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Deathcap Glade
Land
This enters the battlefield tapped unless you control two or more other lands.
: Add or .
Crow_Umbra on Favorite mtg art
1 year ago
So many cards have "pet card" status for their art, but I'm always glad to see them in my binders. I'd say I'm definitely a sucker for foil versions of Red cards; I just love how the flames pop. A few favorites off the top of my head in no particular order:
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Demonic Tutor - I don't own this version, but I hope this is an art style we will get more of in future Secret Lairs, or alt treatments where it makes sense.
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Flameshadow Conjuring - Specifically the foil version.
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Cemetery Puca - Gorgeous in foil.
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Kazandu Blademaster - An early fav of mine when I first started playing.
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Baleful Strix - Another early favorite.
Mousemke on Glissa Minor
1 year ago
Modern upgrades
Land base -
4x Jungle Hollow > 4x Overgrown Tomb
4x Deathcap Glade > 4x Blooming Marsh
2x The Dross Pits > 2x Nurturing Peatland
3x Forest, 1x Swamp > 4x Verdant Catacombs
Other cards -
4x Cankerbloom > 4x Outland Liberator Flip (but in the side)
I feel like Outland Liberator is better than Cankerbloom generally but I also think that the newly added Liberators should be in the sideboard though I don't immediately have a replacement suggestion. MV of 2 is good. Power of 3 is good. Maybe Grim Haruspex for the card advantage
Great card. Keep 4. But you may want to sneak into the deck a way to ensure more consistently dealing player damage
no notes. I'm unsure about this card but it has a bit of a unique ability so maybe it's ok.
4x Savage Gorger > 4x Dauthi Voidwalker
Gorger feels underpowered to me. Voidwalker is shadow so more consistent damage (though a tradeoff with no blocking). But much more so - all the discarding and sacrificing? Now you can cast those things
4x Urborg Repossession > 4x Unearth
you may want a mix of the 2. I understand Urborg Repossession can theoretically return 2 cards, but Unearth is directly to the Battlefield
DemonDragonJ on Commander Masters Previews and Speculation
1 year ago
Rune-Scarred Demon and Sidisi, Undead Vizier are two more cards that I would like to see reprinted.
I predict that there shall be at least one cycle of dual lands in this set, but I am not certain which cycle I would like to see, since the shocklands (i.e., Godless Shrine, Hallowed Fountain, etc.), the filter lands (i.e., Wooded Bastion, Cascade Bluffs, etc.), and the check lands (i.e., Isolated Chapel, Glacial Fortress, etc.) have all been reprinted, recently, so I think that the dual lands from the third Innistrad block (i.e., Deathcap Glade, Deserted Beach, etc.) are ideal candidates for reprinting, to keep them available and affordable. I very much would like to see the cycles for Horizon Canopy, Nimbus Maze, and Cinder Glade finished, but Masters sets are entirely reprints, so the players shall need to wait for those cycles to be finished.
Last_Laugh, I, also, would like to see the allied-colored talismans reprinted, with new artwork and quotes from planeswalkers, to make them uniform with the enemy-colored talismans.
Dencoan on Izoni, Thousand-Eyed
2 years ago
for lands the following are always a good in my experience.
- Yavimaya, Cradle of Growth and it is not to expensive at the moment.
- Urborg, Tomb of Yawgmoth is also always a good add for black mana but more expensive.
- Cabal Coffers pairs amazing with urborg
- Verdant Catacombs is a good grab right now before it starts going up in price.
- Boseiju, Who Endures is amazing in any deck running green.
- Takenuma, Abandoned Mire
- Overgrown Tomb
- Deathcap Glade
- Mortuary Mire
- Bojuka Bog
at least 10 ramp cards has always been recommended to me, some ideas:
DemonDragonJ on Check Lands or Slow Lands?
2 years ago
I have the shock lands in all of my decks (both EDH and 60-card), since they are the best dual lands available, given that the original dual lands are insanely difficult to obtain, and I also have the "check lands" (i.e., Glacial Fortress, Isolated Chapel, and so forth) in all of my decks, as well, because they are possibly the third-best cycle of dual lands in the game (although I feel that the "filter lands" may be a competitor for that title). For two-colored decks, the check lands will consistently enter the battlefield untapped (I honestly cannot recall the last time that they entered the battlefield tapped), but, in decks of three or more colors, they are less consistent; I would say that they enter the battlefield untapped anywhere from seventy-five to eighty percent of the time, but the few time that they enter tapped have proven to be very disadvantageous to me.
Therefore, with the printing of a new cycle of dual lands in the third Innistrad block, which most players are calling the "slow lands" (i.e., Shattered Sanctum, Deathcap Glade, and so forth), I am considering replacing the checklands in my decks with three or more colors with those new lands, since I feel that they are a better option.
What does everyone else say about this? Should I replace the "check lands" with the "slow lands?" Also, as long as I am asking that, it is obvious that the "filter lands" (i.e., Cascade Bluffs, Rugged Prairie, and so forth) are great for two-colored decks, but how are they in three-colored decks (I do not have them in my four- and -five colored decks)? What are your opinions on this matter?
Chasmolinker on I'll Raise you +1/+1...
2 years ago
Drestlin The new slow lands from VOW are decent. Deathcap Glade combined with a few shocks or pain lands and you can get it going. Field of Ruin is a nice utility fetch land.
DemonDragonJ on How Good are the New …
2 years ago
The new Innistrad block provided a new cycle of dual lands (Deathcap Glade, Deserted Beach, and so forth), which I appreciate, and I especially like how WotC printed a full cycle of ten dual lands, rather than half a cycle of five dual lands, as they too often do.
Naturally, I am wondering how those dual lands compare to other cycle of dual lands, so I wish to ask others about their opinions of those lands.
The best dual lands of all are obviously the original dual lands (Bayou, Tundra, Plateau, and so forth), but those are too expensive for all but the most hardcore of players, so I shall not mention them any further in this thread.
After the originals, the second-best dual lands are the shock lands (Hallowed Fountain, Sacred Foundry, Godless Shrine, and so forth), which are nearly as good as the originals, with only a very minor downside.
After that, however, it is difficult to say what the next-best cycle is; I say that the "battle lands" (Cinder Glade, Canopy Vista, and so forth), the "check lands" (Glacial Fortress, Sunpetal Grove, Isolated Chapel, and so forth), and the filter lands (Cascade Bluffs, Wooded Bastion, Sunken Ruins, and so forth) are all contenders for the title of third-best dual lands, so I am not certain where the new Innistrad lands rank in comparison to them.
What does everyone else say about this? How good are the new Innistrad dual lands?
enpc on Why Are Popular Land Cycles …
2 years ago
If you're asking about the main question posted, that's not what the person was asking.
The question was about having a mechanic from the set appear on dual lands. So for example, we saw the snow dual lands apear in Kaldheim. A similar example would be if we saw dual lands that create blood tokens on ETB from Crimson Vow.
Instead, what we see is more consistency in dual lands (for most sets). there are about three different mechanics they like to cycle through, here, Deathcap Glade is very similar to Blooming Marsh in how the mechanic works. Similarly, Port Town and Glacial Fortress are very similar. But they're generic effects that can be reprinted across sets.
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