Exploration

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Exploration

Enchantment

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

ToastedBagl on The Necrobloom

2 weeks ago

Titania's Command and Lazotep Quarry are fun options.

Volrath's Stronghold is a good card, but expensive.

Bounce lands with Exploration effects mean you can generate lots of tokens per turn.

You have a lot of options in this deck, many of them extremely powerful. I suggest cutting the clue token stuff.

Grave Titan gives you additional zombies if you wanna go that route.

Edit: I just noticed many of my suggestions are already listed. Sorry about that!

Whip of Erebos is just an amazing card with tokens and self-mill.

sergiodelrio on A Glimpse of the Storm [[Oathbreaker]]

5 months ago

Holy cow, good job on the degenerate part!

I playtested it and my board on T3 looks like this (first try btw):

6x Forest (one of which became a 3/3 creature)

Exploration (conveniently played T1), Vernal Bloom (conveniently played T2), Nissa, Who Shakes the World

Marwyn, the Nurturer with 3 +1/+1 counters, Llanowar Tribe, Elvish Archdruid, Priest of Titania

One Forest in hand.

Also looks like the deck is only 120$ ??? Don't know much about this format, its speed etc. but this looks OP, thanks again!

Mortlocke on The Song of Phyresis

7 months ago

Managem,

Always a pleasure to have new visitors to the page, welcome. Magic has gone through multiple changes in the past couple of years with everything getting multiple art treatments, power creep, and a whole host of different products that seem to lose more and more relevance with each new iteration. But I digress, I love the Toxic mechanic. Sure it doesn't quite have the explosive potential of Infect, but it can still put in work with it's sibling mechanic Corrupted.

As for your questions about certain notable exclusions from the deck:

  • Inexorable Tide - This was once in the deck, but had to be cut simply due to a lack of space. 5 mana with 2 blue pips is a steep ask for a card that does literally nothing on cast. The usefulness of this card is entirely contingent on how large of a hand I have, and how many counters I have in play to target for proliferation. If none of my opponents have poison counters, and none of my creatures have +1/+1 counters on them...then what's the point? That's the unfortunate position this card holds in that it requires a steep investment for little pay off more often than not.

  • Phyrexian Swarmlord - Much like the previously mentioned, Swardlord requires a great deal of set up to be relevant that amounts to nothing more than a win-more card. If there aren't a plentiful amount of poison counters already on my opponents then this card is simply a 4/4 for 6 - not a worthwhile investment of mana.

  • Evolution Sage - This too was once in the deck until more relevant creatures came and replaced it. I'm not trying to be rude or anything but there was a big retcon that created the Phyrexian tribe. Every creature in the deck is a Phyrexian as a result of said retcon and therefore benefit from cards like Urza's Incubator and Cavern of Souls. Tribal issues aside, Evolution Sage is only as good as the number of land drops I have per turn which at most is only 2. to make this card a worthwhile inclusion I'd have to carve out more space for additional land drops in the form of Burgeoning and Exploration which is more trouble than it's worth. This card would be better suited for a different deck.

The deck is for both a 1v1 and Group setting - the hardest part is overcoming the politics and stigma of playing Poison counters. It's one of my favorite mechanics regardless, and always enjoy my games - archenemy status and all. Thanks for coming by and checking out the deck. Thanks for the +1 and the nice words, good luck with your own build and let me know if you have any questions.

Last_Laugh on The God-Pharoh Windgrace has Returned

7 months ago

Exploration and Burgeoning would serve you well here.

NV_1980 on The Land Lord (Windgrace)

9 months ago

Nice brew. How do you feel about adding Wrenn and Realmbreaker? All its loyalty abilities seem amazingly well-suited to this deck. Also, Burgeoning, Exploration and Augur of Autumn would also be really good in here. Especially the ramping-enchantments are worth considering I think, because they're harder to remove than ramping creatures.

SufferFromEDHD on Jolrael - Till Birnam Wood remove to Dunsinane

9 months ago

I too run Jolrael in my Simic lands deck. Quite possibly the strongest color combination for the strategy.

That Expedition Map needs Academy Ruins.

Ancient Tomb > sol ring

Ramunap Excavator

Exploration or Manabond

legendofa on Eldrazi Rampage

10 months ago

Welcome to the club, BIAxKatana!

Obligatory caveat that I'm not a Commander expert, so I might be missing some details. My first thought on looking at this deck is that there might be too many payoffs and not enough support. While cards like Exploration and Burgeoning are generally good ramp, with only 33 lands, minimal land searching, and not much repeatable draw, I don't expect this deck to get more than a couple of extra land drops each match.

How reliable are Fist of Suns and Jodah, Archmage Eternal for you? They combo well with Morophon, the Boundless, so how quickly can you get them and a full color suite active? Is it better to play Esika, God of the Tree  Flip or The Prismatic Bridge  Flip?

There could be some bad interactions between your counterspells and Mana Maze. Mana Maze supports your colorless creatures, but unless an opponent is playing heavy , countering one of their spells basically resets Mana Maze.

What is the role of Luxior, Giada's Gift and the assorted Jin-Gitaxias  Flipes?

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