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Latest Decks as Commander

Exploration Discussion

A55Destroyer69 on The Marit Lage Life

6 days ago

honestly going RG base with a WU splash is what I find to be the best. You have access to things like Academy Ruins and Hall of Heliod's Generosity to get back your milled moxen or Exploration s as you need.

Anyway, I would argue that, even with no black mana in the deck, that Smokestack is much less powerful than Nether Void in most matchups. Dredge will still function, of course, but will not be able to cast too many spells. Even something like Sphere of Resistance is a better alternative. The worst matchup for lands is Storm, so making them have to start sacrificing their lands after they've probably already gone off and killed you seems pretty impractical. Sphere of Resistance makes them need to deal with it before even thinking of going off, since the entire power of storm bases itself around making enough mana to go off, rather than making overly excessive amounts, so leeching 1 mana per spell seems really strong (and it is in practise, too)

I also find that 4 Dark Depths and 4 Thespian's Stage are both sort of overkill, as when you're functioning fully you're effectively drawing 3 cards per turn with loam putting the top 3 cards of your deck into your bin. I do find that Field of the Dead is a really good alternative too, and even against 1 lands spy or manaless dredge or whatnot you can still make a board with it - wasteland your own things and replay them through the power of loam. It's really sketchy, but if that's all you can do then so be it. It does give you quite a boardstate quite quickly in any case.

Propaganda is a much worse version of Glacial Chasm , and yes glacial chasm has a cumulative upkeep cost, but if you have loam and Exploration available then you can just sit and control the board with Punishing Fire s to chip down your opponent and their boardstate. If you have another exploration out then you can advance your own boardstate althewhile too.

Johnny14xxx on Broodmother of the Great Forest: Beledros EDH

1 week ago

I would add Expedition Map for the usual land tutor of Urborg+Cabal and maybe one or two cards that allow you to play extra-lands like Oracle of Mul Daya , Burgeoning or Exploration . To add redundancy I'd suggest also Seedborn Muse and maybe, depending on the direction that you want to take your deck also Vedalken Orrery . For the removal slot I'd add Toxic Deluge , Abrupt Decay and Assassin's Trophy . Anyway, this are just some quick ideas, it really depends on the direction that you want to take with this commander: landmatter, big-mana, life-gain, aristocrats, ecc... The most important thing though? Have fun!

OmegaAura113 on Beledros Witherbloom EDH

2 weeks ago

I have a couple of ideas!

Izoni, Thousand-Eyed - you only really get one activation of her token ability, and you have a couple of enchantments that already perform her sacrifice ability

Decree of Pain - pretty high costed boardwipe, when there's others that won't nuke your boardstate in the process

Reap can be replaced with Road of Return , since both do similar things, but Road can interact with your commander directly

Tragic Slip - Abrupt Decay is much better

Profane Command - there's better X spells that aren't too expensive, like Genesis Wave or Torment of Hailfire . I noticed you're going a heavy mana ramp direction with the deck, which is perfectly fine, just also remember to try and include cards that let you play extra lands if you can (cards like Azusa, Lost but Seeking , which recently was reprinted, and Exploration )

And something else pretty important is that beside ramp spells, you'll also want a few rocks/dorks to supplement yourself. There's a lot of them in-budget, like Elves of Deep Shadow , Llanowar Elves , Elvish Mystic , and the Sakura-Tribe Elder you have in already. Another similar ramp one is Yavimaya Elder for fetching basics and such. For rocks, Golgari Signet , Fellwar Stone , Commander's Sphere , and Talisman of Resilience are cheap in both CMC and price, so see if you can slide any of those in too.

It's probably my hardest suggestion to apply, but as you run through and make edits, try and choose a direction to take the deck as a whole - tokens, or lands - as a focus. Once you start narrowing down the archetype you wanna follow, the cards you need to cut to streamline it will start looking more and more obvious!

Monomanamaniac on Balan, one-punch woman

1 month ago

Omniscience_is_life i like to think of land tax as useful in 2 ways. 1, it's kinda white ramp, the kinda ramp that doesn't actually ramp but lets you stay at parity and hit your drops every turn, it's also deck thinning, it lets me draw all of my lands in 6 turns as long as at least 1 player is ramping. In short it's not ramp, it's land fixing/thinning and card draw. Honestly, it's only in that category because it's the simplest way to describe its place in the deck (i was trying to keep the categories fairly straight forward and easy to understand). It's no Burgeoning or Exploration , but it does the job alright. White has always had issues with ramping in the traditional sense, it's definitely the second weakest color at doing it without mana rocks (that's why i have 150$ worth of mana rocks lol), but when you're a mono-colored deck you have to wager what you can. I'm not really interested in paying 4 for 1 land, or 6 for 2, I'm just trying to put 6 Mana on the board and slam Balan down with a couple of equipment so she can start hammering on my enemies. Still, you have a very good point, Land Tax and most of my "ramp" aren't truly ramp, but imo white is best at staying at parity on available resources, so that's what I've leaned into (plus i paid 34$ for it lol)

I try to stay on top of it, buying all the latest cards while i slowly fill in the blanks on the staple cards i missed while i was away from the game. I can definitely agree that it still needs work on ramp and on the lands themselves. I'm glad you took the time to take a look at it and i hope you enjoyed the traditional Voltron aspects that make me love this deck so much

wizards-of-the-coast on Sir Zndrsplt, aka How To Change The Commander Meta

1 month ago

I think you should add Azusa, Lost but Seeking and Exploration , seeing how important lands are.

the_solitaire on Pre-Modern Green Stompy

1 month ago

Pre-modern is a format that certainly has a lot of appeal to me. I am myself in the process of constructing a pair of pre-modern decks, and revived my old Fires deck of back in 2001.

I also built a pair of decks for Urza Block Constructed, and there are a lot of nice cards in that block to use in a mono-green pre-modern deck too.

Cards you might consider, if those are not in your deck already, are Exploration and Saproling Burst . Blastoderm is another power meanie at 5/5. And even though the Albino Trolls are no big hitters, they are available turn 2 at 3/3 with Regenerate.

Something else that should not be overseen lightly, Treetop Village is a 3/3 creature, as well as a land. With Giant Growth it hits or blocks for 6.

With all that hitting power, there hardly is the need for Verdant Force or Skyshroud Behemoth to be very honest.

Cravv on The Mimeoplasm [Competitive] EDH

1 month ago

Here is some cards that i think are must have: Insidious Dreams , It That Betrays , Emrakul, the Promised End , Void Winnower , Krosan Cloudscraper , Consuming Aberration , Kozilek, the Great Distortion , Frantic Search , Lim-Dul's Vault , Putrefax , Dark Ritual , Bane of Progress , Jarad, Golgari Lich Lord (great alternative wincon with Lord of Extinction [that is one instainclude too]), Toxic Deluge , Fathom Mage , Cavern of Souls , Assassin's Trophy , Abrupt Decay , Alchemist's Refuge , Pernicious Deed , Phyrexian Dreadnought , Hermit Druid , Rise of the Dark Realms , Reanimate . Those are of the hat that come to mind first when thinking whats missing here. Eldrazis are mainly for counters, Skithiryx, the Blight Dragon and Putrefax are for swinging and Fathom Mage (another zegana) and Bane of Progress are for utility. Also you are in promised land of green ramp so i would take out heavy mana cost artifact ramps and change them to Mana Crypt and green ramp like Birds of Paradise and other 1 mana dorks. And if you want to dig for lands, Nature's Lore and Three Visits are just better Farseek s. Search for Tomorrow is also great. As enchantment ramp i would suggest Exploration , Burgeoning , Wild Growth and Utopia Sprawl . I'm more than glad to answer if you have questions.

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