Land — Forest Plains
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This enters the battlefield tapped unless you control two or more basic lands.
|Have (3)||jecder , gildan_bladeborn , Disposed|
|Want (4)||Permanence , Morpho-peleides , Gorenzel , Kotakiva|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Canopy Vista Discussion
4 days ago
Hey, well done for your first three color deck with partners. Nice start and work in progress. Some good ideas and cards here, other than the obvious staples like Sol, Arcane, Tower, Swords, Farseek, Cultivate, etc.
Nice Fetch lands, Plunderer, Ghave, Beledros, Altar, Dawn, Wake, Intervention, Inkshield, Artist, Blot, Ranger, Remembrance, Damn, Infestation. I see win condition combos of Ghave + Altar + Artist and Life/Limb + Sporemound, but you could expand on token combos if that's the direction you want to go.
Six excellent lands here make up a large portion of the budget, the rest is fairly low budget thus my suggestions will be for lower budget. If I'm wrong about this and you would prefer more pricey options let me know.
My first comment is advice to improve on the basic structure (lands, ramp and draw). If you're interested in me continuing with more advice in other areas I can in another comment. Three areas to consider improving are amount of lands/color fixing from lands, more draw and more ramp.
- Mentor of the Meek --> Bad Moon
- Tireless Provisioner --> Transcendent Master
- Shamanic Revelation --> Killian, Ink Duelist
- Murmuring Bosk --> Glorious Anthem
- Woodland Chasm --> Vorpal Sword
- Snowfield Sinkhole --> Dramatic Finale
- Oketra's Monument
- Rite of Harmony
- Sandsteppe Citadel
- Caves of Koilos
- High Market
- Canopy Vista
- Evolving Wilds
- Terramorphic Expanse
32 lands is low amount with only 8 ramp sources. Consider adding some lands, at least 3 more and add at least 3 more ramp sources? 21 basic lands is a lot for a three color deck, that makes color fixing subpar from lands. By cutting a few basic lands for more dual lands it will help color fixing. You're playing green which gives you access to many different ramp options such as Tireless Provisioner who creates tokens. Take advantage of ramp when playing green.
Mentor of the Meek and Provisioner are helpful three drops for tokens because of their repeatable effects. Mentor and Shamanic Revelation take advantage of tokens for draw. You're creating 1/1 tokens which Prava makes them 2/5 when they enter the battlefield, but that's still 2 power for Mentor to be a repeatable draw source.
I see Verdant Catacombs and Windswept Heath which are great as well as Farseek, but I only see Temple Garden as the dual land these Fetch lands/Farseek can get. Consider adding a few more lands that the Fetch lands can get such as Murmuring Bosk? Farseek can get a black source from Woodland Chasm or Snowfield Sinkhole.
For some cuts, the cards I've chosen for you to consider are less impactful then others in your deck. Creatures who all they have is lifelink are not worth playing because you can get life from other sources that do much more. Transcendent Master is not worth the mana investment into it for what you eventually get.
Bad Moon is subpar because you don't have enough black creatures and the majority of token creatures are not black, they're white or green especially since Prava only creates white creatures. Dramatic Finale mana cost is too difficult to consistently make with three colors and only nontoken dies. Other anthems such as Glorious Anthem are fine since it affects all creatures you control, but in my opinion are not worth a card spot since all it does is +1/+1 pump.
Black in my opinion is better as a splash color here with dual lands and a few basic Swamps since green and white give you much more for tokens and life gain strategies. It takes a lot of black mana for Vorpal Sword to have a good effect which without a lot of treasures or more color fixing help will be too difficult to make.
Would you like me to continue with more advice? Good luck with your deck.
2 weeks ago
Hey, good start, nice Atla Dino version.
When you start to make modifications consider adding more low CMC noncreature ramp? Arcane Signet, Fellwar Stone, Farseek. The Farseek suggestion goes with some budget land upgrade suggestions: Cinder Glade, Canopy Vista and Alpine Meadow. These lands have two different basic land types which can be searched for by Farseek. When land ramp can get a dual land instead of basic land(s), that helps color fixing.
Quartzwood Crasher is one of the best Dinos since it can create an army of Dinos with trample by itself because it has trample and it's $2. Of course if you have more creatures who have trample then Quartzwood becomes much better esepcially with Ghalta, Primal Hunger. Garruk's Uprising gives all creatures you control trample and it also can be repeatable draw since each time a Dino ETB or Dino token that's created that's 4 or more power you draw a card. Uprising is just plain good with Dinos because most of them have 4 or more power.
With Mirror Entity more effects to give Atla a +1/+1 counter are helpful and you can get more just from budget lands: Tyrite Sanctum, Opal Palace, Forge of Heroes. Sanctum is best of these three because it can be repeatable and you don't have to cast Atla with it. When Sanctum has made Atla a God it can be saced to make Atla indestructible which is really helpful against the majority of board wipes and targeted removal. High Market is a land sac outlet. Crop Rotation can instant tutor for one of these lands, put it onto the battlefield or sac a basic land to get Command Tower.
Fanatical Devotion is more protection for Atla and it's a sac outlet for Eggs.
Good luck with your deck.
2 weeks ago
The new Innistrad block provided a new cycle of dual lands (Deathcap Glade, Deserted Beach, and so forth), which I appreciate, and I especially like how WotC printed a full cycle of ten dual lands, rather than half a cycle of five dual lands, as they too often do.
Naturally, I am wondering how those dual lands compare to other cycle of dual lands, so I wish to ask others about their opinions of those lands.
The best dual lands of all are obviously the original dual lands (Bayou, Tundra, Plateau, and so forth), but those are too expensive for all but the most hardcore of players, so I shall not mention them any further in this thread.
After the originals, the second-best dual lands are the shock lands (Hallowed Fountain, Sacred Foundry, Godless Shrine, and so forth), which are nearly as good as the originals, with only a very minor downside.
After that, however, it is difficult to say what the next-best cycle is; I say that the "battle lands" (Cinder Glade, Canopy Vista, and so forth), the "check lands" (Glacial Fortress, Sunpetal Grove, Isolated Chapel, and so forth), and the filter lands (Cascade Bluffs, Wooded Bastion, Sunken Ruins, and so forth) are all contenders for the title of third-best dual lands, so I am not certain where the new Innistrad lands rank in comparison to them.
What does everyone else say about this? How good are the new Innistrad dual lands?
2 weeks ago
Hey, well done with your budget version of First.
Some budget upgrades to consider:
- Arcane Signet --> Pillar of Origins
- Fellwar Stone --> Rampant Growth
- Profane Tutor --> Shadow Sliver
- Patriarch's Bidding --> Spinneret Sliver
- Vivien, Champion of the Wilds --> Door to Nothingness
- Cinder Glade --> 1x Forest
- Canopy Vista --> 1x Plains
- Prairie Stream --> 1x Island
- Sunken Hollow --> 1x Swamp
- Smoldering Marsh --> 1x Mountain
Arcane Signet is a staple mana rock in Commander and especially good when playing five colors. Profane Tutor is a budget tutor that has interaction with cascade because it's CMC is 0. Patriarch's Bidding is quick recovery from a board wipe by reanimating all Slivers in your graveyard. Vivien, Champion of the Wilds is another flash effect for Slivers and it has other uses too since playing lots of creatures.
What makes Farseek a good ramp spell is when it can search for a dual land that has two or more basic land types such as Cinder Glade. If all you have is a basic land that Farseek can search for then it's subpar ramp, worse than Rampant Growth. Tango lands: Cinder Glade, Canopy Vista, Prairie Stream, Sunken Hollow, Smoldering Marsh are budget and Farseek can search for one of them.
Shadow Sliver is a budget Shifting Sliver and since you have Shifting you don't also need Shadow. Not being able to block with Slivers can be a problem, not able to defend against opponents swingback. Spinneret Sliver is a just a worse effect then giving all Slivers flying.
1 month ago
Hey, the CQ decklist is missing Cloudshredder Sliver, who's one of the best budget Slivers especially when Hivelord is Commander. It's missing Harmonic Sliver, who's excellent repeatable removal in multiplayer Commander. Tempered Sliver is good with Hivelord as Commander since it can make him bigger with counters. Blasphemous Act wrecks opponents creatures when Hivelord is Commander, consistently for one mana. Swiftfoot Boots gives Hivelord extra protection, combining indestructible and hexproof makes it very difficult for opponents to remove Hivelord.
- Cloudshredder Sliver --> Muscle Sliver
- Harmonic Sliver --> Steelform Sliver
- Tempered Sliver --> Watcher Sliver
- Swiftfoot Boots --> Quilled Sliver
- Blasphemous Act --> Fumigate
- Sol Ring --> Wayfarer's Bauble
- Arcane Signet --> Sphere of the Suns
- Fellwar Stone --> Armillary Sphere
- Commander's Sphere --> Pillar of Origins
The manabases in all CQ decklists are an afterthought, no Command Tower, they're terrible especially with five colors. Command Tower, Exotic Orchard, Unclaimed Territory, Path of Ancestry are all budget lands for five colors with Slivers. The five Tango lands: Cinder Glade, Canopy Vista, Prairie Stream, Sunken Hollow, Smoldering Marsh are budget and nice when playing 15+ basic lands. The Tango lands help with color fixing and make Farseek, Mountain Valley and Rocky Tar Pit better since they can search for one of them.
- Command Tower --> Warped Landscape
- Exotic Orchard --> Blighted Woodland
- Unclaimed Territory --> Jund Panorama
- Path of Ancestry --> Grixis Panorama
- Cinder Glade --> 1x Forest
- Canopy Vista --> 1x Plains
- Prairie Stream --> 1x Plains
- Sunken Hollow --> 1x Forest
Good luck with the upgrading.
1 month ago
Thanks for the comment godlyCarrots!
I include fetches like Misty Rainforest, Marsh Flats, and Verdant Catacombs because they find Temple Garden and Canopy Vista. Misty and Verdant also find Dryad Arbor to trigger my draw spells such as Guardian Project, etc. In general I think that these aspects make these fetches better than other dual options for my deck.
2 months ago
My first deck was a creature-based deck too. In general, in EDH they aren't good. Basically every deck is prepared for you and every deck runs boardwipes. You absolutely need boardwipe protection/recursion. Teferi's Protection and Heroic Intervention are good starts, but I don't really see much else you can use.
Additionally, you'll to adjust your manabase. A good rule of thumb is 45-50 total mana sources. That can be artifacts, lands, dorks, anything you want, but two-mana artifact ramp is excellent and plentiful. Sol Ring, Selesnya Signet, the G/W diamonds, Coldsteel Heart, Mind Stone, Commander's Sphere, Pristine Talisman, Heraldic Banner, Everflowing Chalice, and Talisman of Unity are all good options. You just really want to be able to make your land drops, you'll almost always have something to do with the mana (especially if you also have mana sinks). You also want to look at a bunch of utility lands. 30 basics is a lot for a dual-color deck. Off the top of my head, Oran-Rief, the Vastwood, Thriving Grove, Thriving Heath, Canopy Vista, and the G/W life land are all budget okay options.
For wolf/general tribal support, there's Vanquisher's Banner, Coat of Arms, Adaptive Automaton, and Icon of Ancestry are all good. Maybe even Herald's Horn. If you want changelings, there's an exhaustive list of them in a deck here on tappedout, The Bones To Build Your Tribal Deck
I'm pretty new to Commander as well, so I'm no expert on how this deck will run or even if my suggestions are good. Those are just my thoughts.
2 months ago
Hey, well done on a budget while having Overlord, First, Legion and Hivelord. The area of your deck that needs the most improvements is the manabase and lands are my first budget suggestions to consider.
Exotic Orchard, Unclaimed Territory and Path of Ancestry are three more Rainbow lands. The five Battle lands have good interaction with lots of basic lands: Canopy Vista, Cinder Glade, Sunken Hollow, Prairie Stream and Smoldering Marsh. You're better off playing more Tri lands than the Thriving lands: Jungle Shrine, Savage Lands, Seaside Citadel, Crumbling Necropolis, Opulent Palace, etc.
A Tri land gives you three choices of colors, not two, which is better when playing five colors. Being able to choose the second color with a Thriving land is nice, but with five colors not as good as having three choices. If you have the Pathways then that's good, but if not they're too expensive price for lands for five colors since you can only choose one color of mana with them. The Battle lands could replace them.
Cloudshredder Sliver is a two drop Sliver that gives flying and haste, it's one of the best Slivers. Shifting Sliver makes all Sliver unblockable unless an opponent controls some Slivers. Quick Sliver lets you cast Slivers at instant speed during your opponents turns or at any point of the game. Flash is excellent with The First Sliver getting to cascade at instant speed is powerful because the card you cast from cascade doesn't have timing restrictions meaning you can cast any card.
Crypt Sliver can protect Slivers from most board wipes, from removal that destroys, from dying in combat from damage and interacts well with vigilance from Sentinel Sliver. Hibernation Sliver can protect from all board wipes, other removal most importantly exile for the cost of 2 life each Sliver.
Hibernation interacts well with The First Sliver by bouncing it as well as other Slivers to cast again and cascade again. Dormant Sliver has nice interaction with Hibernation because Dormant can draw a ton of cards and when you want to attack with Slivers bounce Dormant with Hibernation.
Diffusion Sliver helps to protect Slivers from targeted removal, making an opponent have to pay two more mana to target a Sliver. Striking Sliver is another one drop Sliver and first strike is nice to have when attacking.
Amoeboid Changeling is a Sliver because Changelings are all creature types even when in your hand, library or graveyard. Amoebiod has really good interaction with Sliver Overlord because Overlord can gain control of a Sliver. Amoeboid can make any opponent's creature who you can target a Sliver and then Overlord can gain control of that creature permanently. This is especially powerful to gain control of opponents Commanders. These two combine to gain control of all your opponents creatures over a course of many turns. Because Amoeboid is a Silver while in your library then Overlord can tutor for it.
If interested I offer more advice including cuts to consider. Good luck with your deck.