Search your library for a basic land card and put that card onto the battlefield tapped, then shuffle your library.
Threshold — If seven or more cards are in your graveyard, instead search your library for three basic land cards and put them onto the battlefield tapped, then shuffle your library.
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|Commander / EDH||Legal|
Latest Decks as Commander
Far Wanderings Discussion
griffstick on Rashmi
1 month ago
1 month ago
My (almost) full list:
1 The Fool: Far Wanderings
2 The Magician: Barrin, Tolarian Archmage
3 The High Priestess: Sanctimony
4 The Empress: Karametra, God of Harvests
5 The Emperor: Vish Kal, Blood Arbiter
6 The Hierophant: Grand Arbiter Augustin IV
7 The Lovers: Pia and Kiran Nalaar
8 The Chariot: Anafenza, the Foremost
9 Justice: Dawnbreak Reclaimer
10 The Hermit: Enlightened Ascetic
11 Wheel of Fortune: Wheel of Sun and Moon
12 Strength: Lion's Eye Diamond
13 The Hanged Man: not much for this one
14 Death: Pestilence
15 Temperance: Tonic Peddler
16 The Devil: Chains of Mephistopheles
17 The Tower: Sentinel Tower
18 The Star: nothing I'm really happy with
19 The Moon: Full Moon's Rise
20 The Sun: Not much here, either
21 Judgement: Angel's Trumpet
22 The World: nothing here, either
on Land Twins
3 months ago
Alright, let's do this.
Good day to you, FacetiousFanboy. Now, I have a mere one lands-matter deck, whereupon 'tis the extent of my knowledge upon the strategy, but 'tis something I have meticulously tinkered for quite the meiny of years. Therefrom, I may offer my enlightenment.
Upon the very intrinsic parts, we have the categories of a commander deck: removal, wraths, card draw, ramp, lands, recursion, and engines. Being a legendary creature in the modern era of Magic, Mina and Denn grant a splendid engine from the command zone. Allow me to touch upon the basics within the decklist.
In order aforesaid, removal:
I mayn't have ever seen Relic Crush, but I do not like it. Five mana to kill two things is far too inefficient, thus I would recommend you take this out of the deck. Force of Vigor is better on most accounts.
Storm the Citadel requires you to have a board state, and requires a sorcery-speed deployment. Removal is best utilized in surprise, and being a sorcery negates such a factor. I do not like this card.
I have noted a supreme lack of wraths. I have also noticed some inefficient X-spells for which you intend to use twelve or so mana. Try removing Banefire, Clan Defiance, Spitfire Lagac, Tunneling Geopede, and Living Twister. The pinging effects matter little until the opponents are sitting at seven life. Living Twister is one I have tried and disliked. Banefire and Clan Defiance hit the opponents' face, but do near to nothing in terms of furthering your board state. These are great when you are ahead, but you currently have no options for when you are behind.
Upon card draw.
If you so desire X-spells to utilize, I would add Commune with Lava. It may be cast upon the endstep before your turn, and thus offers many more option without requiring you to tap out.
Escape to the Wilds offers a new hand and an additional land drop, whilst being a mere $0.25.
Similar yet potentially better, Tireless Tracker. Clues are fantastic, and are a splendid devotion of mana for use at any time. By this argument, I would kill Seer's Sundial. I have attempted the Sundial, but it requires a mana dump immediately as averse to any time.
Ramp, of course.
As to what should be removed, Rootweaver Druid ramps you for one and an opponent for two. It could ramp you for two and your opponents for four. You always come out behind in this exchange, and thus I would see this fit for exclusion. Far Wanderings is great, but best if you have a full graveyard. This deck cannot achieve Threshold too easily, thence this effect may be improved.
Returning from the grave, recursion it shall be.
This is an optional field, but it is nice to have an option or two. I see but Seeds of Renewal. Seven mana for two things returned? I nill. Bala Ged Recovery Flip serves as a land early and a win condition late. Eternal Witness is just always fantastic.
Start your engines.
What in heck is this Sporemound Nonsense? A five-mana 3/3 that spawns 1/1s. Quite lacking indeed. I do not see any justification for having this in the deck.
Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.
Given the number of tokens you create Purphoros will drain the opponents' life apace. In the same avenue, Evolutionary Leap can offer defense if someone attempts to kill a creature, or it can find a better use for your tokens.
Comet Storm is a far more efficient version of the X-spells you had opted to include, for it can remove problematic threats or multiple problematic players.
Unto finality, Genesis Wave can plop out most of your deck upon the table, and it is difficult to lose from there.
Thus is the end of my babbling. Pardon the overlong comment, but I do hope it was of some aid.
I do have my own list, as forementioned, built around the lovely Hazezon Tamar. If you would so deign to peer upon its glory, that would be splendid.
Fare thee well.
3 months ago
Managed to get a couple games in. The Lands stuff worked out nicely (Tabernacle is good in EDH it turns out). I was able to do Strip Mine loops in both games and ride that to victory one way or another.
Enchantress I'm still waiting to see. For now I'm adding a couple things that I felt I wanted and cutting cards that seem slow. After the first few games against more competitive EDH people it turned out that you can't really just spend 7 mana to not effect the board, so Zendikar Resurgent got cut.
4 months ago
Abundance was a smart choice with Azusa as the commander. You may want more cards that get lands into your hands such as Adventurous Impulse or Thaumatic Compass Flip. Yavimaya Elder can nab lands to your hand upon leaving the battlefield. Other good land grabbers in green are Caravan Vigil, Lay of the Land, Evolution Charm, Realms Uncharted, and Traverse the Ulvenwald. Also I always recommend Colossal Majesty in mono green for more card draw. Blighted Woodland, Fertilid, Far Wanderings and Veteran Explorer can all nab lands as well. Although instead putting them onto the battlefield, which would at least still trigger your landfall effects.
Overall this build is pretty good! Just bouncing some ideas.
5 months ago
I just finished a version of Obuun, as well. I like your version here. Consider swapping Seer's Sundial for Horn of Greed. I would trade out cards like Nylea's Intervention and Reclaim the Wastes for cards that actually put lands onto the battlefield, getting more landfall triggers. Rampant Growth, Primal Growth, Far Wanderings, spells like that. Spells like Summer Bloom, Explore and Broken Bond might be better, too.
Does your playgroup allow the Wish cards to be played? Most don't, so just curious.
5 months ago
I would have never thought to find such a comment like this, it's A M A Z I N G. I really like your support on this project and I would love to create a competitive deck together.
Unfortunatly I don't work yet, so I can't really have a deck with Moxes, 15 Fetch Lands and OP Mana Artifacts, but we can build one not caring for the price just to see if it will be competitive or not
Others, instead, need some explanation:
-Witchbane Orb is needed in my deck because in my playgroup people will 100% try to Bojuka Bog or try to Flash in a Tormod's Crypt when the Commander is being casted ( happened to me once when I was trying to cast a Kathril, Aspect Warper who was going to become a 26/26 with 13 different abilities....)
-Blood for Bones has one of the most intricated rulings I've ever seen, with it you can sacrifice a creature and then return that same creature you sacrificed back to the battlefield, creating a card that can "Blink" in Black and that also returns a creature into your hand from the graveyard
Another thing, I don't think that attacking with spiders is a good idea, my Deck can create a bunch of them in a turn, but i would rather win with them with a combo then wait for a full rotation (and all my friends at the LGS have at least 2 boardwipes per deck) to attack.
This deck doesn't draw, you're right, but it mills itself and then returns to hand important combo pieces from the graveyard, but we can try to put in a Shamanic Revelation and other cool drawing cards and see what happens
Let me now what you think, I'm really excited about this project
5 months ago
Thanks for your comment. I am very happy about such comments, as it is difficult to keep an eye on every possible combination with over a thousand commanders, especially with such a commander like Ishkanah, which you don't meet in your LGS every day. Thanks to your comment, I can see more of the potential of Ishkanah. I you want to tune up your deck, I have some recommendations for that:
I would exchange:
- Panharmonicon has only 3 targets + your commander... I think that's not efficien enough I would rather play this beast of a card: Ohran Frostfang because this card converts your spiders into carddrawing killer spiders.
- Far Wanderings for Cultivate because it's more reliable and effective
- Vessel of Nascency for Jarad's Orders because this card is just a perfect tutor for decks like this
- Blood for Bones for Victimize
- Is Witchbane Orb one of your meta picks, because a lot of your opponents play curses or burn? If not, I would rather play more carddraw because you have to less of it in your deck. Play Sylvan Library (or Phyrexian Arena) instead
- Drown in Filth with either another good removal like Abrupt Decay; Caustic Caterpillar; Plaguecrafter (Force of Despair, Darkblast, Snuff Out, Force of Vigor, Tragic Slip etc.)
- Cut 2 Forests and a Swamp for Bala Ged Recovery Flip, Khalni Ambush Flip & Hagra Mauling Flip
- Grapple with the Past for Fiend Artisan/Phyrexian Arena/Opposition Agent
- Entomb for any other tutor like Demonic, Vampiric, Grim Worldly Tutor etc. or Buried Alive
I would play as many cool utility lands with a sacrifice effect and as many fetch lands as possible because they're needed for Delirium and have also great potential with the MVP in every graveyard deck Life from the Loam:
- Evolving Wilds/Terramorphic Expanse/Ash Barrens/Jund Panorama
- Prismatic Vista/Verdant Catacombs; Windswept Heath/Wooded Foothills/Bloodstained Mire etc. (If they're out of budget, you just can play the cool and cheaper utility lands and you'll be fine) Other cool lands: Grim Backwoods!!; Geier Reach Sanitarium, Drownyard Temple Phyrexian Tower, Emergence Zone, Haunted Fengraf, Buried Ruin I would also add Deserted Temple because it can produce together with Cabal Coffers + Rings of Brighthearth infinite black mana.
Carddraw or Cardadvantage:
- Ohran Frostfang!!
- Driven / Despair!!
- Sylvan Library!!
- Night's Whisper
- Lifecrafter's Bestiary
- Phyrexian Arena!!
- Journey to Eternity Flip
- Phyrexian Reclamation
- Fauna Shaman/Birthing Pod/Fiend Artisan/Survival of the Fittest/Yisan, the Wanderer Bard
Other good finishers/ combo pieces:
- Altar of the Brood / Blood Artist / Zulaport Cutthroat
- Craterhoof Behemoth or the budget version: End-Raze Forerunners / Overrun
- Triumph of the Hordes
Well, I'm sure that you already know what other options there are to tune up the deck. If you want to win consitenly I would add more ways to produce infinte mana like Nim Deathmantle + Priest of Gix + Ashnod's Altar or Magus of the Coffers + Staff of Domination OR another unigue and complicated way to filter infinite colorless mana with Basalt Monolith + Rings of Brighthearth is together with Mirage Mirror and a Swamp...
To make the whole thing more consistent you have play all green and black tutors, play fast mana like the Moxes, Mana Crypt/-Vault, Manadorks (Elvish Mystic/Elves of Deep Shadow/Llanowar Elves etc. and pack some premium removal in the deck to raise the power level. If you're interested we can brew a fringe competetive list together.