Crop Rotation

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.

Latest Decks as Commander

Crop Rotation Discussion

TriusMalarky on If you play +symbol:G, this …

3 days ago

Free mana fixing? Crop Rotation. Ramp? Crop Rotation for Ancient Tomb or Gaea's Cradle. Card draw off Korvold or The Gitrog Monster? Crop Rotation. Go grab Boseiju, Who Shelters All to protect your spells from being countered? Crop Rotation. Need the World Tree or City of Brass for fixing? Crop Rotation.

Basically, playing green? Crop Rotation.

SynergyBuild on Yeva Emergence Ashaya (Yea cEDH)

6 days ago

jaymc1130 that's the wrong approach to take to both this deck and yisan. Neither list is attempting to turbo out ashaya, Yisan is a stax deck first and foremost, attempting to abuse yisan to make value plays that disadvantage opponents (activating it to bring in a Revoker on Najeela before it combos off or Collector ouphe or rec sage)

This deck is instead a counter list, for a specific metagame where the predominant deck is turbo naus/farm. These lists cannot handle a resolved Heartwood Storyteller, or often even a Glademuse, as these effects give the table too much interaction to go off with. Pairing Yeva with an Emergence Zone package of Crop Rotation and Krosan Wayfarer allows our tech a much easier win at instant speed when it is most optimal. Yisan is sadly not equipped to deal with farm in this method, and so Yeva absolutely dominates with such an inbred community of naus lists.

That being said yeah at turboing ashaya out or in a balanced meta Yisan is favored.

Epicurus on Slogurk Land matters (Without Landfalls)

3 weeks ago

Strip Mine, Wasteland and Dust Bowl - They feed your theme, and subtly deny resources to your opponents.

Crop Rotation, Groundskeeper, Harvest Wurm, The Binding of the Titans, Grapple with the Past - All cheap spells on theme that might help lower your mana curve.

Goblin Charbelcher, because you probably run out of lands in your deck regularly.

Wave of Vitriol, because I really want to put it into a deck, but I haven't found the right fit, and I think you have it right here.

multimedia on Draggin' Grwl

3 weeks ago

Hey, good upgrades for the precon. Nice Gnawbone + Charger combo. Other than Gnawbone most upgrades here are budget.

What the precon doesn't have is a way to make Vron indestructible since then he can take infinite damage to enrage which can make Scourge, Outpost or Warstorm a burn win condition. Some budget ways to make Vron indestructible:

Hammer of Nazahn, Darksteel Plate, Heroic Intervention are three expensive price ways to make Vron indestructible.

Greater Good and Goblin Bombardment are budget cards for Dragon Spirits because when a Dragon Spirit does damage it triggers. When this trigger goes to the stack it has to resolve from the stack for the Dragon Spirit to be saced. You can response to the trigger and sac the Dragon Spirit for value. Greater is draw 5 cards and Bombardment lets you do 1 damage to Vron to create another Dragon Spirit. Bombardment is also a burn win condition when Vron is indestructible.


Some changes to consider:

Good luck with your deck.

Grasshoppeh1 on Lost and Afraid

3 weeks ago

TypicalTimmy on 9/13 Commander Banning/Unbanning

1 month ago

Sneak Attack now loses sight of Progenitus and thus you don't sac him at the end of turn. Easy peasy lemon squeezy. With the amount of tutors you have in WUBRG, you can land this practically every single game. There's more efficient ways, also. Goryo's Vengeance would be ideal. Get Pro into your hand and discard him. Then flicker at end of turn.

Green has plenty of ways to tutor out non-basic lands, too, ensuring you always find Beacon. For example, Crop Rotation, Scapeshift, Hour of Promise and Expedition Map. Not to mention you can always just tutor a land via .

Pro gets removed somehow? Not a problem. You can always play Command Beacon from your graveyard using something such as Restore, Wrenn and Six and Crucible of Worlds, as some examples.

Then, it's as simple as dumping Gods into play. Because Gods count their own pips with regards to devotion, you only ever need +1 or +2 more.

A mono-colored God such as Heliod, God of the Sun, for example, needs 5 and counts his own. So with Pro in play, you need more. Comparatively, Pharika, God of Affliction needs 7x total in any combination of and . She already contains , so she needs a total of 5 more. Pro contains , bumping her devotion count up to +6. She literally needs +1 more pip to be online.

So yes, in my opinion Progenitus is the "Best" God Tribal Commander.

But, for me, Golos is more fun.

  • Pro triggers in the graveyard to be put into-

Goryo in response. ;)

WingsofIcarus on Omnath EDH

1 month ago

Quite a large update. The printing of Yavimaya, Cradle of Growth called for some re-evaluations. I could include more utility lands in the deck and minimal cost due to its effect. Also due to all lands able to be forests, it allows for more mono green hyper mana shenanagins.

Solemn Simulacrum ---> Allosaurus Shepherd

Vorinclex, Voice of Hunger ---> Azusa, Lost but Seeking

Wood Elves ---> Scryb Ranger

Primal Command ---> Ramunap Excavator

Akroma's Memorial ---> Arbor Elf

The Great Henge ---> Quirion Ranger

Evolution Charm ---> Crop Rotation

Desert Twister ---> Abundant Harvest

Forest ---> Ancient Tomb

Forest ---> Strip Mine

Forest ---> Wasteland

Forest ---> Wirewood Lodge

Forest ---> Yavimaya, Cradle of Growth

Forest ---> Mana Crypt

Mosswort Bridge ---> Maze of Ith

multimedia on Double Trouble : Budget High-power Kalamax

1 month ago

Hey, nice to see another well built budget Kalamax deck. You have really good card sense on a budget and you understand you want instants with Kalamax. Rod of Absorption is interesting tech, haven't seen it yet with Kalamax.

Unfortunately, when talking about power level (PL) you should include the manabase, lands also matter. The manabase here is not above PL 5, it's casual. My budget Kalamax deck has a much more expensive price manabase and I'm calling my deck PL 6 and casual. I'm not playing Shock lands, but I am playing two Bond lands, three Pain lands, three Filter lands and two Check lands.

To get beyond PL 6 with the manabase you want Shock lands and Bond lands. Beyond PL 7 you want the expensive price Fetch lands or Rainbow lands: City, Confluence. Into PL 8 territory you want Fetch lands. Beyond that to you need ABUR Duals. What I'm saying is you have to be able to afford these lands if you want a high PL for your deck.


29 lands is low amount with a casual manabase because you don't have enough color fixing because you don't have enough lands. Color fixing is really important with Kalamax because of the difficult color requirements needed to cast the most important spells: for Narset's Reversal and for Reverberate.

From lands here only 13 sources of blue is not enough when it's the primary color and most important color with Kalamax for draw and Reversal. You want at least 20 sources of blue without help from nonland mana sources. You have essentially cut lands in favor of more blue draw spells, but you didn't increase the amount of blue sources in the manabase to account for having more blue spells. You're relying on red more than blue for combos, Ral and Ignition, but only 14 sources of red is low amount to be able to consistently make or more.

By making these cuts you add three more lands that can make any color of mana, four more blue sources for 33 lands instead of 29. It's not that the cards I'm suggesting to cut are bad they're just not as good for the mana cost as other cards here. Settlement and Encampment are helpful budget rainbow lands with Kalamax as sources to tap him when he can't attack, you don't want to attack or you need to make a color of mana your lands can't. Crop Rotation can tutor for one these lands or even both which makes them among the better sources that can tap Kalamax.

Archmage and Artist are amazing budget four drops with Kalamax because of magecraft. They have all the interaction when casting instants or copying spells which is the entire game plan of Kalamax. Archmage can draw a ton of cards which can help to draw lands and Artist can create a ton of treasures for ramp/color fixing. Artist is very helpful with Kalamax creating at least two treasures just by casting your first instant on a turn. Making at least two treasures lets you abuse Narset's Reversal with Kalamax, cast it on each opponent's turn.

Artist also goes infinite mana of any colors when you combo with a Fork and that's helpful to have mana to cast counters/other protection to win. Archmage also goes infinite with Fork combos, but you can control how many copies of the Fork you make thus don't go infinite otherwise you'll draw the rest of your library and lose the game drawing from an empty library.

I offer more advice if you would like. Good luck with your deck.

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