Canopy Vista

Canopy Vista

Land — Forest Plains

(: Gain or .)

Canopy Vista enters the battlefield tapped unless you control two or more basic lands.

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Printings View all

Set Rarity
Commander 2020 (C20) Rare
Zendikar Expeditions (EXP) Mythic Rare
Battle for Zendikar (BFZ) Rare
Promo Set (000) Rare

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Legality

Format Legality
Tiny Leaders Legal
2019-10-04 Legal
Legacy Legal
Duel Commander Legal
Highlander Legal
Canadian Highlander Legal
Modern Legal
Pioneer Legal
1v1 Commander Legal
Casual Legal
Block Constructed Legal
Vintage Legal
Commander / EDH Legal
Unformat Legal
Magic Duels Legal
Frontier Legal
Oathbreaker Legal
Leviathan Legal

Canopy Vista occurrence in decks from the last year

Commander / EDH:

All decks: 0.09%

GW (Selesnya): 2.37%

RGW (Naya): 2.68%

GWU (Bant): 1.34%

Canopy Vista Discussion

TriusMalarky on Land Cycles

3 days ago

DeinoStinkus I would love that. I already have two Verges for my two WG EDH decks, and if they print more I can get some of those for ALL my decks! They're so good at perfecting your mana t3.

Windswept Heath actually has an additional printing, which is why it's cheaper.

Not sure on Canopy Vista. There are no real competitive decks using it in Pioneer, and there's obviously 0 in Modern etc. The only thing I can think of is EDH, but I seriously doubt that GW is a more heavily played color combo than the others. AFAIK it's always been that way.

SideBae on Tanks

1 week ago

So Enlightened Tutor comes to mind. I think it's probably better than Idyllic Tutor, though it's significantly more expensive. If you're working on a budget, Idyllic Tutor is perfectly okay.

Toxic Deluge is an expensive card that I expect to go down in price soon (it's been reprinted in Double Masters, and in my experience masters sets tank their rares, if only for a short while). It'd be especially good since you have a lot of high-toughness cards.

I think Mythos of Nethroi is probably better than Putrefy.

I also think that even in a deck based on walls, you can benefit a LOT from one-mana mana-dorks. Arbor Elf, Elves of Deep Shadow, Elvish Mystic, Llanowar Elves, Deathrite Shaman, Fyndhorn Elves etc. will accelerate you in a way that only green can do. Even with boardwipes, they're worth it. Note that they also let you land your general turn two, if you get the right mana.

Additionally, since you're not a landfall, I feel like you're running too many lands. Replacing some with dorks will let you come out of the gate a lot faster. (I play EDH with a lot of more powerful decks, and your experience may differ from mine. However, I find that being able to land a meaningful turn-one play like Birds of Paradise is good in all power-levels.)

Speaking of lands, your mana base can be improved for relatively cheap. Indatha Triome is about $4 these days, and could easily replace your Jungle Hollow... Fetches are busted, especially when paired with duals like Overgrown Tomb or Savannah. However, if you don't plan on selling a kidney, there're other ways to improve. Slow-fetches (Rocky Tar Pit, Bad River, Flood Plain, Mountain Valley and Grasslands) are super affordable. Note that they can also fetch your non-basic typed lands (like Canopy Vista or Indatha Triome). Other lands of various prices to consider are Exotic Orchard, City of Brass, Reflecting Pool, Llanowar Wastes, Brushland, Caves of Koilos and friends.

Card advantage decides most EDH (and Magic in general) games. Some cards to consider: Sylvan Library, Painful Truths, Harmonize, Night's Whisper, Phyrexian Arena, Dark Tutelage etc. are all good ways. I was going to suggest Runic Armasaur, but you already spotted that one.

Retribution of the Meek is a GREAT wipe for decks like this.

I also suggest cutting some cards. I don't think Path to Exile is very good in EDH, where one-for-ones need to be REALLY good (like Swords to Plowshares or non-type specific like Mythos of Nethroi), and Path to Exile ramps your opponents. They're very likely to just use the extra mana to deploy a more dangerous threat. Glyph of Doom is interesting, and might be good, but I don't think it would be (granted that's not based on direct experience). I think you could probably just use a more powerful card in that slot. I also think you can cut some of the equipments for more influential cards. For example, if you cut Spidersilk Net and friends you can run things like Collector Ouphe and Stony Silence. If you're running mana dorks, you'll have ramp while your artifact-based friends get nailed.

Right. That's all I got. Hope this helped!

Malsorn on Umori, Karador's Sweetheart

2 weeks ago

I personally think that's a lot of guildgates and taplands. I'd dump the no-ability taplands and replace them with Canopy Vista, Scattered Groves, and Bojuka Bog, and I'd dump the guildgates for Wood Elves and two basics, it'll help speed the deck up a little. Cavalier of Night could be a good one depending on your budget, gives you some more removal options, also see Reclamation Sage, Ambush Viper and Acidic Slime.

DemMeowsephs on Sanctify Thy Deck

3 weeks ago

Of course I'd love to help! Sorry for the late comment for some reason my wall didn't give me any notifications! Let's start off with lands. So if you look at your color pie, you have very few red and black cards and more green/white. However, to activate your commanders ability you need all five colors, thus I would have an even amount of lands for each color. Since there are five colors, I would recommend using multicolor lands such as the following.

As for ramp, I also have a few suggestions. From what I've seen, your ramp involves Growth Spiral, Harrow, Dryad of the Ilysian Grove, Birds of Paradise, Cultivate, a couple of enchant lands, Sol Ring, Chromatic Lantern, and Arcane Signet. I would remove Harrow and Cultivate, and add some of the following. Exploration, Burgeoning, Noble Hierarch, Nature's Lore, Courser of Kruphix, Mirari's Wake, etc. The ones that are enchantments are especially helpful for the enchantress theme.

For the enchantress theme I would check out EDHREC (Click here for enchantments and here for cards that go with Sisay. EDHREC is an amazing commander resource and it helps me quite a lot.

  • So in the end, my main points were focusing on upgrading your ramp and your lands. For the enchantress part I would recommend checking out EDHERC. Again, sorry for the late comment, thank you for reaching out, good luck on your deck, it seems VERY good so far, and have a great day!

multimedia on Naya Tokens

3 weeks ago

Hey, nice budget upgrade of the precon. Good upgrade of Kiki.

Budget cards to consider adding:


Cards to consider cutting:


Examples of some changes to consider:

  • Jungle Shrine > Jungle Hollow
    I'm guessing you meant to type Shrine instead of Hollow since Hollow is not a legal card in Naya colors.

  • Breath of Fury or Zealous Conscripts > Burning Anger
    Fury or Conscripts are win condition combos with either Ghired or Kiki, they will have a lot more impact than Burning.

  • Quartzwood Crasher > Desolation Twin
    Crasher at five mana can be repeatable Dino tokens that can be 10/10s or higher that have trample. The 10/10 Eldrazi that Twin creates is not good enough for 10 mana.

  • Ogre Battledriver > Samut, Tyrant Smasher

  • Congregation at Dawn or Shared Summons > Vivien's Invocation
    Invocation at seven mana can miss in the top seven and not reveal a creature. Dawn at three mana or Summons at five don't miss.

Good luck with your deck.

greyninja on Land Cycles

4 weeks ago

Really, REALLY want them to finish the Canopy Vista and Cinder Glade cycle. Hopefully the next Zendikar block brings the enemy tango lands

DeinoStinkus on Land Cycles

4 weeks ago

So, Canopy Vista is more expensive than most of its cycle (Cinder Glade), but Windswept Heath is the cheapest fetch land. I think it's probably because Selesnya usually sees more casual play, where Vista's cycle is used, while there isn't much demand for the Selesnya fetch, at least relative to the other fetches.

Malsorn on Gishath Dino Tribal

1 month ago

My thoughts are that the best improvements could be made to the landbase. Command Tower, Path of Ancestry, Jungle Shrine, Field of Ruin, Krosan Verge, Scavenger Grounds, Rogue's Passage... Sure, the last three are colorless, but you can usually afford a few colorless utility lands in a 3 color deck. I'd also recommend Cinder Glade, Canopy Vista, Sheltered Thicket, and Scattered Groves, as they can be searched up by the verge and count as their respective basic types for your checklands and showlands. Also makes Skyshroud Claim worth considering, which would be a great addition to your ramp package! I'd dump the guildgates, untyped tapped lands, and the bouncelands for them, but the bouncelands might be worth keeping if your group doesn't play much land destruction, in which case I'd dump the lifelands.

Migration Path is a strict upgrade to Explosive Vegetation, and Rampant Growth is a strict upgrade to Thunderherd Migration since it always costs 2. Less flavorful, but more efficient.

Lastly, Sol Ring, it's the most powerful ramp in the format, definitely worth considering.

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