Forgotten Cave enters the battlefield tapped.
: Gain .
Cycling (, Discard this card: Draw a card.)
|Want (2)||xxxxxxxxxZombiexxxxxxxxx , Redarmy1917|
Combos Browse all
|Commander / EDH||Legal|
Forgotten Cave occurrence in decks from the last year
Latest Decks as Commander
Forgotten Cave Discussion
1 month ago
even with 3 Forgotten Cave, this deck has more lands than what is now seen as best for burn. Consider cutting down to two caves and perhaps even another mountain, and of course, as I believe is now stock, and for a very good reason, replace molten rain with Cleansing Wildfire. It can be hard to pass up the damage, but having it be two mana is so important purely because the deck can sometimes stop at that number, and drawing a card is worth 2 damage, like in the case of Needle Drop.
2 months ago
So, keep in mind I rarely play out and am not the best guy to ask about the meta. My expertise lies mainly in creativity (which most MtG players call jank, lol).
However, I do play a LOT of pauper regardless, so, I playtested in the tester for lil bit, and I feel draw is problem. I also kept wanting to cast Simian Spirit Guide as a creature. How does the deck play for you? What's your situation by turn 4-5 in most games? And then later on?
Depending on how you play the deck, I would consider putting both Cleansing Wildfire (instead of Stone Rain) and Geomancer's Gambit (instead of Roiling Terrain) in the deck. Both will cantrip themselves, and even though they both allow the opponent to replace the lands they lost, Cleansing Wildfire makes the land enter tapped, so it still slows the opponent down. Plus you should be able to just destroy those lands within a turn or two before they become a problem anyway.
I also feel like Raze should be in here. It's SO cheap that it should be considered at least. Maybe swap out Simian Spirit Guide for something like Sakura-Tribe Elder to support the extra demands on your land base?
2 months ago
The deck looks pretty nice tbh. There's probably some potential in the land base. Up to 8x fetchlands will significantly reduce your land flood risk, at a moderate life cost, but they're not budget.
4 months ago
Could also consider Stream of Thought as a mill win con. You can run Dizzy Spell as another way to get Stream. Make infinite Mana using your combo and then replicate the Stream as many times as you need to to mill them out then pass turn.
Lastly for now, You should run Neurok Stealthsuit. It keeps your CMDR from getting roasted and can be attached at instant speed. Making for fun shenanigans when someone tries to blow your League up. Just attach in response and hopefully they don't have a followup spell. I would cut Ur-Golem's Eye and add the Stealth suit.
I would change the creature base up a bit too. There are way better crits out there that you should look into.
5 months ago
I really like Mikokoro, Center of the Sea. I'll definitely make some space for that card.
I see your point with Dormant Volcano, adding this one as well.
Temple of the False God is not for me. My very first deck was the pre-constructed Faceless Menace deck with Kadena, Slinking Sorcerer as my commander. However, I always ended up not being able to use Temple of the False God since I did not control enough lands. Finally, after some games I decided to never use that card ever again.
Thanks for your help Kyle_Winter again!
plakjekaas on None
5 months ago
There's a thousand reasons to play taplands:
As I mentioned earlier in the thread: Critter lands, they wear equipment pretty well after a boardwipe, to swing in for the final points of damage
you want to win with Maze's End
you have lifegain synergies
you have landfall synergies in budget and Evolving Wilds is your way to go about it
you have a graveyard synergy deck and Mortuary Mire recurs your needed piece
cycling lands (Forgotten Cave) in the early game when you dont need the carddraw yet
you play 5 colors on a budget and therefor you play Vivid Crag and the rest of its cycle
Dryad Arbor is basically a tapland that you can use Green Sun's Zenith to search up (not really tapped, but it is summoning sick, which means you can't tap it for mana the turn it comes into play either)
Hideaway lands (Mosswort Bridge and the like)
5 months ago
Here are 2 dirty little tricks I use to fight land flood:
1) Fetchlands - they thin out your deck, as each landdrop removes another land you might have drawn down the line
2) Cycle lands - Forgotten Cave will be a land when you need one, or draw you another card when you don't
I'd suggest replacing the street wraiths with the cycle lands and replace 8x mountain with any 8 fetches that get mountains (I know it sounds weird having more fetches than fetchable lands, but you'll never need more than 5 basic mountains)
5 months ago
I'm about to do some land edits for my mono-red deck and Nykthos, Shrine to Nyx, Shinka, the Bloodsoaked Keep, Vance's Blasting Cannons Flip which flips to Spitfire Bastion, Hall of the Bandit Lord and even a group hug draw card Mikokoro, Center of the Sea should all be considered. Dormant Volcano may slow you down slightly, but it could allow you to use 1 less land in the deck by providing 2 mana instead of 1! On that note, Temple of the False God is a slightly better version of this as well. Forgotten Cave should immediately replace Ash Barrens in my opinion since it's the same but in red, and Hanweir Battlements Flip is good for hasty-cakes. If you really wanna go all-out, Ancient Tomb is unbeatable in ramp land.