Crop Rotation

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
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.

DreadKhan on Uril Test Deck jtneal92

2 days ago

I'm not sure how fast you usually end games, but I love Field of the Dead in my Voltron decks, it's ability to generate blockers is usually very relevant by the time it's active. It's best in a Green deck, where you often run land ramp effects over stuff like Arcane Signet, but technically if you fetch Jetmir's Garden it'll still enter tapped, and Signet doesn't, I just hate stuff like Vandalblast wiping me out, they price the effect so low. Anyways, if you wanted to run Field of the Dead, you would probably switch out 1 of each Basic for a Snow-Covered version (you'd only need 3, so it's not a big investment), these have a different name and can help turn on Field! Other things that might help Field work are Crop Rotation, since you run Ancient Tomb (and Sanctum!) I think this is a must anyways, Open the Way is a truly great ramp effect, Farseek is another spell that can find a typed dual or tri, the only thing it can't find is a Basic forest, which is usually fine when you've already got Green in my experience. Considering you're using some pretty strong lands I would consider Hour of Promise, it's a Primeval Titan trigger for less mana, but you just get the one. With lands this good getting two of them should give you a pretty big edge. Into the North can find a Snow land, which would help in a Field of the Dead deck. I suspect with a 5 mana Commander your deck will run smoother if you could find space for a few more lands, up to you obviously but I do suggest a few lands you could consider. At the same time I'd also toss in a few more ramp effects, Green has some good ones, ones that survive the board wipes people will be tutoring up vs a deck like this!

If you're on Serra Sanctum, I feel like mentioning a few cards I like to use with it, to eek out a bit more value. Ruin Ghost can flicker it and generate a bunch of mana, as can Nature's Chosen (which is even an Enchantment!), you might even look at Deserted Temple (probably the worst option all told). Kessig Wolf Run is a card I don't run with Sanctum (I don't have Red i that deck), but plays very well with large amounts of mana, and if you're stuck playing vs a guy that keeps wiping your board. I'm always impressed by it's ability to generate a threat from a weenie, I imagine it'll be more effective with your Commander. Normally I run Wolf Run as much for Trample as the buff, but you do have a lot of Trample sources in here.

Oh yeah, I just remembered a weird trick I like to use in a Boros deck (it was desperate for card draw and I didn't want to spend even more), I settled on using Crown of Flames and Flickering Ward as auras that I could recast over and over. You could also use Whip Silk if you wanted, but the only one of those that seems worth the include in a deck this competitive is Ward, which can make you very hard to block vs some boards, but I think you'd mostly have it to trigger your Enchantress cards.

Exoflo on Keene, Gate Shocker

1 week ago

I just seen you already run Crop Rotation (forgot it was instant)

Therefore Archdruid's Charm is another tutor for the maze

Exoflo on Keene, Gate Shocker

1 week ago

Hi !

Planar Nexus would be a great add-on to your deck

Crop Rotation is another tutor for Maze's End

Anyway, very nice deck. I love this com

DreadKhan on Trample Under Foot

2 months ago

Neat idea, I love seeing people making Gruul work in Legacy!

I would run two more Utopia Sprawls over Rampant Growth, they aren't all that pricey anymore (ymmv of course). I'd even run a worse Utopia Sprawl like Blighted Burgeoning or Fertile Ground, either has it's own upsides, and both work very well with your Arbor Elf.

I think with x4 Arboreal Grazer you might consider at least a couple lands, Grazer feels awful when you're short of lands. I'm not sure how much you'd need, but 1 or 2 would be helpful IMHO.

Randomly, Gruul got one of the all time great ramp effects back in Ice Age, Orcish Lumberjack is epic ramp, great if you need to hit a Hulk several turns early. You might want something to prevent your Hulk from getting countered, maybe Rhythm of the Wild? The haste is also VERY good with Lumberjack, letting you drop it and tap it for 3 (though you do sacrifice the Forest) right away, dodging removal potentially. I personally love using Orcish Lumberjack with Mwonvuli Acid-Moss, this way you can effectively Sinkhole people in Gruul, and technically you'd have 1 mana left, even on turn 2. Some people don't fear land destruction and will keep a 1 land hand so it can work sometimes fwiw, and the cost is negligible (it's even a ramp spell if you hard cast it without Lumberjack).

How often do you end up with a decent land count? If you find you can actually hit 5 lands in a lot of games, you could throw in Crop Rotation and Temple of the False God x1, if you aren't ready for a Temple yet you can tutor up a Red source I guess, or a Wolf Run. I'd guess if you pull those Rampant Growths Temple x1 isn't worth bothering with. You could always do that trick with x1 Ancient Tomb, but those aren't as cheap!

DreadKhan on Friendship is Magic

2 months ago

I'm also of the opinion that a few more lands would probably solid, 31 doesn't feel like very many, a few more would probably help with consistency (which may or may not be an issue for you).

It might not matter as much if you play vs other casual decks (you'll be less likely to be punished for running artifacts), but in Selesnya I feel like you don't want mana rocks, Green has access to some really good ramp effects, and they're often fairly affordable. For example, I think I'd switch out Arcane Signet for Rampant Growth, Commander Sphere for Kodama's Reach, Cluestone could go for Harrow (if people counter ramp spells I'd go with Roiling Regrowth instead), and Sol Ring could go for something like Wild Growth/Utopia Sprawl/Crop Rotation. If you go this route I would consider switching a few Plains for Forests, even if your deck ends up having a lot of White effects, Green ramp can find Plains for you.

When I try to build Casual decks, I still try to put removal in, but I try not to run stuff like Swords to Plowshares, and instead try to use less pushed options like Intrepid Hero, Avenger en-Dal, and Spurnmage Advocate. Each has it's own drawbacks, but the fact that you can't 'catch' (they aren't a 1 mana Instant) someone with these makes them fun in my experience. Spurnmage is a really powerful political card that can be helpful vs graveyard decks, and Avenger can technically gain you life if you have a big creature and just want the life, but it's also a deterrent. If you want a non-creature source of creature removal their is also Transmogrifying Wand, this is one of the best 'lower power' removal effects ever printed, it's good enough to make a big impact once resolved, but you need it to stick around to get full value over time. IMHO there's nothing wrong with running relatively little removal in a casual environment, but you'll probably win a few more games if you have some ways to slow down opponents that happened to draw well, so if that matters you might throw a few things in.

Not sure if you want actual jank, but Noble Purpose is an old favorite of mine that gains you tons of life if you're in combat, but most importantly it fully stacks with Lifelink.

jarncards on Sleeping Elves Kill

8 months ago

Collected Company is one of the better cards in a deck like this.

If you run Green Sun's Zenith, I think you should run Dryad Arbor 100% of the time. Having the option to 1 mana ramp tutor as needed is the best in the game, even if it's fragile.

If you want to do the whole tap ten elves thing Benefactor's Draught, Vitalize, and Mobilize are useful. And as long as you're using mana dorks, they are good throughout the game. Birchlore Rangers is also a good mana dork for getting either color as needed if it matters. Like some of the others you have it can use creatures with summoning sickness.

Add Regal Force, you'll have the mana, and it draws infinity. Toski, Bearer of Secrets is also amazing at this.

Consider Patriarch's Bidding for when your ridiculous board state earns the response it will deserve. Also Gerrard's Hourglass Pendant

I cant build a green/black deck without Gaze of Granite and Pernicious Deed. They are great

Timberwatch Elf for the commander, or maybe Gempalm Strider might be better than Overrun. Trample isnt so important with so many creatures that will likely outnumber blockers, and the extra card from cycling and utility of another creature is worth considering. Ezuri, Renegade Leader is already in your deck and he's definitely the best option though. Beastmaster Ascension also works like a really inexpensive overun and turns on really easily.

Some of the green and black backgrounds area awesome Criminal Past, Cultist of the Absolute, Haunted One and Raised by Giants will stick around for the next cast even after your commander gets removed.

Consider Constant Mists or even instead of Fog, however I really don't think you need any of the fog effects. Honestly, you might actually need to worry about other people's fogs instead. Questing Beast is the only card that is capable of piercing though a Teferi's Protection or The One Ring in these colors. THrow in a Natural Order and you can get that, or a Craterhoof Behemoth when it matters most

Viridian Zealot, Reclamation Sage, Nullmage Shepherd, and Elvish Lyrist are useful for removal. You already have Glissa, but I dont think she's enough.

Elvish Champion might be your best lord. Pair it with Yavimaya, Cradle of Growth. Also definitely want to add Shizo, Death's Storehouse. Having lathril connect is important.

If you keep the tyvar planeswalkers, Harald Unites the Elves does a lot.

Kithkin Mourncaller might draw cards to use with your excessive mana. Leaf-Crowned Visionary, Skemfar Avenger, Miara, Thorn of the Glade do too, at a cost.

consider Crop Rotation. It can get nythkos, yavimaya.

Looking at your list you have almost nothing that turns on lathril in combat. look at Alpha Authority, Familiar Ground, Alpha Status, Gift of Doom, Rancor, Spider Umbra, Alpha Authority, Canopy Cover, Vorrac Battlehorns. Fallen Ideal is possibly my favorite with the die/sacrifce synergies you already have. Im not a fan of token doublers. I think youd be better off powering up lathril to make more tokens in the first place.

I would dump any ramp card that costs more than 3

DreadKhan on Beledros Witherbloom

9 months ago

I could be wrong, but since your deck cares about lands I would make an effort to include more land ramp, artifacts seem to get blown up a lot anyways. I would use Wood Elves over arcane signet (or Dawntreader Elk?), replacing Sol Ring is harder, but there is Crop Rotation. Finding a Coffer or Urborg at the right time is a much bigger effect than Sol Ring. Deserted Temple is a good card in here with Coffers. Since you have Urborg and Coffers in here I wonder about Hour of Promise and/or Tempt with Discovery, if you can cheat out 2 or 3 lands at once you can probably cast your Commander and go off.

Not sure if it's really a 'good' card, but Silverglade Pathfinder can dig lands out repeatedly, your Commander is high enough MV that this might be worth doing.

Ashaya, Soul of the Wild is interesting in here, but especially if you've got something like Selvala, Heart of the Wilds out. Ashaya also works very well with your landfall effects.

I'm not sure if you need to stack up activations, but if you reanimate your Commander you can activate him again, so maybe some of the lower to the ground reanimation effects, stuff like Reanimate, Life / Death, and Animate Dead. They are pretty big ramp if you have a sac outlet and your Commander out.

I'm not sure if it's outside your playgroups boundaries, but Pitiless Plunderer is very good with Chatterfang. It's not a combo, but if you've got lots of Pests kicking around there is Savra, Queen of the Golgari, she's budget compared to Dictate of Erebos and might fit in here.

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