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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | 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 |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Crop Rotation
Instant
As an additional cost to cast this spell, sacrifice a land.
Search your library for a land card, put that card onto the battlefield, then shuffle your library.
xram666 on Pattern Recognition #363 - Hazezon …
3 weeks ago
Great deck. Same additional options for your Hazezon deck:
- Rootborn Defenses protects your board and creates addition tokens.
- Mercadia's Downfall is an interesting option for red token decks and your opponents don't see it coming.
- Knight of New Alara. As the sand warriors a three colors he is nearly an auto include for Hazezon
- Lotus Field feeds desert to your graveyard and with extra landdrops its also efficient
- Nahiri's Lithoforming reads like it was designed for Hazezon.
- Crop Rotation last but not least. And matching to the flavor text it can search Lotus Field. That joke alone jusifies both cards ;-)
I don't know if you have any of these cards lying around but most a budget and shoud be easy to get.
xraider on
Land matter omnath better
2 months ago
The first thing I notice is that you have very few land searchers. In a landfall deck like this, I would remove Sol Ring and Arcane Signet in favor of land searchers. I’m missing cards like Crop Rotation, Sylvan Scrying, or Expedition Map to help you find key utility lands. Other searchers like Harrow and Springbloom Druid not only fetch lands but also fill your graveyard, which synergizes well with land-based abilities. And where is Rampant Growth?
Your land base looks solid, but I would also recommend incorporating more land-based strategies into your deck. Consider adding lands like Dark Depths, Vesuva, Thespian's Stage, Maze of Ith, Strip Mine, and Terrain Generator. You’re playing Valakut, the Molten Pinnacle, but do you have a reliable way to get at least five Mountains in play to maximize its damage potential?
Your collection of land-matters creatures is very impressive! A few Planeswalkers that could fit well are Nissa of Shadowed Boughs and Lord Windgrace.
I also notice a lack of removal, card draw, and tutors. Be sure to include options that align with your strategy, such as lands that can remove artifacts or enchantments (Boseiju, Who Endures) or lands that provide card draw (Geier Reach Sanitarium).
Best of luck and happy playtesting!
DreadKhan on Which is More Important: Total …
4 months ago
In my limited experience, most decks want it's 'key pieces' to be as low to the ground as possible, this is why Night's Whisper is a very good card, it works in hands where you are short of key resources (but not so short that you couldn't risk the hand), and it's still completely worth playing if you draw it fairly late in the game; drawing 2 cards is almost universally a good thing, and only paying 1B to do it means you can either play it early or play it late and follow it up with something you drew. In contrast a card like Tower of Fortunes is a trap in almost every list because you need to input a grand total of 12 mana to draw ANY cards, meaning it's a dead card until you can generate 8 mana in one turn. That makes the card a lot worse in practice, since every game has early turns and only some games go long enough for Tower to really shine.
The same is true about ramping, something like Utopia Sprawl (or Crop Rotation might fit better lol) is incredibly efficient, it can be played turn 1 in many games and if it's drawn late it's literally mana neutral, making it a 'free roll' in decks that can count on having a Forest early. In contrast Explosive Vegetation is unplayable turn 1 in almost any situation, ditto for turn 2, and you will need to have ramped to play it by turn 3. This means that if you're stuck on 2 lands something like Farseek could find you a key land but Explosive Veggies will just sit there making you feel stupid. This makes Explosive Veggies a relatively unimpressive card, and that's why you don't see as much ramp that costs more than 3 (and many Spikey players hate paying more than 2 for ramp), it plays a lot worse in hands that would otherwise be keeps, and they can actually cost you games.
In contrast though there are 'value cards' (usually MV 4-6), these aren't necessarily going to win the game by themselves but these are important in metas that don't expect anyone to win too early. These types of cards can cost more mana because they're doing a lot, but most deck builders quickly realize you can only include so many of this type of card, specifically because they WILL clog your early hands. These types of cards drive up your average MV, most people like something in the 2.5-3.5 range (most prefer lower fwiw). It's worth noting that spells that cost 7-10 mana are often WAY more powerful, but most of these aren't necessary to win games, and due to their sky high MV these are even worse about clogging your hand. People are generally fine with Expropriate from a power level perspective, even if many find it boring, but I think a plurality of decks that are power level 7 and up eschew big mana stuff because they don't need it, if you can win with Rite of the Raging Storm then you don't need Expropriate. In cEDH people actually skew even lower on MVs, especially Ad Nauseam lists, and it turns out it's very possible to win games using almost nothing but MV 2 and under stuff, and unsurprisingly these incredibly fast and low to the ground win cons are the most powerful.
Ultimately the less resources you need to put into an effect the better that effect. It's equally true that all things being equal doing the exact same thing a turn earlier is MUCH better, and it keeps getting better each turn sooner (in an exponential manner). The complication for me is that cards aren't very equal, and it's actually possible to build decks that assiduously ignore all of the conventions I mentioned here (my Pavel Maliki deck has 17 5 drops and an average MV of 4.20, while my Sunastian Falconer deck has a gobsmacking MV of 5.35, both are functional decks IMHO) if you simply run better cards that have relatively high MVs, and run enough of them that you will consistently have one or more to choose from. The Pavel deck happily runs some stuff like Omen of Fire that can be completely dead because the deck can usually afford to have dead cards and still be a threat, and the Sunastian deck runs some pretty derpy 'big' creatures, many aren't even cost effective, it just doesn't matter because if you have enough huge creatures it doesn't matter if you paid extra for them, they're still huge creatures that will stomp the opponent into gravy! In effect both decks win the games they win via scale, Pavel tends to have a lot of cards that trade for multiple cards, and Sunastian's effects are often so bulky that they just go right over other decks.
Even in 1v1 some of my weird Legacy decks sneak in some pretty high MV cards, and often these cards can steal games when I'm in topdeck mode (in Legacy anything over MV 2 is considered 'really high' fwiw), even if they cost me a few when I draw terribly and have 5 3 drops in my first 9 cards and I scoop. Ball Lightning is a really bad card by many metrics, but if you playtest a Burn deck in throw one or two in they WILL steal the odd game due to card efficiency (Burn's biggest problem has always been running out of Bolts).
capwner on
Little Gruul Riding Hood
5 months ago
Always love some Gruul, my only advice would be to take more advantage of the power of lands with cards like Crop Rotation and Archdruid's Charm + tech lands like Talon Gates of Madara. This gives you lots of interactivity, which can often be tough for these colors. Stuff like Tibalt's Trickery and Chaos Warp are really good too and go in almost any red/non-blue deck I make.
Another less staple-y one that might fit is Druids' Repository, since you have lots of creatures swinging in this could help you snowball!
Megalomania on
Foolish Prowlers
5 months ago
Upvoted.
I have a Flubs deck myself. Have you considered lowering the ave cmc of the deck so you can prowess more effectively? Also, I have found cards like Ramunap Excavator help ensure consistent land drops and maximize the use of additional land drop abilities. Lastly, Crop Rotation into a Shifting Woodlands has worked really well for me as the Woodlands acts as a redundancy to key permanents in the deck.
JustJohn97 on
Pauper Lands
5 months ago
Hi!
Truthfully I've never played a lands deck, but in general when deckbuilding and cutting cards I would start with those that would be the most difficult to cast or have limited upside. How easy do you find it to cast Deprive? If you feel getting to double by turn 2 is inconsistent that might be a place to start. Also it seems like you're playing at sorcery speed anyway when ramping. Do you feel like holding up countermagic is typically better than just playing Explore? If so you may want to go with the Growth Spiral in your maybeboard over Explore because that allows you to hold up interaction on your opponent's turn and still ramp if they don't cast anything worthwhile.
If you find yourself not able to take full advantage of your creature etbs, that could mean either take away some etbs or add more ways to get lands into your hand depending on which way you want to go with it.
If for example you removed 4 Deprive and one Crop Rotation, you now have 5 extra slots to put lands into your hand, so you could add additional Winding Way or possibly Mulch.
Alternatively there are creatures like Floriferous Vinewall or Gatecreeper Vine if you would prefer to have an earlier presence rather than focusing on card quantity. Although admittedly these creatures are only there to block 1 power creatures.
The deck looks fun though!
DreadKhan on
Xavier Sal, Infested Captain (Sagas)
6 months ago
Just some general points, I like that you have a decent land count (37 and plenty of non-Basics is nice to see), I like that the list seems to have a fair bit of card draw, and I like that the token theme gives the deck some resilience. I like that it doesn't seem too pushed for a pod of 7s, but I feel like if you play vs 8s you will be too behind the curve without more ramp. I have a list of some favorite ramp effects in Green, I hope you can get some mileage out of them!
Have you come across Nesting Grounds before? It probably makes sense in here. It can remove a counter each turn as saga counters can be dumped elsewhere to do nothing.
Unless you have some REALLY good synergies for them I wouldn't use non-Indestructible Artifact lands (like Seat of the Synod), these can easily be swept up in a Vandalblast or Bane of Progress, or be a juicy target of opportunity if someone has extra mana and cards.
This is somewhat personal preference, but if you're in Green you probably should look into stuff like Nature's Lore, Three Visits, and Farseek, these can find dual lands (or even your Triome), meaning they are good at ramping you AND fixing your mana. There is also Wood Elves, Crop Rotation, and Open the Way that are all very high value ways to ramp non-Basic lands. Is your play group against land ramp? if so I can suggest other forms of ramp, but these are usually the best for a 7 or 8.
My final point is that Enchantress is good draw, but small scale draw effects are pretty sweet too, I'm thinking stuff like Night's Whisper or Elvish Visionary, these don't require setup and can help in almost any situation (they also attract a LOT less negative attention than having 2 or more Enchantress sources out). Painful Truths and Costly Plunder are interesting, but both require more setup and can leave you in the lurch in the key early turns.
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