Cinder Glade

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Cinder Glade

Land — Mountain Forest

(: Add or .)

Cinder Glade enters the battlefield tapped unless you control two or more basic lands.

DemonDragonJ on Scoured Barrens or Tainted Field?

1 week ago

multimedia, you actually have a very good point, and Caves of Koilos was just reprinted, so its price should be low, although, if WotC ever prints enemy-colored versions of the "battle lands" (i.e., Canopy Vista, Cinder Glade, and so forth), I will unquestionably put the black/white land in this deck.

FartSeize, I need swamps to synergize with Castle Locthwain and plains to synergize with Emeria, The Sky Ruin.

multimedia on Budget Slivers

2 weeks ago

Hey, nice version so far for well under $100.

40 lands is a lot, consider cutting some for some more low mana cost ramp for five colors to help gameplay?

Manaweft Sliver is the other staple mana dork Sliver. Sol Ring is staple budget mana rock in Commander. On a low budget and playing five colors Commander's Sphere is fine.

Because playing five colors then Evolving Wilds and Terramorphic Expanse are better than the New Capenna fetches. Wilds or Expanse can get any type basic land not just one of three types.

Unclaimed Territory is a helpful land when playing so many different colored Slivers and it enters the battlefield untapped.

Some of the Pain lands got reprinted in the newest set Dominaria United and those lands are down to $2 or less each right now. Pain lands enter the battlefield untapped to make colorless or colored mana to speed up gameplay. By replacing some basic lands with more dual lands that can enter the battlefield untapped that can make the color of the basic land it replaced or another color this can improve gameplay as well as color fixing.

The Tango lands are other budget lands that care about basic lands. These lands are good with Farseek, land ramp that can better color fix.


After these land changes, example upgraded budget 36 land five color manabase (20 G, 17 W, 17 R, 15 U, 14 B):

This advice was just about improving the manabase and ramp, if you're interested I offer more advice on other areas. Would you like more advice?

Good luck with your deck.

KBK7101 on This deck is really bad …

2 months ago

Great advice here. Like the others have said, getting down to 60 cards and deciding on a gameplan should probably be priority number one. Cutting cards like Graypelt Hunter, Amulet of Vigor and Apocalypse gets you down to 60 and helps to remove un-synergistic cards from the deck at the same time.

Legacy (from what I can tell, I don't actually play that format) is known for being VERY high powered and it won't be possible to play competitively on a budget... but if you don't want to play super competitively, that's totally cool! One of the coolest aspects of Legacy is that you get you use basically any card that's ever been printed. Because of the immense card pool, you could make literally any kind of deck. Ape tribal? Sure! Old-school borders only? Yep! Some weird combo deck with some random card from Legends? Totally could! Once you figure out your main gameplan, it will become much easier to streamline and upgrade your deck. While "netdecking" is a bit of a sore subject for most people, doing a quick Google search, or a search here on Tappedout, for decks could provide you with some inspiration or a good starting place for deck building themes/ideas.

As for some basic recommendations, I think a full playset of four Lightning Bolt is a pretty good idea for starters, as basically any red deck can benefit from them. I think I saw that your deck already had two of them, so another two copies should only be about $2-3 total. On the green side, Llanowar Elves is a card that any green deck can get use out of. A full playset of four Elves should only run you about $1-2. Land bases can be one of the most expensive parts of the game but there are some great budget options these days such as Cinder Glade and Temple of Abandon, thanks to their many reprints. A set of four Cinder Glades should probably be around $2-3 total and a set of four Temples should be about $1-2 (though you may want to run less than four depending on how aggressive your gameplan is).

thefiresoflurve on Land Windgrace

2 months ago

I think Riveteers Overlook would be a small upgrade (1 life) over Evolving Wilds / Terramorphic Expanse. You could also rock Maestros Theater over Rocky Tar Pit, and Cabaretti Courtyard instead of Mountain Valley.

One thing to note is that the Capenna lands won't be able to find your Overgrown Tomb / Cinder Glade like your current dual-color fetches can. Still, I think the extra landfall triggers in the same turn warrant the replacement.

Phule451 on Budget Tovolar

2 months ago

I know you’re running on a budget, but where you’re spending the budget confuses me. Why spend the budget on Fabled Passage and not Werewolf Pack Leader which costs similar, but gonna do much more for the deck.

Speaking of the land base, I’d replace Gruul Guildgate for Kazandu Refuge, and why, why, why?!? Would you run Gateway Plaza in a non gate deck, especially just a two color one. Kessig wolfrun will do you a lot of favors and has recently become budget again. Gruul Turf and Cinder Glade are also great budget lands, especially with all your basics.

Immerwolf can protect your werewolves from transforming and Child of the Pack  Flip both serves to boost your team and a mana sink. Mayor of Avabruck  Flip boosts your team whatever side is up and Mondronen Shaman  Flip can dissuade your opponents from casting spells to transform your werewolves.

Removal and ramp, you totally need it! Hull Breach is a great card. Broken Bond is a pet card of mine, cheap removal that can also ramp you. Chandra's Ignition can serve as a board wipe for you. Rampant Growth and Migration Path can help ramp you too.

Hope this helped, a little work and you can totally get this to a playable deck!!! Have fun and keep budget…

KBK7101 on All the (en)rage

2 months ago

Marauding Raptor is perfect for this deck. Cinder Glade is a great, cheap land upgrade as well.

TypicalTimmy on How do you, personally, balance …

3 months ago

I never really considered this until just now, reviewing my newest deck. I have it setup that all three colors are evenly represented among my lands. So I have 15 lands that produce , 15 that produce and 15 that produce . Now of course this does not mean I have 45 lands; We must recognize that lands such as Command Tower, City of Brass and Haven of the Spirit Dragon produce all three and are thus counted "three times". Similarly, a card such as Breeding Pool counts toward both and , while Cinder Glade counts toward both and .

By evenly distributing mana production among lands, theoretically I am always getting the color(s) I need, on average. However, this does raise a concern. An average is not an absolute. There are times during playtest when I become overly saturated with mana.

Moving over to the pips tracker, only shows up 12 times. That is not to say there are 12 cards with in it - There are 12 total pips within the entire deck (Excluding those on lands, of course). So, a card such as Kindred Discovery counts 2x pips, despite it only being 1x card. In total, there are 9 cards in the deck with 12 total pips.

When looking at the percentages, mana production compared to pip requirements is as follows:

  • : 15 total lands for 33.33% compared to 22 pips for 22.92%. A difference of +10.41% excess mana production.

  • : 15 total lands for 33.33% compared to 12 pips for 12.50%. A difference of +20.83% excess mana production.

  • : 15 total lands for 33.33% compared to 62 pips for 64.58%. A difference of -31.25%. A very serious net loss of mana production.

The staggering displacement of requirement feels like it should be addressed, and can be taken from .

However, when doing this, what appears to happen is the deck becomes significantly less reliable when I do have spells to cast, as now I am far more likely to have mana instead.


So, the question is, how do you reconcile this? Do you always try to keep your mana production even, or do you try to tie your mana production to the pip percentages?

Or, is there a happy median, somewhere in between?

  • EDIT: None of this takes into account mana rocks and / or mana dorks. So Arcane Signet would add an additional pip to each of the three colors. Similarly, Savage Ventmaw adds 3x and 3x . Likewise, Klauth, Unrivaled Ancient adds however much I happen to swing with of all three, in theory. So, for the purposes of the discussion, let's only focus on the lands and costs, not rocks and dorks ^-^ Thank you!

Fritzn on 738,408,278,468,156,273,258/3 with trample

4 months ago

I will start with I don't play modern, I play commander, but I will try to share what ideas I have, if you like em, cool, if not, also cool.

biggest issue I see is your mana base, I understand wanting to use Temple of Malice, but remember any land that enters tapped will slow you down by a turn. But before I drop that, I would worry more about the Gateway Plaza which not only enters tapped but will require another mana to even stay on the field, putting you 2 mana down for a turn.

not much help if I don't offer alternatives though! I would look at Cinder Glade and Game Trail as possible new lands. but here's the link to the scryfall search I did for all lands within your colors under $1

https://scryfall.com/search?as=grid&order=name&page=3&q=type%3Aland+commander%3ABRG+legal%3Amodern+usd%3C1&unique=cards

another thing occurs to me though: you are running a single spell that uses swamps. if you are set on including it, I would definitely drop your swamps down a bit (color pie shows way more black mana producers and not enough green)

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