Evolving Wilds

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
PreDH Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Evolving Wilds

Land

, Sacrifice this: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

trippy_mcfly on Cumly Cube

1 month ago

Introducing Cumly Cube 1.4.3! 4 months ago, Cumly Cube 1.4.2 was released. Two archetypes were discontinued, and an interesting new dynamic was added with cards that search for specific planeswalkers. This update is even smaller. Only 14 swaps are being made. That being said, it might be quite impactful, as Saprolings are getting a huge boost.

Here are the changes, provided with brief justifications:

REMOVED:

  1. Ancient Den: artifact lands have been removed as they are too low impact
  2. Brightwood Tracker: too weak
  3. Corrosion: too targeted and powerful against artifact decks
  4. Frontier Guide: removed to provide a new identity for elves in Cumly Cube
  5. Gloom Sower: too weak
  6. Great Furnace: artifact lands have been removed as they are too low impact
  7. Jeskai Sage: too weak
  8. Knotvine Mystic: removed to provide a new identity for elves in Cumly Cube
  9. Prismatic Vista: too powerful
  10. Remorseful Cleric: too targeted and powerful against graveyard decks
  11. Seat of the Synod: artifact lands have been removed as they are too low impact
  12. Snubhorn Sentry: too weak
  13. Tree of Tales: artifact lands have been removed as they are too low impact
  14. Vault of Whispers: artifact lands have been removed as they are too low impact

ADDED:

  1. Arena: an interesting land that could provide for cool dynamics
  2. Bellowing Aegisaur: supports the Dinosaur creature type
  3. Detective's Satchel: supports artifact strategies and the Thopter creature type
  4. Evolving Wilds: a solid option for color fixing at an appropriate power level
  5. Fungal Sprouting: supports the Saproling creature type
  6. Golgari Germination: supports the Saproling creature type
  7. Jund Battlemage: supports the Elf and Saproling creature types
  8. Korozda Guildmage: supports the Elf and Saproling creature types
  9. Liberator, Urza's Battlethopter: supports the Thopter creature type
  10. Saproling Migration: supports the Saproling creature type
  11. Selesnya Guildmage: supports the Elf and Saproling creature types
  12. Shroofus Sproutsire: supports the Saproling creature type
  13. Tana, the Bloodsowerfoil: supports the Saproling creature type
  14. Terramorphic Expanse: a solid option for color fixing at an appropriate power level

Vulnoth on Equestrian Friendship Initiative

3 months ago

Suggestions:

Try these out.

TheVectornaut on Creepy Crawlies

4 months ago

You could consider adding a copy or two of Spider Spawning as a payoff when games go long and you've wiped your own board. The flashback means it's totally fine even if it gets milled by a Nyx Weaver or something. On the subject of self-mill, Broodspinner seems like a decent option that could fit in by itself or with a delirium package including cards like Ishkanah, Grafwidow, Grist, the Hunger Tide, The Swarmweaver, Twitching Doll, and maybe some Mulch/Grapple with the Past type effects. You'd probably want some fetches for that plan, even if only Evolving Wilds, and definitely at least one artifact.

Andramalech on Reign Among the Clouds

6 months ago

You know what DragonMaster420, you're right.

It's not really a major factor, but I'd grown accustomed to fixing my decks with cards such as Evolving Wilds or Terramorphic Expanse or anyone of the other worse fetchlands, but I'd need a critical mass for it to make a huge difference.

I could update this in time, so thanks for pointing that out.

TheoryCrafter on Bant Erayo-Noon

7 months ago

My suggestion is to commit more heavily to 0 mana value spells including, but not limited to, Darksteel Relic, Everflowing Chalice, Memnite and Ornithopter, in addition to what you already have in your deck and sideboard. Then you can either add any combination of Energy Chamber, Power Conduit and Rise and Shine to boost them up for later in the game. Otherwise, I don't see how you can get Erayo flipped on the turn you bring her out.

I think the important thing to remmber here is just because it needs four spells in a turn to flip, doesn't mean you have to bear the whole load. If you choose not to go the 0 mana value route, my suggestion is to move both of your copies of Chalice of the Void to the Sideboard and replace them and your copies of Reprieve with three copies each of Mana Tithe and Spell Pierce. That way you can cast counter spells on their turn and flip it on their turn. You'll lose out on the card draw a bit but with a full playset of Karn, late game card advantage should be chiefly from your sideboard anyway.

Speaking of Sideboards, I think you may have to rethink it. Unless you are going find a spot for Living Wish in your library, it should be exclusively artifacts. I think it would be important to concentrate in the early game to the Erayo/High Noon combo and then use Karn to bring out Mycosynth Lattice(expensive, money wise, but the only way to end the Karn/ML combo is if someone uses Inspiring Statuary to cast Introduction to Annihilation or Scour from Existence) to target Karn.

Leonin Arbiter is good, but you have at least five fetch lands where paying 1 life and then an additional to search for a land when you can play Rampant Growth for the same function doesn't make a lotta sense. If you insist on fetch lands My suggestion is to replace them with a full playset of Fabled Passage or a combination of Escape Tunnel, Evolving Wilds and Terramorphic Expanse so you can have a little more mana flexibility. Otherwise, I'd recommend investing in a full playset of Spara's Headquarters and add Crucible of Worlds to the sideboard. Then, at least, if you choose to keep Boseiju in your sideboard you can play it from the graveyard after using it's Channel ability.

I see the biggest weakness for your deck in the lack of a finisher. Using noncreature artifacts from the sideboard, activating Karn's first loyalty ability and then using Noble Hierarch's exalted ability to pump them up is the best option for this kind of deck. If you consider different cards for your sideboard may I suggest any combination of Encroaching Mycosynth, Mirror Box and Mirror Gallery for using Karn as your finisher?

I'm no expert on Stax, but these are the routes I would consider. I know this was a lot. Thank you for reading me out. I hope it helps. Happy Hunting!

ActionReplay on Toph Lands Alive

10 months ago

You should add Fabled Passage, Wooded Foothills you should consider running cards like Arid Mesa, Scalding Tarn, Bloodstained Mire, Windswept Heath, Verdant Catacombs, and Misty Rainforest Instead of cards like Evolving Wilds and Terramorphic Expanse Then also run Stomping Ground, Commercial District, Cinder Glade, and Taiga so that you don't get color screwed early.

Honorable mentions Sheltered Thicket, Highland Forest, and Wooded Ridgeline

dgalarza on

10 months ago

Gatekeeper of Malakir is Sheoldred's Edict.

Since you're going so low to the ground, I would test out Aether Vial and see if that's something you like.

Bloodghast's landfall ability is hella busted. Prismatic Vista (or Fabled Passage if you're on a more sensible budget) could work amazing. Maybe Evolving Wilds can work in your meta if it's more laid back. The sacrifice trigger also works well with Fatal Push.

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