Magic has gone through multiple changes in the past couple of years with everything getting multiple art treatments, power creep, and a whole host of different products that seem to lose more and more relevance with each new iteration. But I digress, I love the Toxic mechanic. Sure it doesn't quite have the explosive potential of Infect, but it can still put in work with it's sibling mechanic Corrupted.

As for your questions about certain notable exclusions from the deck:

  • Inexorable Tide - This was once in the deck, but had to be cut simply due to a lack of space. 5 mana with 2 blue pips is a steep ask for a card that does literally nothing on cast. The usefulness of this card is entirely contingent on how large of a hand I have, and how many counters I have in play to target for proliferation. If none of my opponents have poison counters, and none of my creatures have +1/+1 counters on them...then what's the point? That's the unfortunate position this card holds in that it requires a steep investment for little pay off more often than not.

  • Phyrexian Swarmlord - Much like the previously mentioned, Swardlord requires a great deal of set up to be relevant that amounts to nothing more than a win-more card. If there aren't a plentiful amount of poison counters already on my opponents then this card is simply a 4/4 for 6 - not a worthwhile investment of mana.

  • Evolution Sage - This too was once in the deck until more relevant creatures came and replaced it. I'm not trying to be rude or anything but there was a big retcon that created the Phyrexian tribe. Every creature in the deck is a Phyrexian as a result of said retcon and therefore benefit from cards like Urza's Incubator and Cavern of Souls. Tribal issues aside, Evolution Sage is only as good as the number of land drops I have per turn which at most is only 2. to make this card a worthwhile inclusion I'd have to carve out more space for additional land drops in the form of Burgeoning and Exploration which is more trouble than it's worth. This card would be better suited for a different deck.

The deck is for both a 1v1 and Group setting - the hardest part is overcoming the politics and stigma of playing Poison counters. It's one of my favorite mechanics regardless, and always enjoy my games - archenemy status and all. Thanks for coming by and checking out the deck. Thanks for the +1 and the nice words, good luck with your own build and let me know if you have any questions.

Last_Laugh on The God-Pharoh Windgrace has Returned

6 months ago

Exploration and Burgeoning would serve you well here.

NV_1980 on The Land Lord (Windgrace)

8 months ago

Nice brew. How do you feel about adding Wrenn and Realmbreaker? All its loyalty abilities seem amazingly well-suited to this deck. Also, Burgeoning, Exploration and Augur of Autumn would also be really good in here. Especially the ramping-enchantments are worth considering I think, because they're harder to remove than ramping creatures.

legendofa on Eldrazi Rampage

9 months ago

Welcome to the club, BIAxKatana!

Obligatory caveat that I'm not a Commander expert, so I might be missing some details. My first thought on looking at this deck is that there might be too many payoffs and not enough support. While cards like Exploration and Burgeoning are generally good ramp, with only 33 lands, minimal land searching, and not much repeatable draw, I don't expect this deck to get more than a couple of extra land drops each match.

How reliable are Fist of Suns and Jodah, Archmage Eternal for you? They combo well with Morophon, the Boundless, so how quickly can you get them and a full color suite active? Is it better to play Esika, God of the Tree  Flip or The Prismatic Bridge  Flip?

There could be some bad interactions between your counterspells and Mana Maze. Mana Maze supports your colorless creatures, but unless an opponent is playing heavy , countering one of their spells basically resets Mana Maze.

What is the role of Luxior, Giada's Gift and the assorted Jin-Gitaxias  Flipes?

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