Exotic Orchard

Exotic Orchard

Land

: Add one mana of any colour that a land an opponent controls could produce.

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Legality

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

Latest Decks as Commander

Exotic Orchard Discussion

multimedia on Dragons Risingv60

1 week ago

Hey, nice version with a really high budget. Is this really version 60 of your deck?

Your deck currently doesn't have a Commander. In the deck editor remove The Ur-Dragon from the sideboard and put it main deck, then add the CMDR tag to the end of The Ur-Dragon text.

1x The Ur-Dragon *CMDR*

When you save and return to the decklist The Ur-Dragon will show as the Commander with it's card image and own Commander category.


The manabase here is really powerful except Temple of the False God and the 10 Scry lands look out of place compared to all other lands. Ancient Tomb could replace Temple, Exotic Orchard, some Fetch lands and/or Shock lands and/or Bond lands could replace the Scry lands. Arcane Signet is a staple mana rock for five colors and it could replace Rampant Growth. Dragons like to attack thus consider adding some repeatable even infinite attack combos that use Dragons?

Gnawbone could replace Ramos, Dragon Engine and Assault could replace Wild Pair.

Good luck with your deck.

multimedia on The Zerg 2.0 - cEDH

3 weeks ago

Hey, the CQ decklist is missing Cloudshredder Sliver, who's one of the best budget Slivers especially when Hivelord is Commander. It's missing Harmonic Sliver, who's excellent repeatable removal in multiplayer Commander. Tempered Sliver is good with Hivelord as Commander since it can make him bigger with counters. Blasphemous Act wrecks opponents creatures when Hivelord is Commander, consistently for one mana. Swiftfoot Boots gives Hivelord extra protection, combining indestructible and hexproof makes it very difficult for opponents to remove Hivelord.

Sol Ring is less price than Wayfarer's Bauble and much better ramp. Arcane Signet, Fellwar Stone and Commander's Sphere are budget five color mana rocks.

The manabases in all CQ decklists are an afterthought, no Command Tower, they're terrible especially with five colors. Command Tower, Exotic Orchard, Unclaimed Territory, Path of Ancestry are all budget lands for five colors with Slivers. The five Tango lands: Cinder Glade, Canopy Vista, Prairie Stream, Sunken Hollow, Smoldering Marsh are budget and nice when playing 15+ basic lands. The Tango lands help with color fixing and make Farseek, Mountain Valley and Rocky Tar Pit better since they can search for one of them.

Good luck with the upgrading.

multimedia on Aminatou, child of the jank

1 month ago

Hey, well done so far on a budget.

Some suggestions to improve the manabase on a budget.

Good luck with your deck.

multimedia on Syr Gwyn, Knights with Swords! Casual EDH

1 month ago

Hey, nice budget version. You've done well to keep the mana curve low with Syr Gwyn as the highest CMC card.

Some suggestions of improvements to the manabase on a budget.

Good luck with your deck.

Niob_Mordodrukow on Fast Animar

1 month ago

Made some changes. - Coiling Oracle since it costs 2 color mana, and we dont have much lands to abuse his landdrop ability.

  • Destiny Spinner since Rhythm of the wild included now, and also we have Veil of Summer and Cavern.

  • Elvish Visionary for Llanowar Visionary.

  • Lotus Cobra for Tireless Provisioner, because elf and treasures are better in most cases.

  • Slithermuse, because depends on opponents hand a lot.

  • Soul of the Harvest, since we have a lot of those effects anyway (i concider Vizier and Augur as those effects also).

  • Stratus Dancer, because it is a 2 mana counterspell just for sorcery or instant. It is good, but free counters are better.

  • Wall of Roots, because 2 mana dork, giving only 1 mana per turn, and it is not even an elf.

  • Hardened Scales, because we dont have much creatures requiring tons of counters (In fact, it is two eldrazi and ballista. Everything else works well without this card), and it is better to have some card which does something useful instead.

  • Exotic Orchard, because sometimes will not give us correct color.

  • Flooded Grove, because filters can be bad sometimes.

  • 2x Island, cause we needed 2 more slots.

Now i wanna check how good is Rhythm of the Wild and return Destiny Spinner if it is not. And also find a slot for Ramunap Excavator, since we have 9 fetchlands and Lotus Field

multimedia on Oliviiiaaaaa

1 month ago

Hey, good start and budget Vampire version of Olivia.

Consider getting the Crimson Vow Vampiric Bloodline Commander precon? The precon would be a fine start at upgrading your Vampires and has many staple cards for Commander such as Command Tower and Arcane Signet. What all precons lack however is a good basic casual Commander deck structure to start a deck with:

Not all areas of a deck are covered in this structure example just the basics and of course these numbers can change as you're deck building. Some cards can cover many areas which is what you really want with cards you choose to play especially in this case Vampires.

Vampire upgrades in Vampiric Bloodline: Patron of the Vein, Necropolis Regent, Anowon, the Ruin Sage, Champion of Dusk, Butcher of Malakir, Crossway Troublemakers, Stromkirk Captain, Sanctum Seeker, Cordial Vampire, Rakish Heir, Indulgent Aristocrat, Malakir Bloodwitch, Bloodtracker, Vampire Nighthawk, Falkenrath Noble, Blood Artist.

Other good nonVampire cards in Vampiric Bloodline: Sol Ring, Arcane Signet, Command Tower, Olivia's Wrath, Vandalblast, Stensia Masquerade, Swiftfoot Boots, Rakdos Signet, Blasphemous Act, Feed the Swarm, Rakdos Charm, Night's Whisper, Commander's Sphere, Tainted Peak, Unclaimed Territory, Exotic Orchard, Path of Ancestry, Smoldering Marsh, Foreboding Ruins, Shadowblood Ridge, Temple of Malice.

Of course you don't have to get the precon, but in doing so you get a lot of cards at one time. I listed many cards that would be upgrades to pick and choose from if you would rather do that, if at all. If interested I offer more advice in another comment.

Good luck with your deck.

multimedia on Im new to this

1 month ago

Hey, well done for being new, for less than $50 you put together a deck and included many untappers which are good with Garth. Interesting Wizard subtheme with Azami.

These are all staple budget cards in Commander and other than Sol the other cards are rainbow ramp/color fixing for five colors.

You lack a win condition, a game plan to win the game. Jeskai Ascendancy can combo with Retraction Helix + Sol Ring or Everflowing Chalice to make all creatures you control as big as you want, loot (draw/discard) as much of your deck as you want and Sol makes extra colorless mana.

When you control Ascendancy target Garth with Helix. If you control Sol then tap it to make two colorless mana and tap Garth to return Sol to your hand. Cast Sol for one mana which triggers Ascendancy to untap Garth and repeat. Use this combo to make Garth huge to attack. Regrowth cast from Garth can recur Helix to make this combo repeatable.

Unblockable is a powerful ability to give a high power Commander since you only have to do 21 Commander damage to a player for them to lose the game. Whirler Rogue's activated ability can make Garth unblockable and Whirler is a creature who benefits from blink to create more Thopters.


Consider expanding on blink with more repeatable sources? Teleportation Circle is good, but more repeatable blink will give you more chances to reset Garth and since you have so many untappers that's kind of important to get more out of Garth especially with Jeskai Ascendancy and Murkfiend Liege. Soulherder can repeatedly blink Garth at your end step. Brago, King Eternal can repeatedly blink Garth when it attacks and does combat damage to a player. When this happens Brago triggers to blink any amount of nonland permanents you control which includes Garth as well as any creatures who have an enter the battlefield trigger.

An effect that's good with Garth, blink and untappers is haste, to be able to tap Garth the same turn he enters the battlefield (ETB). Temur Ascendancy gives Garth haste as well as repeatable draw since Garth and Shivan Dragon have more than 4 power. With Ascendancy and blink from Soulherder right after Garth ETB then you can tap him to cast any one of the three instant options: Disenchant, Terror or Braingeyser. Only one of these three because you're blinking Garth at your end step which is not a main phase.

Brago, King Eternal's blink is different since it happens at the end of combat meaning that at your second main phase if Garth has haste he can tap to cast any of the options including the sorcery speed options: Black Lotus, Regrowth or Shivan Dragon.

If interested I offer more advice in another comment. Good luck with your deck.

multimedia on No don’t kill my Slivers.

2 months ago

Hey, well done on a budget while having Overlord, First, Legion and Hivelord. The area of your deck that needs the most improvements is the manabase and lands are my first budget suggestions to consider.

Exotic Orchard, Unclaimed Territory and Path of Ancestry are three more Rainbow lands. The five Battle lands have good interaction with lots of basic lands: Canopy Vista, Cinder Glade, Sunken Hollow, Prairie Stream and Smoldering Marsh. You're better off playing more Tri lands than the Thriving lands: Jungle Shrine, Savage Lands, Seaside Citadel, Crumbling Necropolis, Opulent Palace, etc.

A Tri land gives you three choices of colors, not two, which is better when playing five colors. Being able to choose the second color with a Thriving land is nice, but with five colors not as good as having three choices. If you have the Pathways then that's good, but if not they're too expensive price for lands for five colors since you can only choose one color of mana with them. The Battle lands could replace them.


Cloudshredder Sliver is a two drop Sliver that gives flying and haste, it's one of the best Slivers. Shifting Sliver makes all Sliver unblockable unless an opponent controls some Slivers. Quick Sliver lets you cast Slivers at instant speed during your opponents turns or at any point of the game. Flash is excellent with The First Sliver getting to cascade at instant speed is powerful because the card you cast from cascade doesn't have timing restrictions meaning you can cast any card.

Crypt Sliver can protect Slivers from most board wipes, from removal that destroys, from dying in combat from damage and interacts well with vigilance from Sentinel Sliver. Hibernation Sliver can protect from all board wipes, other removal most importantly exile for the cost of 2 life each Sliver.

Hibernation interacts well with The First Sliver by bouncing it as well as other Slivers to cast again and cascade again. Dormant Sliver has nice interaction with Hibernation because Dormant can draw a ton of cards and when you want to attack with Slivers bounce Dormant with Hibernation.

Diffusion Sliver helps to protect Slivers from targeted removal, making an opponent have to pay two more mana to target a Sliver. Striking Sliver is another one drop Sliver and first strike is nice to have when attacking.

Amoeboid Changeling is a Sliver because Changelings are all creature types even when in your hand, library or graveyard. Amoebiod has really good interaction with Sliver Overlord because Overlord can gain control of a Sliver. Amoeboid can make any opponent's creature who you can target a Sliver and then Overlord can gain control of that creature permanently. This is especially powerful to gain control of opponents Commanders. These two combine to gain control of all your opponents creatures over a course of many turns. Because Amoeboid is a Silver while in your library then Overlord can tutor for it.

If interested I offer more advice including cuts to consider. Good luck with your deck.

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