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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

Kamashed

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:

Kamashed on Simic Mutate Scute Swarm

2 months ago

Hello!

Saccox and wallisface, thank you guys for great suggestions!

My thoughts on creature fetching:

About the land drops:

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.

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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