Land — Mountain Forest
(: Gain or .)
Cinder Glade enters the battlefield tapped unless you control two or more basic lands.
|Have (4)||TheAnnihilator , DudeMan1031 , metalmagic , gildan_bladeborn|
|Want (6)||Cactusman , GARlockSpiral , Asfael , homestar442 , JohnTubaina , iluvbacon610|
Printings View all
|Commander 2020 (C20)||Rare|
|Commander 2019 (C19)||Rare|
|Zendikar Expeditions (EXP)||Mythic Rare|
|Battle for Zendikar (BFZ)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Cinder Glade occurrence in decks from the last year
All decks: 0.11%
Commander / EDH:
All decks: 0.08%
RG (Gruul): 2.89%
BRG (Jund): 1.65%
RGW (Naya): 2.68%
RUG (Temur): 2.4%
Cinder Glade Discussion
5 days ago
Tibalt, Rakish Instigator- Moved to maybe may add to side board to stop life gain deck if they're a thing in pioneer
Tezzeret, Artifice Master- Moved to Maybe
2xAbsorb-I that TriusMalarky said to have Absorb but than i remembered Render Silent and put both on here for know I will get rid of the weaker one, gaining life is nice but stopping players from casting other spells is too nice to ignore but im sure how many deck will have more than one spell per turn to be played in pioneer
1x Ugin, the Spirit Dragon- For big finisher
2x Spark Double- Mostly for fill but being able to copy planeswalkers is a nice boon though for 4 mana might be too much
Still going to find room for Wrath effects
2 weeks ago
Hey, welcome to TappedOut. Good budget version and start for your first Commander deck.
On a budget consider expanding on Elves to make repeatable mana to activate Radha? You have Priest of Titania already which is great there's also Elvish Archdruid and Marwyn, the Nurturer. Grand Warlord Radha and Radha, Heir to Keld can make mana when they attack and Grand Warlord makes mana equal the the number of creatures who are attacking. The mana that they make when they and other creatures attack can be used in combat to activate Heart of Keld. In Magic you're allowed to control multiple Radha's with different names on the battlefield at the same time. The legendary rule only applies when you control two legendary cards with the same name on the battlefield.
Mina and Denn, Wildborn has good interaction with Rahda since it lets you play more than one land a turn from the top of your library or hand. It can also give Radha trample by bouncing a land you control. Wood Elves, Farhaven Elf and Springbloom Druid land ramp for a basic land which puts another land onto the battlefield for Radha's pump. Wood Elves can search for a Forest or a Forest dual land such as Cinder Glade or Sheltered Thicket. Being able to ramp with a dual land is very helpful.
Ezuri, Renegade Leader can be repeatable protection for Radha/other Elves with regeneration and it can be another mana sink to give Radha as well as all other Elves you control pump and trample. Beast Whisperer can be repeatable draw when you cast a creature.
Other Elves to consider adding:
Quartzwood Crasher is very good with one of the best cards in your deck Garruk's Uprising for trample and repeatable draw. Uprising gives all your creatures including Radha trample and with Crasher when those creatures do combat damage you create a Dino token that has power/toughness equal to the amount of damage those creatures did. These Dino tokens can be huge.
I offer more help. Would you like more help?
Good luck with your deck.
3 weeks ago
Hey, nice budget upgrade of the precon. Good upgrade of Kiki.
Budget cards to consider adding:
- Breath of Fury: combos with Ghired + Rhino token for infinite combat steps.
- Zealous Conscripts: combos with Kiki for infinite Conscript tokens.
- Quartzwood Crasher: repeatable huge Dino tokens with trample, very good with Garruk's Uprising.
- Ogre Battledriver: repeatable haste and pump.
- Congregation at Dawn: instant creature tutor for three different creatures.
- Shared Summons: instant creature tutor for two different creatures.
- Shield of the Oversoul: enchant Ghired to give him +2/+2 flying and indestructible allowing him to freely attack each turn.
- Farseek: two drop land ramp that can search for a dual land such as Cinder Glade or Canopy Vista.
- Canopy Vista
- Exotic Orchard
- Jungle Shrine
- Naya Panorama
- Battlefield Forge
Cards to consider cutting:
- Jungle Hollow
- Blossoming Sands
- Temple of the False God
- Great Furnace
- 1x Plains
- Release the Ants
- Root Snare
- Loxodon Smiter
- Burning Anger
- Desolation Twin
- Vivien's Invocation
- Samut, Tyrant Smasher
- Magewright's Stone
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.
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
Good luck with your deck.
3 weeks ago
I happy that those were of any help to you.
So here are some more options that you could maybe use:
Village Ironsmith Flip has First Strike but doesn't do a lot besides that. Duskwatch Recruiter Flip would be an efficient 2 drop replacement for the Ironsmith. This can help you dig for more gas and its werewolf form can help you cast your other werewolves.
Mayor of Avabruck Flip is cheap costed and can support both forms of your werewolves, independent of the form they are in. The only problem I can see with him is the pricing. I don't know how much it costs. However, it's definitely one to keep in mind.
Moonlight Hunt is a form of removal that can take advantage of the size of your guys(I'm gonna say guys from now on because werewolf is too big) and the fact that some of them grow the others, which may allow you to take out some threats that other removal in these colors wouldn't be able to.
Silverfur Partisan is, maybe, a little bit of a strech. Definitely not a mainboard option but may a side one? It can make not as profitable as your opponent would like when they remove one of your guys, especially if the "removal" is bouncing.
I don't think Domri, Anarch of Bolas would be a good inclusion. Still, I decided to include it here so you couls decide. After all, the deck is yours, not mine. He kinda ramps you while also being a removal "spell/engine" and a very small "anthem"
I also have some land suggestions, though I don't know if they would fit your budget.
Game Trail is a simple and effective one. Simply reveal a basic land from your hand and you already have access to both colors of mana.
Rootbound Crag is similar to the one above. The only difference is that it won't enter tapped during the first turn.
Cinder Glade is probably the most "budget" out of these three that I have mentioned. However, it won't enter untapped until, at least, your turn three.
One last suggestion. This one probably will be outside outside of your budget. I will mention just in case you'd like to invest or you end up having the opportunity to have one of these.
- Descendants' Path. This one is pretty much self-explanatory. It can cheat your guys into play, which would be very good considering your deck doesn't have any ramp.
4 weeks ago
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.
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.
Lastly, Sol Ring, it's the most powerful ramp in the format, definitely worth considering.