Exploration

Exploration

Enchantment

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

Latest Decks as Commander

Exploration Discussion

Last_Laugh on Animar Creatures

1 day ago

Exploration, Burgeoning, and Wild Cantor are 3 more options for turn 2 Animar.

Temur Sabertooth and Equilibrium are 2 more bounce enablers to abuse etb's.

Walking Ballista and Purphoros, God of the Forge make any infinite bounce combos lethal. I.e. Ancestral Statue or any Cloudstone Curio combo.

Palinchron goes infinite by itself if Animar has 4+ counters. Cloud of Faeries and Peregrine Drake are worth running also (Great Whale if Palinchron is understandably out of your budget).

Spellseeker/Neoform and Weird Harvest are worth running if you add Walking Ballista. Weird Harvest looks up Ballista/Statue for both combo pieces and Spellseeker/Neoform are the last pieces you don't already run for the most efficient combo line in Animar. It only requires Imperial Recruiter in hand, 2 counters on Animar, , and 4 life.

  1. Imperial Recruiter looks up Phyrexian Metamorph

  2. Phyrexian Metamorph for 2 life copies Recruiter and looks up Spellseeker.

  3. Spellseeker looks up Neoform.

  4. Neoform sacs Spellseeker to look up Ancestral Statue.

  5. Bounce statue over and over til Animar's power is double your opponents life totals and use Statue's final bounce trigger to return Metamorph to hand.

  6. Metamorph for 2 life again copies Imperial Recruiter to look up Walking Ballista for the win.

Feel free to check out my list for more ideas. Upvotes on any of my decks are appreciated. Animar, Gaea's Hemorrhoid ⫷PRIMER⫸

Grasshoppeh1 on Lost and Afraid

1 week ago

I can see that, going to try some experiments at the commander weekend today. Might be difficult to cut worldbreaker without shifting my deck archtype a bit. If I made the deck more about "Going off", the I probably could cut him.

+1 Wrenn and Seven, Going venture into new ground probably neither of us have done. His + digs for azusa lands, his can be used when we draw a bunch of cards to drop 10+ lands, -3 gives us a draw target, ult is meh for us.

+1 Greater Good, Giving it a shot, saves creatures, draws cards, target for worldbreaker / Multiani.

-1 Exploration, feels like its been dead after a couple lands. We have the fetches and crucibles after 5 mana it does not matter as much since we can just play azusa again on turn 4 the latest. We could be drawing another resource instead.

-1 Jeweled Lotus, dead draw feels like it's working against me in this deck.

Worst case we revert this is an experiment. I think you would be interested in the results on wrenn.

Do all the theorcrafting! ¯\_(ツ)_/¯

soulwarden11 on Archon Tribal

1 week ago

My first thought is “How does this deck manage to function on barely 31 Lands and a total of 5.5 Ramp spells and 3 Mana Rocks?!”

Archons are a VERY expensive tribe to run; I would be cramming as mana Land tutors and mana rocks into this deck as I could, along with at least 37 lands.

I tried running an Elf tribal deck with 30 lands and always found myself wanting more lands after the first board wipe, and Elves average 1-4 mana each—I bumped that deck up to 36 and it’s much smoother nowadays. The Archons here average 5.8 mana each.

Arcane Signet

Azorius Signet

Dimir Signet

Golgari Signet

Orzhov Signet

Simic Signet

Selesnya Signet

Urza's Incubator

Chromatic Lantern

Kodama's Reach

Farseek

Harrow

Dryad of the Ilysian Grove

Roiling Regrowth

Explosive Vegetation

Burgeoning

Exploration

Land Tax

Gift of Estates

Mirari's Wake

It’s not fun to sit there wishing you had more mana to play your big, bomb-y creatures while your opponents are doing stuff the whole game. I’ve been there more times than I care to remember.

If you don’t want to add more ramp and mana fixing, the other option is to go more heavily into stax and tax effects to slow down your opponents to give yourself more time to build up to your big spells. You have a couple in the deck already, but there’s tons of options, especially since you’re playing 4c and Archons just happen to be primarily in White and also just so happen to love creating stax effects of their own, AND they DO like Enchantments!

Authority of the Consuls

Ashes of the Abhorrent

Mystic Barrier

There’s obviously more than this, but I’m on my phone and these are what came to mind.

abby315 on Scytec

1 month ago

Hey - sure, I'd be happy to trade for a Chalice. My trade binder is pretty woefully out of date but I have a ton of random cards if you're looking for anything else in the $10-20 range. I have an extra Exploration from Conspiracy, cards from various recent pre-cons, Cursed Totem, a Breeding Pool if you still need it.

Could also do Oko + Carpet for Chalice and something smaller, drop the Nykthos. I have Eldritch Evolution, might have an extra Priest of Titania, etc.

Yumaddah on Te Mana o te Whenua [The Power of the Land]

2 months ago

brandonplaysmagic Thanks, man!

I have not thought about Tireless Tracker at all, so thanks for pointing that out. I agree with what you have to say here, and this might actually work out better than the Guardian Project I've been thinking about.

I find that Multani's inherent Shroud keeps him out of trouble (except for the likes of Cyclonic Rift/board wipes), so Asceticism wouldn't help (Multani can't even be targeted for regeneration).

I had Horn of Greed on my original setup, which run Azusa, Lost but Seeking, Howling Mine, Temple Bell, Crucible of Worlds, Exploration, Oracle of Mul Daya, etc. but I found that this deck's strength comes from drawing a sick amount of cards in one burst and then having a ton of mana to cast as much as possible. Even without this group-hug drawing package, already in a 3-player table, Multani is drawing a sick amount of cards, so instead I opted for ramp to drop him faster.

Thanks for your feedback and suggestions. Funny you mentioned the card-drawing as this is what I am currently working on .

JimboSliceJr on Ur Dragon Aggro

3 months ago

Hey man I like the idea of popping back the thriving lands to be able to mana fix as you go. Add in Exploration and you’ll be able to play triple the land per turn.

That Breath of Fury combo is wicked!

I already have a lot of things that give everybody haste in my deck so I took out Karthus. For a 5 drop, I like having things be a bit wild with The Prismatic Bridge rather than hoping to have a multi color dragon in my hand to use Dragon Arch .

If you like Heralds Horn and Realmwalker, then check out Descendants' Path ! Another 3 drop that cheats out dragons.

And Polymorphist's Jest is just hilarious. I used to play Curse of the Swine for multiplayer and everyone hated it XD

glhfJKiHax on The Legendary Fisherman

3 months ago

Have you thought of Bident of Thassa for the flavour draws? I imagine that you are combat heavy in this deck and it does a great job at getting deeper into your deck for more sea monsters and lands to smash onto the table

Also I noticed that you aren't running anything like Burgeoning or Exploration to grab the sweet sweet extra land drops. I've found that with something like Aesi, Tyrant of Gyre Strait and Teferi's Ageless Insight on board, Burgeoning especially, puts you so far ahead of your opponents that it's hard for them to stop you.

Blue Sun's Zenith is another great way to take advantage of all that extra mana, either drawing yourself or forcing your opponents to draw out.

All of these lend themselves to an alt win-con with the on flavour Thassa's Oracle

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