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Legality
Format | Legality |
1v1 Commander | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Tiny Leaders | Legal |
Vintage | Legal |
Casual | Legal |
Custom | Legal |
Quest Magic | Legal |
Explore
Sorcery
You may play an additional land this turn.
Draw a card.
Stardragon on Land Search?
4 weeks ago
So with Baldur's Gate coming out with 9 new gates I thought of making a gate deck with Maze's End as a win con. i need more non basic land search (preferably to the battlefield but to the hand if need) and some extra play additional land cards, i have a small amount added ATM I have
Explore, Hour of Promise, Pir's Whim, Reap and Sow, Sylvan Scrying, Tempt with Discovery, Wargate, Dryad of the Ilysian Grove, Mina and Denn, Wildborn, Oracle of Mul Daya, Ulvenwald Hydra, Wayward Swordtooth, Kiora, the Crashing Wave, Expedition Map, Crop Rotation and Exploration. Am I missing any? Should I add some light Landfall as well?
Link: Hold them at the Gates
Emberalus on
Child of Alara
1 month ago
Update:
OUT:
- Sol Ring
- Goblin Engineer (It does not really synergize with the combo, it was in to find Zuran Orb but I kind of have enough ways to find it and not enough artifacts to sacrifice.)
- Roil Elemental (It was a cute card but I had to cut one more card for some more consistency and with the amount of tutors I play generally I will always rather have Tatyova or Gitrog Monster which are both tutorable by Bring to Light.)
- Pact of Negation (Pact of Negation is kind of an expensive card and I think I like Pyroblast more, it's mainly to combat counterspells on the second sunrise anyway and Pyroblast has some added utility to it which I think makes it better.)
- Mana Vault
- Overgrown Tomb (Decided I want to run just 3 shock lands, this one might get back into the deck but I opted for others first.)
- Mox Diamond
- Mana Crypt
- Krark-Clan Ironworks (Decided to get rid of the KCI saccing mana rocks before second sunrise plan, it was too convoluted and I want to go for a more land centric deck.)
- Valakut Exploration (This was also one of my other win conditions, and I liked Roil Elemental first above this but decided to cut both.)
- Izzet Chronarch (Got replaced by Timeless Witness.)
IN:
- Krosan Wayfarer (Has some early game utility while still being excellend in the Combo.)
- Pyroblast
- Cosmic Intervention (I somehow overlooked this card but I am really excited to add this as an early game play for value.)
- Uro, Titan of Nature's Wrath (Uro is already an insane card, it sacrifices itself which is great, it's basically a recurrable Explore with the added bonus of sometimes being a powerful body, I think it will work excellend in the deck.)
- Farseek
- Explore (Both replace my mana rocks for some early mana ramp.)
- Breeding Pool
- Temple Garden
- Hallowed Fountain
- Timeless Witness
- Unbridled Growth (Fixes mana and sacrifices for a card, the other candidate was chromatic star which would also be good but I think Unbridled will have more value as you don't need to sacrifice it to gain it's fixing effect.)
I decided to cut my mana rocks that don't provide a color except for when they have a way to sacrifice themself which also made me cut my KCI from the deck.
Other Ideas: + Valakut, the Molten Pinnacle + Vesuva + Prismatic Omen
wallisface on
Simic Mutate Scute Swarm
2 months ago
The problem with Neoform here is the general lack of good 2cmc creatures to sacrifice. I would recommend against running either Lotus Cobra Tangled Florahedron Flip, as while they accelerate mana, they don't accelerate your landbase, which is what you actually care about. While paying 4 mana to Summoner's Pact may seem daunting, it's actually not really an issue - as with sufficient ramp you'll easily be able to pay for it and the Swarm. Its a staple of Prime Titan decks for a good reason.
Never go over 60 cards. The current cards I think are questionable/droppable are:
-
Vastwood Surge, Eureka Moment, Migratory Greathorn and Quandrix Cultivator: 3-or-4 mana is a lot for this kind of effect, and generally quite slow. By the time you have the mana to cast these, you should be already at a point of not needing them. Aim for the cheaper ramp I'd suggested. In addition to what I'd suggest above, Sakura-Tribe Elder is stronger than all these cards, and a good potential replacement.
-
Prosperous Innkeeper, Lotus Cobra, Tangled Florahedron Flip: Your goal should be putting a lot of lands into play quickly, not just making a lot of mana. Mana on its own doesn't actually help you get anywhere, as your Swarm needs land drops, and a lot of existing lands in play.
-
Mana Leak feels like a sideboard card at-best. I'm not sure it works particularly well here, especially as by the time your engine is running, your opponent might also have enough lands to pay the cost.
If I were building this list with budget in-mind, it'd probably look something like:
- 4x Scute Swarm
- 2x Zimone, Quandrix Prodigy
- 4x Sakura-Tribe Elder
- 4x Growth Spiral
- 4x Arboreal Grazer
- 4x Explore
- 1x Azusa, Lost but Seeking
- 4x Summoner's Pact
- 3x Coiling Oracle
- 30x Lands
Kamashed on
Simic Mutate Scute Swarm
2 months ago
Hello!
Saccox and wallisface, thank you guys for great suggestions!
My thoughts on creature fetching:
- Neoform looks great, and I guess that Lotus Cobra and Tangled Florahedron Flip are easy targets for sacrificing.
- Summoner's Pact looks even better, but I feel like ''losing'' 4 mana to pay for it's cost would be more taxing than sacraficing Lotus Cobra or Tangled Florahedron Flip. Perhaps it would be more useful in later rounds with more mana on the table? What do you think?
About the land drops:
- Pretty simple here, Growth Spiral, Explore and Arboreal Grazer all seem like a nobrainer I think, great idea, thank you.
I just have to wonder, if I want to include all those cards, and more lands, should I remove some cards from the deck, or just go over 60 cards? I mean, Mana Leak feels out of place a bit, but everything else seems useful. I have never drawn a card and thought ''damn, that´s useless'' (except for when I need Scute Swarm :D) I guess going over 60 isnt exactly a sin, but I always like to hang around that, so that I dont have to wait for too long for important cards. But I suppose that all that extra drawing and searching would fetch me Scute Swarm anyway? I'm not sure at all here, what do you think?
Anyway, thanks for help!
wallisface on
Simic Mutate Scute Swarm
2 months ago
Some thoughts:
-
your description states you need to “wait around for a scute swarm”. That’s not at all ideal, especially if this card is countered/killed. You need ways to fetch for it so that you can reliably play it. Summoner's Pact could be good for this. The alternative option is to have a playset of a second wincon.
-
waiting until turn 5 to start enacting your plan is waaay too long. In a lot of modern games the victor is mostly decided by this stage. I suggest you include more ways to dump lands down fast - notably Growth Spiral, Arboreal Grazer, Explore, and Azusa, Lost but Seeking. Also, you need to ensure that you’re running enough lands to make all your land drops… i think 26 is too low here. Current Prime-Titan decks are running 33, and i’d suggest you’d want to get to at least 30-31 at a minimum.
wallisface on
My Selesyna
2 months ago
So i’m a bit confused with the direction you’re trying to take here - it feels like you’re making 3 separate decks and trying to munge them together, with elements of ramp, +1 counters, and stompy. I think you need to pick a path and stick to it without deviation.
-
For a +1 counter deck, i’d expect to see stuff like Rishkar, Peema Renegade, Experiment One, Pelt Collector, Avatar of the Resolute, Grateful Apparition, Conclave Mentor, Dromoka's Command, and possibly 1-2 Verdurous Gearhulk as the decks ceiling.
-
For a stompy deck, i’d expect Aspect of Hydra, alongside Experiment One, Pelt Collector, Avatar of the Resolute, Steel Leaf Champion, Strangleroot Geist, Yorvo, Lord of Garenbrig, Vines of Vastwood, Rancor. Note this deck usually has no reason to splash a second colour.
-
for ramp, your cards should only ever be doing one of two things: either ramping you more mana (i.e Arboreal Grazer, Explore etc), or almost-immediately winning you the game (i.e Primeval Titan, Tooth and Nail, etc). Note these kinds of decks will often run 28-32 lands in their 60-cards.
So, my big suggestion is, to pick a clear path, and then stick to it
tacolover25 on
Ramp Mill
2 months ago
Maybe swap Explore for Growth Spiral? In addition, it would be nice if you could add some fetch lands for additional landfall triggers. Misty Rainforest? Nice deck though.
Xag803 on Looking for some cheep green …
3 months ago
Game_of_Cones, I had not heard of Explore and Explosive Vegetation before. I like Skyshroud Claim because with 2 Emerald Medallions in play it practically pays for itself.
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