Crop Rotation

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic 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.

Stardragon on Land Search?

4 weeks ago

So with Baldur's Gate coming out with 9 new gates I thought of making a gate deck with Maze's End as a win con. i need more non basic land search (preferably to the battlefield but to the hand if need) and some extra play additional land cards, i have a small amount added ATM I have

Explore, Hour of Promise, Pir's Whim, Reap and Sow, Sylvan Scrying, Tempt with Discovery, Wargate, Dryad of the Ilysian Grove, Mina and Denn, Wildborn, Oracle of Mul Daya, Ulvenwald Hydra, Wayward Swordtooth, Kiora, the Crashing Wave, Expedition Map, Crop Rotation and Exploration. Am I missing any? Should I add some light Landfall as well?

Link: Hold them at the Gates

Spotos on I Thought You Were Selesnyan

2 months ago

MuricanSheepdog Np, just trying to help out someone starting. The main things to focus on are the cards with effects that won't help towards the main strategy. Some cards to replace would be, CREATURES: Arborea Pegasus, Dire Wolf Prowler, Elturgard Ranger, Hill Giant Herdgorger (The problem with him is that even though it does get you 3 life, for 6 mana and a creature with no other abilities is a bit too much mana to cast compared to some others cards that can gain life), Planar Ally (not sure how much you want dungeon crawling to play into the deck, but with most of these cards, you could honestly build another deck centered around it instead of putting it into this deck), INSTANTS: You Hear Something on Watch, Plummet, Repel the Vile(even if these are removal for cards, some other cards do what they do better and are still less than a dollar in price), SORCERIES: Compelled Duel, ARTIFACTS: Delver's Torch,Treasure Chest(This may seem like a really good card, but for 3 to cast and 4 to activate, making it essentially 7 mana to either gain 3 life and draw 3 cards, or lose 2 mana in total, the card seems like it has more of a chance to whiff rather than help in its effect,((don't worry, I would have fallen for that too))). Since you said your struggling to get mana, some "ramp" I would put in the deck would be Rampant Growth, Reclaim the Wastes, Roiling Regrowth, and Crop Rotation. Those should get you lands out quickly to play your commander sooner. Some artifacts I would also put in would be Commander's Sphere, Sol Ring, Moonsilver Key (this can search out Sol Ring from your deck), Moss Diamond, and Marble Diamond. Those are the ones off of the top of my head. Sorry if it's a bit long, I didn't want to make it 2 comments. If you still have any questions, feel free to ask away again, and I'll be happy to help out. :]

artaud21 on Azusa High Power

2 months ago

Hi kikimaki, Azusa is my deck of choice from the very beginning I started playing Commander (it was after original Kamikawa block so figure) so I may have some experience playing it. I know it's explosive and it can score wins even at cEDH tables but only if properly built. 60 lands is little overkill but it's also more fun I guess. Anyway you need to speed it up if you seek optimal build. Green Sun's Zenith + Dryad Arbor, Crop Rotation or even Elvish Spirit Guide will allow T2 Azusa which is huge if you'll be able to drop more lands each consecutive turn. You're right about card advantage and you cannot do much about it except to focus on one or two draw engines green allows (not mentioning silver bullets like Sylvan Library). First are power-matter spells like Momentous Fall, second lands that draw cards like War Room or Mikokoro, Center of the Sea. Your creature selection is fine but you miss few important utility creatures like Seedborn Muse or Lotus Cobra. I see you don't use fetches - it's probably of budget reasons but you should invest in them anyway if you plan on taking Azusa into next level ;)

123456789101112131415161718 on Elf ball

2 months ago

Love the deck +1!

Some advice;

First, tyvar kell is technically golgari, so it's illegal unless your playgroup is chill with it.

Secondly, I think you should try and move away from the some of your Planeswalkers, into more elves. Nissa, Who Shakes the World and Nissa, Voice of Zendikar have very little synergy with your deck, and should be replaced with elves like Dwynen's Elite and Lys Alana Huntmaster.

Some of your creatures also seem to be less powerful then you would otherwise want, such as Llanowar Mentor, Joraga Treespeaker, andKaysa. I would add Selvala, Heart of the Wilds, Wolverine Riders, and Canopy Tactician in their place.

Elf decks generally tend to run less than 30 lands, as there's more than enough ramp to compensate. I'd recommend taking out Oran-Rief, the Vastwood, Myriad Landscape, and 2 forests, and adding cards like Crop Rotation, Skyshroud Claim, Herald's Horn, and Lightning Greaves.

In my elf deck, I don't particularly like ramp cards that make lands hit the battlefield tapped, as I find them too slow. I don't know how fast you want your deck, but I'd recommend taking out at least Explosive Vegetation, and adding something like Harrow.

My ezuri deck is Ezuri's Exuberant Elfball Extravaganza, if you need any ideas for other elves to slot in.

Frank_Glascock on The Great mutation

3 months ago

Earle swears by Toski, Bearer of Secrets.

Dakota, if this is an Animar test I am going to ace it. Remember that the best Animar lists are like creature based spellslinger decks. The closer your list gets to 50 creatures the better. I was at 48-49.

I know you are tired of Craterhoof Behemoth but you did include Finale of Devastation. The best decks focus their strategy and wincons. That may not be what you want. The deck certainly looks fun to play.

  1. Should you want to focus the deck more I would include cards that would lead to a turn two Animar. Chrome Mox, Mox Diamond, Wild Growth, and Carpet of Flowers are some that come to mind.

  2. You need Animar on board for three turns I would think. The turn you cast him. The second turn where you cast lower mana creatures to pump up his counters. And then turn three where you play your big threats. How are you going to protect him from spot removal? Better yet, what is your strategy for combating board wipes?

Kodama's Reach? Bloom Tender is the replacement-not even a close call.

Nature's Lore? I would play a mana dork like Llanowar Elves.

Dito for Arcane Signet, Chromatic Lantern, Ketria Crystal, Sol Ring, Talisman of Creativity and Talisman of Curiosity. Cut all this for Sylvan Safekeeper, Spellskite, Elvish Mystic, Fyndhorn Elves and some more ways to stop board wipes like Swan Song. I ran Force of Negation and Force of Will in my Animar list but you don't have the blue to support those cards.

Even with the big mana creatures you are playing would Purphoros, God of the Forge not be considered?

Hardened Scales was printed by some Animar lover at Wizard's of the Coast. It should be in here.

A creature based deck without one of the allstar blue creatures, Consecrated Sphinx?

I play Mystic Remora in every deck that has blue. But, that is me and it isn't an auto include in casual.

Crop Rotation is a definite should you play Gaea's Cradle.

Ziabo on Livin' Life on the Dredge

3 months ago

have you thought about Roiling Regrowth or Crop Rotation for land tutors? they sorta fit the theme.

Idoneity on Kura, the Boundless Sky [Lands]

3 months ago

Lands is always a magnificent archetype, and it is one to which I may offer some insights.

The second deck I have ever constructed, remaining my favourite to this day is Hazezon Tamar lands matter. After six years of tinkering, I can say with confidence that I know the strategy quite well.

As for The Boundless Sky, she opens up some splendid possibilities.

Given Green's affinity for finding specific lands, you have the ability to run combos with specific cards and lands.

Let us begin with the creative cards.

Lifeline looks to be terrifying with Kura, for she will return to play at end of turn if she dies. If you have a sacrifice effect at instant speed, or even just an untapped High Market, this can make a monstrosity whenever it pleases.

One of the best cards in my deck is Finale of Promise. It finds powerful pieces such as Dark Depths and Thespian's Stage, or Field of the Dead and Gaea's Cradle. Fun!

Due to Field of the Dead, you should split your basic to be both snow and nonsnow. This will offer more names for the idoneous progenitor of zombies.

For generic inclusions I enjoy, Petrified Field returns strong utility sources, Ulvenwald Hydra is a large behemoth which works with Life's Legacy effects whilst tutoring out a Gaea's Cradle.

For ramp, Nature's Lore, Three Visits, Rampant Growth, Cultivate, Kodama's Reach, Sakura-Tribe Elder, and Skyshroud Claim are some of the best cards of acceleration in the format, thereat being on-theme as averse to Basalt Monolith.

As much as it may not seem, interaction is rather important. Beast Within hits everything and Primal Command is lovely utility. Scavenger Grounds is a helpful piece of hate to find in dire circumstances.

Bounce lands can make for disturbing lines of play, such as tutoring with Crop Rotation for a Boros Garrison, thereupon returning a Gaea's Cradle to hand, playing it and tapping it for even more mana. For your strategy, I recommend Guildless Commons.

Thence is all I have time to type, but Kura looks a scourge in the command zone.

If you care to peer upon my own masterpiece in the lands archetype, you may find it here:

The Lands Restored

May all of fortune betide!

multimedia on Stomping Counters

3 months ago

Hey, I saw your forum topic asking for help.

The manabase and ramp/color fixing could use some tweaking, but more draw is really what your deck needs. That's the area of your deck to consider spending some on for improvements.

I choose these cards as suggested cuts because you have better cards that do the same or similar effects. More draw especially repeatable draw sources replacing some of this redundancy could help gameplay.


The manabase is overall good except the amount of Forests, which is too many. The ratio of color sources in the manabase is 28 green:16 white:16 red. 28 green is almost double amount of another color which is a little much. Forests are important, you want them as most lands, but I don't think you need 12 of them. Green one drop mana dorks are good, but I don't think only three of them are enough to play so many Forests to hinder the other colors in the chance that you have one in your opening hand with a Forest. Crop Rotation can get any land by sacing a Forest.

Some manabase problems are 12 Forests, the Slow Fetch lands, Aether Hub, Arctic Treeline and Highland Forest. 12 Forest reduces the color fixing from lands too much. Grasslands, Krosan Verge, Mountain Valley are too slow for what they do and are not needed because you have Marsh Flats and Windswept Heath.

Aether Hub is relying too much on three cards that proliferate or Aetherstorm Roc. Consistently Hub won't have enough energy to make colored mana. Arctic Treeline and Highland Forest are nice that they have basic land types, but you don't really need them because you have Shocks and Tangos.

Consider cutting some basic Forests for more budget lands that can make green or another color?

Making these lands changes can balance the ratio of color sources to 26 G:20 W:20 R. This balance keeps the amount of green close to what you have currently while increasing the amount of white and red. Of course most of these are the least expensive price playable lands that you could add. There's many others that are more price/better lands.

Good luck with your deck.

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