Exploration

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Big Apple Highlander Legal
Block Constructed 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
Planar Constructed 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.

SufferFromEDHD on Archelos, Landfall / Emergent Ultimatum

2 months ago

Holdout Settlement and Survivors' Encampment easily activate Archelos.

Chromatic Lantern is meh in a list with such a well rounded mana pool. Perhaps Exploration or some similar effect would give more gas to the strategy.

NV_1980 on Panty-loser....Sun Flavored?

2 months ago

Hi,

This looks fun, but if I may: it's not fast. There's a very simple reason for this. Your deck contains no additional mana sources other than lands and no ramp. On top of that, most creatures in your deck are very expensive to cast. Considering that you don't seem to be on a budget, I'd recommend the following cards:

Aside from all the above, you can also increase the deck's speed by adding stuff that allows you to filter through your deck like Scroll Rack and Sensei's Divining Top. Last but not least, Monstrous Vortex seems to be very suitable to the deck's overall theme and strategy.

calpoism on Multani, Yavimaya's Avatar

2 months ago

Profet93

i don't like Lotus Cobra and Exploration here as they're utility landfall cards that I can't fully leverage (I have no landfall payoffs). Also I've decided to take the tron approach with this deck (an old modern deck from yore that I'm familiar with), hence you might have noticed the increase in board wipes

I treat Reshape the Earth as a second copy of Boundless Realms, in the sense that it gives me lots of land even without the commander in play (getting utility nonbasics with it is a great perk), ramp up to eldrazi and towards the combo (did you notice that I have an infinite combo here? xD) and it also serves as a damage boost when I swing in for commander damage

i don't want to use Ancient Tomb because i intend to stay in bracket 3 and i only have 3 game changers to work with.

Speaking of which, make a wild guess what Ulvenwald Hydra, Terastodon, and Rise of the Eldrazi are supposed to be :)

Oh yeah, i believe it'll happen

Profet93 on Multani, Yavimaya's Avatar

2 months ago

calpoism

Ancient Tomb > Temple of False - Ramp

Lotus Cobra - Ramp

Reshape the earth usually works best with utility lands. Not sure if you run enough to warrant it as it is a high cmc card and you already run hour of promise for a similar effect that you can cast much earlier.

With all the extra lands, have you considered adding an Exploration type of effect, especially in the start of the game?

I love how your deck just ramps so hard. Have you considered adding some removal in the form of Beast Within or even a Song of the Dryads? The latter works very well against black or red commanders who struggle with enchantment removal.

Yavimaya Hollow - Protection + politics

SufferFromEDHD on Target Practice

3 months ago

Built lots of tribes but never faeries. This is brutal. Organic control based synergies plus an army of flyers. Borderline competitive.

I too am a big fan of Feast and Famine for the reason you stated. I also like Sword of Forge and Frontier because Exploration is broken and this deck isn't green.

I only run tutors if they fit the theme of the deck but respect your wife's POV.

Thanks for your card assessments.

Andramalech on I Have A Dragon

3 months ago

In my best Kaiba impression- you're a third rate duelist using a FOURTH rate deck! it's not bad, I'm just joking. I like what you have here! If you want to push into bracket 4 territory I recommend the following:

.. all of these to get your draws and hand in a row. I see you've already taken up Three Visits so just increase your count of all those spells like Thirsting Roots and even Farseek to capitalize on that ramp capability. The newly released Temur Devotee is a nice committed mana-fixer.

Otherwise, consider lower cost removal spells such as Pongify and Rapid Hybridization, even Swan Song and Strix Serenade. The most efficient way to break into the higher bracket is to do things at their most efficient capability. In this case, you'll have tons of high cost dragons. Right? So use a formula. turn 1 dork, turn 2 ramp, etc., etc. whatever works for your playstyle. Just have one in mind!

The biggest issue your deck has is that you have next to NO one drop spells. Minion of the Mighty exists and so does Elvish Mystic, and Llanowar Elves. You absolutely need to make use of your first turn beyond just putting down a land and passing.

And if you are intent on holding up that one mana on your first and doing a land down, go - you HAVE to increase the number of instants you leave yourself access to. 6 simply is nowhere near enough. Arguably, more than 2 per hand is preferred. Stuff like Swords to Plowshares and Path to Exile are so popular and effective because they can be used on that first turn. I mean, you might be a card down for it.. but it'd be better than sitting on your hands for the first turn.

I would recommend using that newly printed red dork that was at 2 mana, because I like your 2 mana package in green colors. The hard issue after wards is probably how much has to happen at 3 mana rather than happening at one mana. Consider stuff like Burgeoning, Exploration.

All of this to say I hope your deck building process is easier with the feedback, please feel free to reach out if you have questions- I happen to really like what you've acquired here and want to see you succeed. Good luck, and +1!

SufferFromEDHD on Your average jund

3 months ago

Darigaaz's Caldera

Ghost Town

Undiscovered Paradise

Exploration IMO one of the best cards in the game. I see the playset of creatures but they aren't 1 drops.

NV_1980 on Enchanted I'm Sure

4 months ago

Hi there,

This looks excellent! Would Greater Auramancy make sense in here? I've found Grasp of Fate to be really excellent at stopping opponents' key cards (simultaneously), although that sometimes unites them against you of course). Also curious whether you've left out Smuggler's Share intentionally (and if so, what your reasoning for that was). I would definitely recommend Burgeoning, as in play-groups of 4 or more this grants you much more of an advantage than Exploration does, though it wouldn't hurt to have both in here either. How would you feel about Counterbalance? Obviously it depends on luck, but in my experience it can really prove its worth from time to time. And that look of dread on opponents' faces whenever they cast something and they don't know whether you'll be able to retaliate ... glorious :) Aside from that, wonder what your take on Archmage Ascension and As Foretold would be in a deck like this.

Keep up the great builds!

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