Concordant Crossroads

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Concordant Crossroads

World Enchantment

All creatures have haste.

Niko9 on How come we don't have …

1 week ago

legendofa Yep, for sure, but I do think that equips have the same limit as enchants in that they just are not that powerful on their own, so cards can have broken effects that are dependent on equips/enchants and be fine.

And right, I'm not saying I have some world breaking enchant combo or anything, just that design to push enchantments is limited by the fact that enchantresses could run away with formats if enchants were printed to be as good as other cards. Take Mishra's Bauble it's a pain as an artifact sure, but if it was exactly the same, 0 mana but an enchantment, you'd go +1 card on Sythis, Harvest's Hand. Or if it was an equip (ha, somehow) then it would push Sram, Senior Edificer to the moon. I mean, people play Sram already with just the worst equips ever printed, just because they cost 0 : ) Or what if something like Opt was an enchant? You'd be playing solitaire very fast with Sanctum Weaver and Concordant Crossroads and Sythis.

The point I was trying to make was that enchants have been typically underpowered, which lead to them printing enchant support that was way better than support for other card types, which then kinda keeps enchants having to be underpowered to not be overpowered.

legendofa on Need help with Karametra God …

3 weeks ago

I don't know if this is the combo in the older deck, but I've seen Birds of Paradise (or any mana creature) + any other mana creature + Cloudstone Curio + Concordant Crossroads used to pull all lands. Does this look familiar?

With Curio, Crossroads, and Mana Creature 1 out, play Mana Creature 2. Curio and Karametra trigger, tap MC1 for mana, bounce MC1 and find a land. Repeat as needed, alternating mana creatures.

Profet93 on Her Royal Fluffness

1 month ago

seshiro_of_the_orochi

Are there budget exclusions for this deck? Meta? General weaknesses you want to address? Was gonna recommend survival of the fittest, mana crpyt etc..... but dont wanna get ahead of myself.

Tooth and Nail - Potential wincon, powerhouse otherwise.

Greater Good - The best card you can add to this deck, handsdown. Another user above suggested it but you did not reply to that card, please do not overlook as it allows you to recover from a wipe, prevent exile, prevent theft and is a discard outlet

Song of the Dryads - Not 100% needed, but nice to have. Good to use on mono red/black commanders as they usually lack enchantment removal. If you wanna be spicy, LD effects can be used in response to their enchantment removal (not necessarily yours even but other opponents/politics).

Sylvan Library - Not 100% needed, but helps set up draws, works well with topdeck effects and is draw in a pinch.

Bane of Progress - Given less than 10% of your deck is artifacts and enchantments, it might be worth considering. Meta dependent for sure, but most playgroups utilize a slew of artifacts.

Kozilek, Butcher of Truth - Not 100% needed, draw and removal. Also acts as a GY Shuffler (for better and worse).

Nissa's Pilgrimage - Albeit off curve, might be worth considering, potentially over cultivate/kodamas.

Life's Legacy - Similar to momentous fall but cheaper to cast but can't be used in response to removal. Also, folds to blue like momentous. Should you feel you need more draw, I would greatly recommend it.

Green Sun's Zenith - Tutor, very useful.

The Great Henge - Ramp, life gain and draw! Seems to synergize pretty well with the deck, don't sleep on it.

Selvala, Heart of the Wilds - Ramp and draw, very powerful.

Sakura-Tribe Elder - Creature form of rampant growth, definitely swap.

Elder Gargaroth - Versatile beater, I use him for draw and tokens mostly.

Sakura Trible Elder > Rampant Growth

Nissa's pilgramige > Kodama's

Tooth and Nail > Shared summmons - For 4 more mana, u get a higher ceiling albeit a lower floor. The higher ceiling more than makes up for it

Primal Order - Dealing damage via non-basics is okay, but it costs a lot of mana and doesn't synergize with the rest of your deck. It also doesn't do much against mono colored decks. Lastly, you're limiting your own non-basics because of this card which I view as a mistake. Given you are mono colored, green at that, you have more flexibility than others to include non-basics in your mana base. Something like Yavimaya hollow for protection, ancient tomb for ramp and more...provide far more value than maybe hurting someone through non-basic land hate.

Apex Altisaur - It fights, its expensive removal. Too much IMO

Bellowing Tanglewurm - Not great evasion, given siege behemoth, I dont think you need the redundancy, do you often find yourself with creature stalemates?

Brooding Saurian - Meta inclusion? If you had more non-basics, Nylea's intervention and crop rotation would be MUCH better. Homeward Path could fix this while providing you with an additional card slow

Kozilek > Desolation twin - Same mana value, with removal draw and GY shuffle.

Elemental Bond > Garruk's Packleader - Cheaper to cast, less susceptible to removal. You have a lot of creatures, 1/4th of your deck. Cutting back 5 - 7 creatures would make your deck less likely to overextend into a wipe.

Spring-Leaf Avenger - 4 or 5 mana for a body and return 1 card, or you can get something like Seasons Past to recur several cards for 1-2 more mana and not reliant upon combat damage which is very helpful.

The Tarrasque - I'm on the fence about this card, seems cool but a bit costly. Why not just get another Eldrazi card like Ulamog Cease Hunger/Infinite Gyre. For 1-2 more mana, you get permanent removal and indestructible which is arguably better than ward

Topiary Stomper - Off curve for early game, low ceiling for late game, low floor. I dont see it's purpose here given green has better ramp. By replacing creatures that provide subpar effects for sorcerries/instant versions which provide a greater level of the effect, you can greatly increase the power and resilience of the deck.

Whiptongue Hydra - Is this a meta call?

Ulvenwald Oddity - I noticed you mentioned you use it as a haste outlet primarily. If that's the case, why not consider Concordant Crossroads or Akroma's Memorial? The former is cheap to cast but a double edged sword. The latter is more expensive but provides a myriad of benefits.

Looking forward to your response and thought process :)

Grind on Would You Still Love Me If I Was A Wurm?

2 months ago

cool deck!! wurms are great!
maybe Coat of Arms or Concordant Crossroads?

SmirkyDog593 on Forest Tribal, LoL

2 months ago

Slashdance to fix the haste problem, Concordant Crossroads could be use to infinitely create mana creatures. Plus it means any creatures that do come in regardless are able to attack immediately

Profet93 on Lands are your friends.

2 months ago

Well, it really depends how you wanna go and win. There a lot of different ideas.

You can use genesis wave for a large amount to put a haste outlet (Concordant Crossroads, Akroma's Memorial), on board and swing witheverything.

Adding tooth and nail will allow you to easily search for avenger + craterhoof.

Regal Force in place of craterhoof to draw a bunch (usually much safer than attempting to win on the spot via combat). Regal force really shines in a deck that makes more tokens. Aside from scute swarm, Greensleeves, Maro-Sorcerer works for making tokens upon lands entering in addition to Rampaging Baloths. Not even saying to add either of them, just giving you ideas of how you can play your deck.

Rude Awakening - While not incredibly powerful as other mono green cards, it acts as ramp with cradle, a wincon (swing lands) and a mana ritual. Without cradle, I wouldnt add it. Even if you had cradle, it isn't a sure thing. Just another idea.

Once you have an idea of how you want the deck to be built (Ex: Going tall with big creatures, going wide with small creatures, etc...), how you want to win, we can figure out the ramp draw and utility. You need to provide me/others with an idea how you want the deck to function as we can provide ideas that help you reach that goal. Otherwise, its just people like me giving suggestions which will probably help, but not be entirely synergistic with each other.

kookoo on Yidris Storm (cEDH)

2 months ago

Hi_diddly_ho_neighbor

Unfortunately, Hall of the Bandit Lord cannot make colored mana without an Urborg or Yavimaya out, and with them out, it wouldn't be producing haste mana meaning I need Yidris to have commander tax.

Hanweir Battlements  Meld is a nice card, but I don't want to spend and the ability to tap something for on haste.

Concordant Crossroads is sweet. In a similar vein, I might try Lightning Greaves to also protect from protection.

Hi_diddly_ho_neighbor on Yidris Storm (cEDH)

2 months ago

I wonder if a haste granting option or two might be useful so you don't have to hope Yidris lasts a turn cycle before attacking. I am not completely familiar with cEDH as I don't really play it, but maybe Hall of the Bandit Lord, Hanweir Battlements  Meld, or Concordant Crossroads could fit?

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