
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Fortified Village
Land
As this enters the battlefield, you may reveal a Forest or Plains card from your hand. If you don't, this enters the battlefield tapped.
: Add or .
onua1 on
The Beautiful Lxhel
2 weeks ago
Consider cutting: Green Sun's Twilight, Expand the Sphere, Feed the Infection, Venomous Brutalizer , Myr Convert, Ria Ivor, Bane of Bladehold, Carrion Call, Phyrexian Atlas, Vat of Rebirth, Norn's Annex, Necroblossom Snarl, Shineshadow Snarl, Fortified Village.
multimedia on I want this deck to …
5 months ago
Hey, this is by far your best deck of the decks you've asked for help on. There's good deck building with a purpose.
The area that needs improvement is the manabase. 16x basic Plains is not going to cut it compared to many less Forests and Islands. The color pie of your deck shows primary white, but it's deceiving since you want a more balanced amount of land sources for each color to consistently cast Arcades. I say consistently because you need to control Arcades or most of your defenders are really not worth it.
Because you're playing green defenders who ramp and green ramp spells then it's important to have green mana more than the other colors in the early game, this isn't shown by the color pie. White and green are the two most important colors then blue. The majority of blue sources should come from dual lands that way the land can make another color except just blue. 8 sources of blue is not enough sources, you want more sources of blue which at the same time will increase sources of each other color.
On a low budget to balance the manabase for equal color fixing play some more always ETB tapped lands. This can unfortunately slow the game down some which means you want to make up for it with card quality.
- Yavimaya Coast --> 1x Plains
- Adarkar Wastes --> 1x Plains
- Fortified Village --> 1x Plains
- Port Town --> 1x Plains
- Vineglimmer Snarl --> 1x Forest
- Bant Panorama --> 1x Plains
- Path of Ancestry --> 1x Plains
- Krosan Verge --> Myriad Landscape
- Tangled Islet --> 1x Forest
Why are you playing so many cards that give you hexproof? Leyline of Sanctity and Shalai, Voice of Plenty are second and third most expensive price cards, but they don't help the strategy or have really any interaction with Arcades. If playing Leyline and Shalai then Ivory Mask and Aegis of the Gods aren't needed. Teyo, the Shieldmage is fine since it at least does something else, creating up to two defenders for draw with Arcades. Honestly, keep Shalai for this effect plus other effects and cut the others?
multimedia on
trelassara, the stomper
6 months ago
Hey, impressive version on a budget, you've put a lot of thought into your deck.
An excellent compact infinite combo for life is Staff of Domination + Accomplished Alchemist by gaining five or more life on a turn. What makes this combo compact is it's two cards and Staff can draw which is helpful when you make infinite mana to draw your wincon in this case Aetherflux Reservoir. Staff can be a mana sink for any other infinite mana combos you play. Heronblade Elite is an overlooked mana dork who can get out of hand quick when playing counters as well as other Humans. With 5 or more power it also infinite combos with Staff of Domination.
To improve gameplay use cards that are part of combos, but are good without combos? Cards that do other things such as ramp or gain life and can be used in more than one combo. Try to limit the combos to two cards to make it easier to assemble.
- Staff of Domination + Accomplished Alchemist = infinite mana, life, draw.
- Umbral Mantle + Accomplished Alchemist = infinite mana.
- Ivy Lane Denizen + Scurry Oak = infinite tokens.
- Spike Feeder + Cleric Class lvl 2. = infinite life.
Staff of Domination, Accomplished Alchemist, Ivy Lane Denizen, Spike Feeder, Cleric Class, Heronblade Elite, Scurry Oak are combo cards that are also good outside of combos. In contrast Sorcerer's Wand, Lurking Roper, Famished Paladin, Krosan Restorer, Presence of Gond are subpar cards that are only here because of combos or are only part of one combo. I'm not suggesting to cut all these cards, just to think about what other uses do they have here besides a combo and are they really needed because of that?
For example, Illusionist's Bracers is an expensive price card here that's only in one combo with one card, Krosan Restorer. Consider cutting Bracers and Restorer? Doing this change would also let you cut some of the lesser Bounce lands, Karoo and Jungle Basin because only playing them for Restorer combo. For a budget manabase Canopy Vista and Fortified Village could replace those lands. By adding Canopy Vista then you have a Selesnya dual land that Three Visits can get.
Many of the combos here require an equipment or an aura, Open the Armory can tutor for either one.
Some changes to consider:
- Staff of Domination --> Illusionist's Bracers
- Ivy Lane Denizen --> Krosan Restorer
- Heronblade Elite --> Golden Guardian
- Spike Feeder --> Sorcerer's Wand
- Open the Armory --> Ram Through
- Canopy Vista --> Karoo
- Fortified Village --> Jungle Basin
Good luck with your deck.
Petamine666 on
Lovely
8 months ago
Okay dann hier erstmal alle Karten die ich gefunden habe, die was sein könnten:
Jukai Naturalist ist geil, wenn möglichst alle Entchantsments mindestens 1 farbloses kosten. Turn 1 könnte man dann theorethisch noch für taplands nutzen.
Kami of Transience wird genau wie Jukai Visionary und Generous Visitor momentan im Standard in Runes gespielt. wächst schnell und ist super nervig, weil er immer wieder aus dem Graveyard zurück kommt. Allerdings wären mit Ihm, Generous Visitor und Archin of Sun's Grace schon 12 Karten drin, die selber keine Entchantments sind, aber nur durch Entchantments triggern, das würde das Deck deutlich unkonsistenter machen..
God-Favored General zwar selber auch kein Entchantment, aber produziert immerhin welche und könnte so im lategame weiter trigger auslösen. Allerdings musst du ihn erstmal getappt bekommen und mit 1/1 ist er ziemlich mickrig und stirbt quasi an allem, also vermutlich eher Nichts :/
Setessan Champion Der ist dafür Bombe! Gibt es auch auf Arena, soweit ich weiß. Gleichzeitig Drawengine und wachsende Kreatur in einem. Leider leider selber kein Entchantment.
Season of Growth wäre nett, wenn du mehr Auren spielen würdest, aber ich glaube in die Richtung soll das Deck nicht gehen, oder? Falls doch ist Sentinel's Eyes ne Aura, die du wieder verwerten kannst. Manakosten beißen sich aber mit Jukai Naturalist.
Was auch noch sehr viel versprechend aussieht, ist Kruphix's Insight. Mit genug Entchantments einfach ein 3-Mana Draw three. Aber natürlich auch ab und zu weniger, vorallem wenn du viele Archons, Visitors, Kamis und Champions spielst.
Wie wäre es mit Sigil of the Empty Throne? Ist nur 1 Mana teurer als der Archon, schwerer zu removen, macht dickere Tokens und ist selbst ein Entchantment. Gibt es übrigens auch auf Arena.
Mana Bloom sieht auch interessant aus. Du brauchst den Ramp zwar nicht, aber du könntest es theorethisch jeden Turn auf 0 spielen, einfach nur um jeden Turn nen Entchantment zu casten. Allerdings wären 2 auf der Starthand tendenziell schon game over, also am besten nur 1 mal rein, wenn überhaupt.
Dann noch banishing light tauschen gegen Touch the Spirit Realm macht das gleiche, für das gleiche Mana, hat aber noch ne andere Option, mit der du deine eigene Kreatur beschützen oder nen Token günstiger killen kannst.
Cuts: Shapers Santuary ab ins Sideboard, ist zu oft ne tote Karte. Destiny Spinner auch ins Sideboard, der Effekt ist auch zu selten gut fürs Maindeck.
First Iroan Games auch raus, viel zu langsam für dein Deck, das kann deutlich explosiver sein.
All that Glitters würde ich tatsächlich auch cutten. Es kann zwar ne sehr gefährliche Karte sein, aber wie fast alle Auren hat die Karte das Problem, dass wenn dein Gegner in Reaktion darauf nen Removal für die entsprechende Kreatur hat, du einfach 2v1 getauscht hast, ohne dass die Karte was getan hat. Außerdem bietet dir Michikos Reign of Truth den gleichen Effekt (wenn auch nur 2 Turns) ohne die gleichen Risiken zu haben und macht sogar am Ende noch ne Kreatur.
Länder: Könntest Scattered Groves als tapland spielen, das kannst du im Lategame immerhin noch cyclen, wenn du keine Länder mehr brauchst. Wenn dir das die 1,50 wert ist, dann go. Fortified Village kommt potenziell untapped, vorallem mit scattered groves als anderes dualland, da es auch die subtypes hat, und kostet quasi nichts, also aufjedenfall mit bestellen.
rekkim on
Heroic
9 months ago
Changelog v2.0:
- Changed Lagonna-Band Trailblazer to Simic Initiate and quantity from three to four. ・It's functional and also frees up a slot for basic land by replacing a Llanowar Reborn.
- Reduced Phalanx Leader to two copies. ・Strictly better than the generic heroic effect, but it costs WW, and waiting on that can gimp an entire match. On top of that, all of my combat tricks're green, so having access to say, one of those per turn is going to slow down what you got out of it, anyway.
- Increased Ainok Bond-Kin to three. ・Deck is otherwise lacking in things that enter the field with proportional size to their cost, and, first strike aside, it has a lax 1W casting cost.
- Increased Akroan Skyguard to three. ・Easy-to-achieve casting cost for reliable creature, assuming you can get it to grow.
- Reworked mana: dropped vivid lands, reduced Llanowar Reborn to three, added Fortified Village, added five forests and reduced plains by one. ・Much better without waiting a turn. I guess you can use the vivid stuff for a poor man's five-color deck.
TheHamster on
10 months ago
Last (probably) big update till new commander comes out. Swapped out Kodama's Reach for a Selesnya Signet I have a lower concentration of basics and an extra rock just seemed good. also swapped Mosswort Bridge for Bala Ged Sanctuary  Flip getting a random free elephant most of the time isn't as worth of a land that can sometimes be recursion, Karn's Bastion was cut for another forest, after playing it a few games, tapping to proliferate just never felt worth the cost and I'd rather just have another colored source in my lands. Fortified Village was cut for Ondu Skyruins  Flip as being the worst dual land, deemed having an emergency wrath is just more necessary. Return of the Wildspeaker swapped in for Shamanic Revelation on average I end up with 1 or 2 bigger creatures vs the 6 or 7 creatures I'd need for revelation to draw the same rate + the instant speed over sorcery is nice and random overrun is eh but cool to have if ever needed. Akroma's Will was put in place of Akroma's Memorial having basically the same effects at instant speed (+ a 7th instant speed mass protection) is basically the same as a clunky artifact as when you cast it you're usually swinging for lethal that turn anyways instead of risking a potential blowout if they have a Shatter effect. and lastly Call of the Herd came out (i know sad, but found the elephant token spells just aren't worth it as they've slowly been cut out over time) for Harsh Mercy a Janky on flavor board wipe that leaves my board in tact.
also slowly been foiling out all the cards in the deck that CAN be foiled cause shiny thing invoke terror ~
multimedia on
Stomping Counters
1 year ago
Hey, I saw your forum topic asking for help.
The manabase and ramp/color fixing could use some tweaking, but more draw is really what your deck needs. That's the area of your deck to consider spending some on for improvements.
- Mentor of the Meek --> Aggressive Mammoth
- Welcoming Vampire --> Mowu, Loyal Companion
- Ripjaw Raptor --> Aetherstorm Roc
- Idol of Oblivion --> Woodland Mystic
- Return of the Wildspeaker --> Leyline of Abundance
- Shamanic Revelation --> Renata, Called to the Hunt
- Harmonize --> Arcus Acolyte
I choose these cards as suggested cuts because you have better cards that do the same or similar effects. More draw especially repeatable draw sources replacing some of this redundancy could help gameplay.
The manabase is overall good except the amount of Forests, which is too many. The ratio of color sources in the manabase is 28 green:16 white:16 red. 28 green is almost double amount of another color which is a little much. Forests are important, you want them as most lands, but I don't think you need 12 of them. Green one drop mana dorks are good, but I don't think only three of them are enough to play so many Forests to hinder the other colors in the chance that you have one in your opening hand with a Forest. Crop Rotation can get any land by sacing a Forest.
Some manabase problems are 12 Forests, the Slow Fetch lands, Aether Hub, Arctic Treeline and Highland Forest. 12 Forest reduces the color fixing from lands too much. Grasslands, Krosan Verge, Mountain Valley are too slow for what they do and are not needed because you have Marsh Flats and Windswept Heath.
Aether Hub is relying too much on three cards that proliferate or Aetherstorm Roc. Consistently Hub won't have enough energy to make colored mana. Arctic Treeline and Highland Forest are nice that they have basic land types, but you don't really need them because you have Shocks and Tangos.
Consider cutting some basic Forests for more budget lands that can make green or another color?
- Crop Rotation --> Aether Hub
- Exotic Orchard --> 1x Forest
- Path of Ancestry --> 1x Forest
- Jungle Shrine --> 1x Forest
- Game Trail --> 1x Forest
- Fortified Village --> 1x Forest
- Battlefield Forge --> Krosan Verge
- Naya Panorama --> Grasslands
- Opal Palace --> Mountain Valley
Making these lands changes can balance the ratio of color sources to 26 G:20 W:20 R. This balance keeps the amount of green close to what you have currently while increasing the amount of white and red. Of course most of these are the least expensive price playable lands that you could add. There's many others that are more price/better lands.
Good luck with your deck.
LinkOpensChest_wav on
Karametra Budget Enchantments
1 year ago
Some suggestions based on enchantments I run in my Selesnya enchantment deck:
Hum of the Radix (slows down artifact decks)
Sterling Grove (protects your enchantments, and also works as a tutor)
Also, Fortified Village is really cheap right now and so is Sungrass Prairie
Have (1) | metalmagic |
Want (7) | C0LDE , Ree11 , jessenoah , Cswame , Amaterasu312 , mrdefender99 , Arrzarrina |