Forest

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Premodern Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Unformat Legal
Vanguard Legal
Vintage Legal

Forest

Basic Land — Forest

: Add .

Barnie22 on Frog Goddess

1 month ago

Updates 7th September 2025

Out: Floodwaters, 1x Forest and 2x Island

In: Arcane Signet, Sol Ring, Yavimaya Hollow and Visions of Dominance

indieinside on 100% Dinosaur Tribal

1 month ago

Mortlocke

Since I have Yavimaya, Cradle of Growth I am going to take out one Forest to fit it Rogue's Passage. Good call.

salzstange on Adrix Nev - upgrade precon - go wide&fat with food

2 months ago

Deck needs more lands / less CMC, as it is too slow

Might remove the following cards for being to slow / high cmc

In favor of less CMC / more lands:

legendofa on Cats White and Green

3 months ago

Welcome to the club, Puppyroni!

This is pretty good for a first deck, but there's still some points to consider.

First of all, 20 lands isn't enough to support anything but the absolute fastest tournament-level Modern decks. 23-24 lands will make this deck much more reliable at hitting its top-end cards. I would say even the deck that inspired this one is short on lands.

Related to that, A Realm Reborn probably won't do too much here. Since your only mana sources are lands until then, it's going to be very slow to come out. By the time it does, you're either going to be so far ahead that it's unnecessary, or so far behind that you can't use it. ARR is a good card in the right deck, but I don't think this is the place for it. Similar thoughts for G'raha Tia. If your group is super casual, it's not too bad. But usually when you get to 5+ mana in Modern, you should be pushing to win the game, not gathering more resources. If a card costs more than 4 mana in Modern and doesn't directly and immediately help you win, it's probably not worth it. Regal Caracal might be an exception for this deck, but I recommend trimming it down to 1-2 copies.

Third, a Modern sideboard is allowed to have 15 cards, not 20. This is also a note for antagon1st's deck.

I like the green splash for Feline Sovereign. Feral Prowler is a little awkward--with higher toughness and a lot of buffs, it's not going to be a useful death trigger too much. Overrun is the right idea, but having three pips in a mostly white deck will make it hard to cast. This would need a mana base with lots of dual lands to cast reliably. Look for cards with a similar effect but more balanced/less heavy cost.

Again, related to that, balance the basic lands based on pip proportions. You have a lot more cards than cards, so using equal numbers of Plains and Forests will end up with extra and not enough to cast your cats.

Finally, try to get full playsets of some of your 2-ofs. Generally, you want to have more copies of fewer cards, to get the most reliable and consistent results. Pick your favorite buffs and get four copies of those, and trim down the cards that don't seem to be doing as much for you.

After all that, the most important thing is that you build the deck you want to play. If my suggestions make the deck less interesting for you (which of course I hope they don't), then do what makes it more interesting. Above all, have fun!

Icbrgr on We Are Going to the Zoo

3 months ago

I can see that... to be honest I was pretty proud of my mana base (ive never really been good at making a mana base)... I will look into the Abzan Indatha Triome I think because my fetch lands are focused on grabbing Forests... I do already own Jetmir's Garden but I figured just getting closer to domain was correct with Zagoth Triome. I'll look into it thanks!

MTGBurgeoning on Scion of the Ur-Dragon: Every. Dragon. Ever.

4 months ago

Great question! Three Visits searches our library for a Forest card. It does not need to be a basic Forest. As long as it has the Forest basic land type, like Stomping Groundfoil, Breeding Poolfoil, Ketria Triome, and Ziatora's Proving Ground, Three Visits can grab it.

sergiodelrio on Bounce

4 months ago

Try this:

Replace 2x Hallowed Fountainfoil with 2x Breeding Poolfoil.

Replace 4x Misty Rainforest with 2x Flooded Strand and 2x Windswept Heath.

Replace 1x Island and 1x Plains with 2x Forest.

I know why you did what you did, but give my setup a shot for a few playtests.

The problem with your manabase is that it's quite scattered, even if the numbers seem to check out in the pie chart. You need lots of green pips, and lots of isolated pips in general, so you can't even out on fetches and shocks.

Draw forests more naturally. Get dorks online. Fetch pips you didn't draw. Minimize lands like Hallowed Fountain that can't pay for your multicolored spells in a deck with more than 2 colors. What I mean by that is, those are UW in your deck, so hallowed fountain sucks, since you're gonna need another land anyway to pay for multis, but you need green too. Possibly get rid of the fountains alltogether.

Hope this makes sense. Source: trust me xD

Cheers!

Load more