Case of the Locked Hothouse

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Vanguard Legal
Vintage Legal

Case of the Locked Hothouse

Enchantment — Case

You may play an additional land on each of your turns.


To solve — You control seven or more lands, (If unsolved, solve at the beginning of your end step.)


Solved — You may look at the top card of your library at any time, and you may play lands and cast creature and enchantment spells from the the top of your library.

KayneMarco on Terror Forming Terraforming [Primer]

5 months ago

As I mentioned before the deck looks pretty good as it sits. Being it’s a lands deck and having a commander that lets you play lands from the yard I do think you need to be running at least a few more extra lands per turn cards. Just gonna list the possible adds to test out. Not suggesting to use them all…unless you really want to. I run them all in every landstorm deck I build.

Some recursion ideas that are also good lands matter cards are:

Could possibly use some more sac outlets for your lands:

Possible landfall additions that could benefit the deck:

Doubling landfall triggers:

These are all cards that could add to and enhance your game plan. Pick and choose as you see fit :)