Exploration

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Legality

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

Exploration

Enchantment

You may play an additional land on each of your turns.

wallisface on Dragon/ Treasure

1 day ago

Some thoughts:

  • the deck is not currently legal, Exploration is not legal in Modern, and nor is the Dragonspeaker Shaman in your sideboard.

  • Cut your deck down to 60 cards. Your current list is 78, which is waay over this, and will lead to your deck being much less consistent, and much weaker overall.

  • You’re also playing waaay too many cards as 1-ofs/2-ofs, which will further lead to an inconsistent and weaker deck. Most decks should be aiming for the vast majority of their cards to be playsets (4-ofs).

  • Your mana curve looks waay too steep to me. I know you have some ramp, and have the ability to cheat creatures into play, but i’m still really skeptical of this mana curve. With 1/3rd of your deck costing 4-or-more mana, I get the feeling this is going to play really slowly/clumsily.

  • your sideboard doesn’t appear to be doing a lot - most of these cards look like things you couldn’t justify putting in the main deck. A sideboard is intended to help your deck battle against its bad matchups - i think you need to re-address what you’re doing there.

keizerbuns on Gate Fall

2 weeks ago

Neat deck, Landfall and Gates seem to go hand in hand very well! I can't think of that many great landfall or gate cards that you don't already have in here, but there are still a few that come to mind that might be worth looking into.

Dryad of the Ilysian Grove is an amazing mana fixer/mana ramper and I feel like it would be a perfect fit in this deck. Likewise, Chromatic Lantern is a great mana fixer too, but it doesn't offer any more than that so it might not be that great, but I think it's still worth considering.

Sakura-Tribe Scout is another great 1-drop mana-ramper that you could add in alongside Burgeoning and Exploration for additional early-game ramp.

A personal favorite landfall card of mine is Valakut Exploration. With all of the additional land drops you're getting per turn, Valakut can pop off hard and let you dig deep into your deck each turn.

Last, if you decide to add either Dryad of the Ilysian Grove or Chromatic Lantern, then you could also add Valakut, the Molten Pinnacle as an additional win-con for your deck.

Hopefully this was helpful!

IllWarriors on Kura, Secret Tron EDH

1 month ago

Profet93, you've got a lot of good points, here are my thoughts...

  1. I see your point with my inclusion of Thought Vessel and I would agree something like Heart Warden would be a good swap. In my experience with playing this deck so far, I've actually enjoyed having Thought Vessel as well as Reliquary Tower. When to comes to tutoring for lands, there are usually some more important hits before I would go for the Tower. The tron lands are usually first, but then if I do get another chance to search I'll go for some more explosive plays since I'm usually looking for something like Eye of Ugin, Gaea's Cradle, or Sanctum of Ugin to really pop off. In the games where I have been able to draw a ton of cards past hand size, it's been nice to have that redundancy. That being said, I can see myself playing around with swapping it for something more useful in the future.

  2. You're totally right about Tempt with Discovery. However, in my current meta we tend not to run loads of LD. It's just not really how we like to play. In the few games where that has come up, I've just had to politics my way aroud it. It's got a lot of potential for explosive turns, but should my meta shift to feature more LD I can easily see myself swapping it out.

  3. Yup, I think I'll take you up on the Skyshroud Claim. Burnished Hart is a card I like to throw into a lot of decks, but after play testing a bit, it's felt pretty slow since it takes 6 mana total to get the effect.

  4. I like the idea of Skullclamp. I did run Bequeathal, and Skullclamp feels like a repeatable version of that. I think it's definitely something I'll consider freeing up space for.

  5. Eternal Witness should've been in this deck a while ago. I liked the lower cost of Regrowth but I like the value of having another body on the field while I'm setting up or trying to re-establish a foothold in the game, so I'm definitely swapping that out.

  6. Lurking Predators has probably led to the most explosive and fun games this deck has had. You're totally right that I won't get cast triggers, but honestly those have been mostly negligible once Predators has been out for a turn cycle. Hitting any of the titans or something like Blightsteel Colossus most of the time is enough to close out the game, especially if you hit multiple.

  7. I'm always curious as to what others might cut, so I'm all ears.

  8. Land count was something I was worried about with such a high curve, but so far that hasn't been much of an issue. It really comes down to taking the right hand and usually you're just fine. Most the time, once you hit 5 mana and can get Kura, the Boundless Sky out, you're all set. It feels a little low especially when I do run cards like Exploration, but my intention behind that was to be able to get tron lands out faster once they're in hand, and not necessarily to hit a land drop every turn.

  9. I don't run fetchlands because I just don't want to. Would it make the deck better? Absolutely. It's another one of those situations where I know it would improve the deck, so I'm intentionally trying to balance the deck from being too good. The intent behind this deck is to be explosive and play big bombs, but not be a pubstomper. Because of that, I'm making sure to carefully balance how fast the deck can play.

  10. I love Scapeshift! I know I considered it back when I made the deck but it must've slipped my mind. It's a definite candidate, especially as a good swap for Tempt with Discovery.

Thanks for your feedback! I really enjoyed reading all of your thoughts!

Stiggen on The Hidden Life of Trees [Primer]

1 month ago

Love this list! Was wondering if you’ve tried out or considered a few things:

  1. -Ulvenwald Tracker
  2. -Carpet of Flowers
  3. -Mirri's Guile / Sensei's Divining Top / Scroll Rack
  4. -Viridian Revel
  5. -Burgeoning / Exploration

Looking over your list, you’ve definitely inspired me to make a mono green deck and these were some things that came to mind. Also that new Haywire Mite!

Profet93 on Azusa, lost but seeking

3 months ago

I've never been a fan of dorks personally. They are only good under the 2 scenarios you mentioned, in Turn 1 (maybe Turn 2) or with skullclamp afterwards. The issue is, neither of these are consistent. Rather than utilizing dorks, IMO, your slots would be better suited adding additional lands (or other cards you feel you need).

Swords of X&Y are a personal choice. I personally don't like them, the only one that makes remote sense is Feast and Famine as it denies them a card, and untaps all of your lands which is huge. Not to mention that Pro green helps protect against a lot of creatures and black for most removal.

Your only other options for T1 Azusa are Mana Crypt or Jeweled Lotus, I prefer to the former. Exploration also works too should you feel you need it even with Burgeoning.

Cultivate/Kodamas - Not really that good in an Azusa deck. Your commander among other resources already allows for you to play lands. You should substitute this with card draw. That way, early game you get lands and late game you can get actual helpful cards rather than just lands.

Hunter's Prowess - You dont have enough creatures to make this work IMO. More importantly, the issue is that it's reliant upon combat damage. Given you are playing mono green, smarter players/your usual pod would usually hold removal for your turn, thus providing a 2 for 1 loss

Rain of Thorns - Way too expensive for what it does. Green has much better artifact and enchantment removal (namely Bane of Progress), and LD in the form of Strip mine, and others

Seek the Horizon - Used to run this but changed it to Scapeshift and 75% of the time, its the better swap given landfall triggers with field of the dead, other landfall triggers as well as tutoring. Imagine getting Yavimaya + Eye of ugin + eldrazi temple + Castle of garenbrig + whatever else you want. I understand you don't go land positive, but the benefits for the high ceiling outweigh the consistent and minimal 3 basic lands (which you might be out of once you use boundless realms)

Karn Liberated - Too much mana for what it does. You don't have enough creatures to protect it either

Vedalken Orrery - Not a reactive deck, nor can you play lands on their turn.

Planar Portal - WAY too expensive, might as well use Planar Bridge by that point, but honestly, neither are worth it.

Temple of the False God - Subpar

Sprouting Vines - Not a storm deck, nor do you have a low enough CMC to justify playing it. Lastly, you want to draw cards with Azusa, not put them into play

Ardees on Gates? Nine Fingers Keene Competitive

3 months ago

If you are aiming at 'competitive' in the technical sense of the term (as in 'cEDH' or 'competitive EDH'), like the title seems to suggest, I see many staples missing that unfortunately make the deck quite far from being competitive.

Artifacts: you should be running at least Mox Diamond, Chrome Mox, Mana Crypt, Sol Ring, Arcane Signet, Mana Vault, Jeweled Lotus, maybe even Grim Monolith and Lion's Eye Diamond.,

Tutors: you are missing Vampiric Tutor, Imperial Seal, and Worldly Tutor and Green Sun's Zenith if you run any combo, win, or strategy whatsoever based on creatures. You could also add Wishclaw Talisman and Solve the Equation, and, although not a tutor, Peer into the Abyss, which works quite nicely with Thought Vessel.

Lands: any competitive deck plays true duals, namely Underground Sea, Bayou, and Tropical Island. Same for shocklands and at least 6-7 fetchlands in a 3-color deck like this one. You could also consider lower the number of lands, depending on whether or not you want to keep the Gate strategy

Protection: any competitive deck that plays blue automatically plays top-end counterspells, namely Swan Song, Arcane Denial, Force of Will, Force of Negation, Pact of Negation, Fierce Guardianship, Mental Misstep, An Offer You Can't Refuse, and Flusterstorm. You are also missing key cards like Cyclonic Rift or Chain of Vapor. Needless to say, ideally a competitive deck playing blue also plays Timetwister: not a counterspell but a must card (yeah, the price is another topic of conversation).

Creatures: I understand the Gate theme but you are missing some high-value creature cards in here, most notably Dauthi Voidwalker, Malevolent Hermit  Flip, Lotus Cobra, Azusa, Lost but Seeking, Tatyova, Benthic Druid, Ramunap Excavator, Dryad of the Ilysian Grove, Oracle of Mul Daya, Elvish Reclaimer - to name a few. Much depends on the strategy of your deck, although don't let keywords aligned with your strategy (e.g. 'Gate') fool you into thinking some cards are good for that.

Enchantments: a few staples in the current competitive meta: Rhystic Study, Mystic Remora, Sylvan Library, Burgeoning, Exploration, maybe Abundance and Necropotence

Removals: you could most definitely swap some of your removals for something better and more competitive, such as Force of Vigor, Nature's Claim, Abrupt Decay, Assassin's Trophy, and more.

Now, I totally understand there is a budget situation going on with upgrading to competitive MtG (spoiler alert: MtG is a pay-to-win type of game, research confirms), but generally the term 'competitive' sticks to decks that, to the very least, include most if not all cards mentioned above - without mentioning the fact that any competitive deck needs running at least one winning combo. At this stage, your level is more looking towards casual. This isn't to criticize you or anything of course, pretty interesting build, just not really a competitive deck in its strict sense.

If you want to try the competitive experience, my suggestion is to proxy cards by printing them online - this should cost around 10 bucks on colored and good quality paper, and effectively save you more than 7k worth of cards.

Squee_Spirit_Guide on Shifty Crabs!

4 months ago

IXALAN_Crazy, I want to keep the deck modern legal, but it I were stretching to legacy I'd definitely run Exploration, and Fastbond as well for vintage. They would be great with this strategy!

CommanderNeyo, I've been hesitant to up the fetch count because the damage piles up and the deck can't defend itself very well (or at all), but I think you're right that the fetch count needs to be higher. I think I'll bump up to a playset of each and see what that looks like. The increased speed might offset the additional damage.

CommanderNeyo on Shifty Crabs!

4 months ago

Exploration is not Modern legal...

I would suggest adding more fetch lands, since they are so important to the deck. Having 14 basics is not the most reliable mana base, and using Scapeshift into fetch lands into more lands is exactly what you need.

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