Frontier Bivuoac enters the battlefield tapped.
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|Commander / EDH||Legal|
Frontier Bivouac occurrence in decks from the last year
Latest Decks as Commander
Frontier Bivouac Discussion
1 month ago
Changes i made to Nooz's original list:
Cruel Entertainment -> Wilderness Reclamation
Diabolic Tutor -> Demonic Tutor
Explosive Vegetation -> Skyshroud Claim
Rampant Growth -> Three Visits
Abrupt Decay -> Assassin's Trophy
Chromatic Lantern -> Arcane Signet
Crumbling Necropolis -> Zagoth Triome
Frontier Bivouac -> Ketria Triome
Burgeoning -> Curiosity
Regrowth -> Bala Ged Recovery Flip
Shivan Reef -> Training Center
Yavimaya Coast -> Rejuvenating Springs
Strionic Resonator -> Training Grounds
Thought Vessel -> Dockside Extortionist
Metallurgic Summonings -> Shark Typhoon
Insidious Will -> Saw It Coming
Rashmi, Eternities Crafter -> Kess, Dissident Mage
Brainstorm -> Sensei's Divining Top
3 months ago
Blood Moon is pretty much always better due to the fact that it hits nonblue decks. Which means Jund, and a lot of other decks.
However, you have 4 cards that have double blue. And they're SUPER important to your strategy.
So, what you need is fetchlands. I recommend Prismatic Vista is okay, any blue fetch such as Flooded Strand is fine as long as you find a copy or two of Steam Vents. Evolving Wilds can replace some of your taplands.
This is one of those things where your problem is finding a way to afford fetchlands. Blood Moon is 100% better in this case.
3 months ago
At Nava's request i'm posting suggested changes, additions, cuts, and my thoughts on them. She requested that I not stick to only budget, but keep the max single card value under $30 (I kept it under $20 for the most part and largely even lower than that). As such, here are my thoughts and recommendations.
Courser of Kruphix- Ramp, pulls cards off the top of your deck so you are more likely to draw useful cards and just directly drop your lands onto the battlefield
Living Lightning- a useful elemental that allows you to recast your instants/sorceries
Multani, Yavimaya's Avatar- A very powerful card that also allows you to bounce your lands so you can replay them for more effects
Nyxbloom Ancient- Triple mana on an elemental.
Overgrowth Elemental- A useful elemental that pumps your creatures and gains you life.
Ramunap Excavator- Replay your sacrificed and destroyed lands. Fantastic in a lands deck. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Roil Elemental- A fantastic landfall ability that allows you to grab key pieces from your opponents and use them against each other
Seedborn Muse take full advantage of your lands and abilities without worrying about being tapped out
Titania, Protector of Argoth- land recursion, elemental generation.
World Shaper- land recursion
Birds of Paradise- One of the best dorks in the game
Sylvan Caryatid- Fantastic dork
Brighthearth Banneret- You are a lands deck. You have more than enough mana and this simply doesn't do enough for you.
Chandra's Embercat- This will be a recurring comment from me. You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Embodiment of Insight- Too expensive for the effect. Also, personally I don't like turning lands into creatures as it makes them incredibly vulnerable without giving enough benefit.
Embodiment of Spring- Too expensive and not nearly good enough.
Generator Servant- The haste isn't important enough for your creatures as you very rarely have anything massive enough or has a useful enough tap effect that is being cast from your hand to require it. Furthermore, you are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Grove Rumbler- This card is terrible. Four for a 3/3 trample that has an effect that will pump it slightly for one turn. This is awful. It feels like this card was only put in due to it being an elemental.
Lavakin Brawler- Rarely do you ever have enough elementals out for this to be worthwhile. Not that it's terrible, but there are so many better cards that can be put in its place.
Parcelbeast- Doesn't get enough value to justify the slot
Smokebraider- You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Tireless Tracker- This has nothing to do with your deck and you're better off finding other draw engines
Surrak Dragonclaw- No synergy with the deck and not nearly good enough to justify the high mana cost.
Field of the Dead
Bring your land count to 38 or so
Coral Atoll- This is terrible. I know you're going for the bounce effect, but this is far worse for several reasons. Firstly, it only gives you blue mana as opposed to multicolored. Secondly, it requires specifically an island to be returned as opposed to any land that you can then take advantage of. And thirdly, it requires the land to be untapped which means that not only does it come in tapped, but it requires an untapped island which means you can't even use that land and then return it for value. This is awful. I don't love the bounce lands either, but I understand what you're going for and their value. This has neither.
Lumbering Falls, Raging Ravine, Wandering Fumarole- These man lands are in here entirely because they can become elementals, but really aren't worth running. They are come in tapped, cannot be fetched, and cost 4 mana to turn into a creature, largely negating any benefit. They're really bad and I highly recommend cutting them for more basics.
Unclaimed Territory- Not really worth the value. It's colorless more often than not and another basic land will give you more value than that more often.
Mana Vault- Nava already owns a copy of this in her Nekusar deck, so it can be added here without issue.
Strionic Resonator- Copy all of your ETB triggers, as well as any other triggered abilities. Fantastic
Chaos Warp- Removal on your own pieces or an opponents. Bypasses indestructible and often is allowed through without being counterspelled due to the fact that it's usually replacing a piece that people agree is a fair target rather than outright destroying or removing without replacing. A fantastic card overall
Constant Mists- Great protection when you need it, plus it can be bought back if needed. Lands can be recovered through multiple means.
Disallow- A must have for counterspells. It covers all possible basis and is fantastic.
Heroic Intervention- Hexproof and indestructible at instant speed for 2. Amazing.
Krosan Grip- Split second artifact/enchantment destruction. Among the best removal for them there is.
Force of Vigor- Free artifact/enchantment removal with multiple targets.
Swan Song- 1 drop counterspell that hits everything but creatures. A great counterspell to have on hand.
Counterspell- There are better cards to replace this with that are still very cheap/budget and are overall better
Growth Spiral- A decent card but we can do better given the range of cards available in commander
Inspiring Call- See Growth Spiral
Return to Nature- There are so many better versions of this for an equal if not lesser cost. Or, for one more there are better cards which I will be recommending.
Struggle / Survive- Too limited, not enough value, not powerful enough.
Tale's End- This is just a bad version of disallow that very rarely gets any value.
Withstand Death- This is a bad version of other similar cards.
Wrap in Vigor- Very rarely do mass destruction effects happen, and when they do the usually say "cannot be regenerated". This seems really good but i've never really seen it get any value and will typically be a dead card most of the time.
Genesis Wave- Drop all the permanents (lands included) that you can afford.
Life from the Loam- pull lands from your graveyard and keep your engine going without running out. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Nature's Lore, Three Visits- Pull forests (basic and non-basic that are forests) from your deck. Very helpful at any time.
Scapeshift- Grab all the lands you want, plus trigger your landfall and other such triggers
Splendid Reclamation- Pull all the lands from your graveyard. Nuff said.
Tempt with Discovery- If one person takes it then it's a better Explosive Vegetation. If more then it's an amazing card, but even if no one else does you get to pick your land and in a lands deck you will get more value.
Windfall- Refills your hand, interferes with opponent's plans, dumps lands in graveyard for later use.
Ground Assault- very limited and not worth running. There are better cards with similar if not stronger effects available to you
Hull Breach- There are better cards with similar if not stronger effects available to you
Quasiduplicate- no real apparent benefit to this over other cards that can more directly further your end goal.
Sylvan Awakening- I don't recommend turning your lands into creatures, especially enmass. It's just asking for all your lands to be mass removed. Very dangerous and will rarely get the payoff you need. Limited and will be a dead card in hand except in very specific scenarios.
Burgeoning- land Acceleration
Trade Routes- Bounce lands for more triggers and value, and in a pinch you can pitch them for more cards. Mana swamped becomes a thing of the past.
Exploration- Land acceleration
Domri, Anarch of Bolas- It seems like the main reason this is being run is for the +1 ability, which is really not worth running a card like this for. Not enough value.
Nissa, Steward of Elements- Without a large number of counters on her she gets minimal value, and if you do pay enough mana to make her viable there are already better cards you can run for those costs.
Eternal Witness- Unless you find your creatures or important cards dead often, or have a real way to take advantage of the cards in your graveyard, this is unnecessary and doesn't do enough for the deck.
Fertilid- A decent card but i've never found it gets enough value for the cost. it's a minimum of 5 mana for 1 basic land. You need to do this at least 3 or 4 times to really get enough value to be worth running over a land fetch.
Leafkin Druid- This is okay as a dork and an elemental, but I've found with tribal decks that you are better off running other creature and card types that better fuel your deck as a whole and really allow the tribe to shine, rather than forcing the tribe everywhere.
Tectonic Giant- Not good enough.
Animar, Soul of Elements- Unnecessary.
Zendikar Resurgent- Largely unnecessary due to the high number of lands in the deck, but can be kept if you feel it worthwhile
Frontier Bivouac- decent but comes in tapped and cannot be fetched. In a lands deck you will rarely be hurting for colors and the fact that this comes in tapped slows you down.
Simic Growth Chamber, Izzet Boilerworks, Gruul Turf- While I see what you are going for with these, they overall do slow you down and you have enough lands (once you bump up to 38 or so) that you shouldn't have any issue with them. I'd swamp these for basics as you have far more ways to grab those.
5 months ago
Hey, well done building a budget version of Overload, but unless your willing to spend more to upgrade the manabase a lot then getting above power level 5 will not be possible. There's no Command Tower or Exotic Orchard which are budget staples of Commander especially with five color decks. You honestly shouldn't be worrying about power level at all with a tribal deck that's less than $200.
On a budget there's limited options for playable lands for a five color manabase. Your best options for lands in five colors are Rainbow lands (Command Tower), etc. Unfortunately most Rainbow lands are expensive price cards, but there's some exceptions:
- Command Tower
- Exotic Orchard
- Unclaimed Territory
- Ancient Ziggurat: Mystery Booster version.
- Path of Ancestry
- Cascading Cataracts
- Opal Palace
The goal of any manabase in Commander is to have the least amount of lands that will always ETB tapped because then game play is not hindered by the lands you play since you can tap the land for mana the same turn you play it. On a budget for five colors it will difficult, almost impossible, to not play some lands that always ETB tapped, but the lands that do this better give you good color fixing to make up for it and you don't need to play a ton of them.
Tri lands (Jungle Shrine) will always ETB tapped, but when they untap they can make one color of three different color choices which makes them on a budget worth playing:
- Jungle Shrine
- Frontier Bivouac
- Savage Lands
- Sandsteppe Citadel
- Seaside Citadel
- Crumbling Necropolis
- Mystic Monastery
Tri lands along with Path of Ancestry should be the only lands in the manabase that always ETB tapped.
I've built a lot of budget five color manabases for $200 decks and they use basic lands with dual lands that have good interaction with basic lands. Battle lands (Cinder Glade) and Check lands (Rootbound Crag) are dual lands that have interaction with basic lands to make them ETB untapped:
- Cinder Glade
- Canopy Vista
- Sunken Hollow
- Prairie Stream
- Smoldering Marsh
- Rootbound Crag
- Sulfur Falls
- Dragonskull Summit
Battle lands also have interaction with Check lands because they're two different land types which is what Check lands look for. Many Check lands are expensive price, but there's a few that are less than $4. All Check lands are more expensive than Battle lands therefore add more Battle and less Check. Battle lands are nice with Farseek since it can search for one of them and being able to ramp with a dual land gives you much better color fixing then just a basic land.
Example of a budget five color manabase shell to build from:
- 8-10 Rainbow lands
- 20 basic lands
- 5-8 Battle lands/Check lands
- 5-8 Tri lands
You have the right idea with playing green land ramp spells which are good with 20x basic lands for ramp and color fixing, but you can expand on this with cards that let you search for any land meaning it can get a land that's not a basic land. Crop Rotation is a powerful budget card in Commander since you can sac a basic land to search for any land and put it onto the battlefield. Sac a basic land to get a Rainbow land. Crop is an instant meaning you could cast it during an opponents end step to get a Tri land then untap on your turn and be able to tap the Tri land for mana. Sylvan Scrying is another land tutor to get any land.
I offer more advice about Slivers on a budget. Good luck with your deck.
6 months ago
Hey, for your game tomorrow/today from the sideboard add Territory, Vista, Smoldering and the basic lands to the manabase. Later on you can upgrade the manabase, but for now add a complete manabase to the deck list.
If you own Cascading Cataracts I would add it as it's a nice way to make all five colors of mana. Tri lands are much better than Thriving lands if you're going to play other lands beside the Triomes that always ETB tapped. If you have some of the Tri lands my advice is add them replacing the Thriving lands for more color fixing. If you're going to play lands that always ETB tapped then those lands should provide more color fixing.
For the numbers of basic lands I would play more Forest and Mountains than Plains, Islands, Swamps. The order to consider is first Mountains, second Forests, third Swamps, fourth Islands and last is Plains. Forests should be second because they give you access to other colors with green ramp spells.
- 6x Mountain
- 5x Forest
- 2x Swamp
- 2x Island
- 2x Plains
Other cards from the sideboard to consider adding main deck:
Sol because it's one of the best sources of ramp in Commander. Golos is ramp with any land and a repeatable mana sink that mimics Ur-Dragon's ability to put a permanent onto the battlefield by instead casting it for free. Bladewing combos with Scion + Teneb. Cards main deck that could be cut for these:
Dragons don't need single card that are anthem effects that pump their power/toughness because Dragons already have high p/t with flying. Dragons who are anthems are fine as a bonus, but I wouldn't play a card that was just a p/t anthem. Rampant is subpar ramp, but if it's all you have then that's fine for now. Boots is a good card, but it's less needed here because you have Greaves.
Consider cutting Utter End for a counterspell, Dovin's Veto or Negate? Not having one counterspell is worst than a second higher mana cost exile spell. If you have Jodah, Archmage Eternal I would add him since he reduces Ur-Dragon's mana cost to five mana.
Good luck with your deck and at your game tomorrow/today.
7 months ago
Hey, good start. Several nice cards here especially the tutors, but you've neglected the manabase in favor of everything else which is not good when playing five colors.
Some staple cards within the budget for five colors to consider adding:
- Mana Rocks: Sol Ring, Chromatic Lantern, Arcane Signet
- Lands: Command Tower, Cascading Cataracts, Exotic Orchard
- Draw: Mystic Remora
- Removal: Swords to Plowshares, Beast Within, Dovin's Veto
- Other: Lightning Greaves
Some cards that would go well with your version:
- Color fixing/ramp: Dryad of the Ilysian Grove, Golos, Tireless Pilgrim
- Tutors: Idyllic Tutor, Crop Rotation, Eladamri's Call
- Eldrazi: Conduit of Ruin, All Is Dust
- Other: Mystic Forge
31 lands is not enough land for such a high avg. CMC of 5.4 and consistently needing one of each color to cast spells. This avg is however deceiving since you will be casting cards for five mana, but five mana is still a lot of mana to want to make consistently with only 31 lands. I suggest 36-38 lands and at least 12 sources of ramp to get the required color fixing you'll need for one of each color.
The main reason to add more lands/ramp is to help your deck function without Jodah. The second Jodah is on the battlefield he will be a target to be removed, for this reason you want to consistently count on him not being around to help with casting costs. Without Jodah this deck will struggle to function without more lands and ramp.
Shores, Promenade, Vestiage, Regular ETB tapped lands, Guildgates, Life lands and Bounce lands are all for low budget decks, but with a $400+ budget there's many better options.
The current manabase doesn't have any basic lands which is strange. At least one of each basic land is wanted. Bounce lands (Simic Growth Chamber) are fine on a budget if you include more basic lands, but they're too slow when the majority of the lands in the manabase will always ETB tapped. With a Bounce land you want to consistently be able to return a land to your hand that will ETB untapped since it can give you an actual advantage, but if you're returning a land that will ETB tapped then the advantage is gone.
You want to avoid playing lots of lands that will always ETB tapped. For five colors Triomes (Ketria Triome) and Tri lands (Frontier Bivouac) can be exceptions; both are better than Bounce lands. The prices of Triomes are displayed wrong; they're not $11 or more instead can get them for around $6 each at TCGPlayer. Tri and Triome lands making one of three different colors is worth the land ETB tapped for color fixing. Triomes are better especially Forest ones because they're three different land types meaning some land ramp spells such as Farseek can search for one of them and Nature's Lore/Skyshroud Claim can search for Forest ones.
I offer more help for the manabase. Would you like more help? Good luck with your deck.
7 months ago
Hey, some base numbers to consider when starting out a three color casual Temur deck:
- 36 lands: Command Tower, Exotic Orchard
- 12 ramp sources: Simic/Izzet/Gruul Signets, Farseek
- 10 draw sources: Brainstorm, Coiling Oracle
- 8 removal/counterspells: Nature's Claim, Counterspell
- 5 tutors: Shared Summons, Prime Speaker Vannifar
Of course these numbers can be increased or decreased as you build the deck, but this is a good starting point with some cards to consider adding.
Any creatures or instant/sorceries you play think of them has having two additional mana in their mana costs that way you can get value from Riku. This means more creatures and instant/sorceries that are lower mana cost such as Coiling Oracle and Growth Spiral. Oracle and Spiral for two mana can help to get to five or more mana to cast Riku.
Legendary creatures are not the best with Riku because of the legendary rule. Only allowing you to have one card that's the same name in your control meaning you don't really want to copy a legendary creature with Riku. The token copy still triggers any ETB abilities, but then you remove the token copy and keep the original legendary creature.
Some budget win conditions with Riku
Biovisionary + one copy of Biovisionary + Twinflame
At beginning of your end step resolve the Biovisionary win the game trigger before the Twinflame exile tokens trigger which wins the game before the tokens are exiled. Biovisionary is also good with clones such as Phyrexian Metamorph. With Riku in your control get Biovisionary onto the battlefield, make a copy of it, clone it with Metamorph and make token copy of Metamorph gives you four Biovisionarys. Twinflame also combos with Dualcaster Mage for infinite Dualcasters who can attack with haste.
Ral, Storm Conduit + Fork Expansion / Explosion/Reverberate/Twincast
With Ral in your control cast a Fork, copy it with Riku. Let the copy resolve and then copy the original Fork still on the stack. Resolving the Fork copy then copying the original Fork makes a copy instant loop which does infinite damage to your opponents one at a time with Ral. These Forks are good with Riku outside the combo because for four mana you can copy an opponents spell twice. Forks are nice in multiplayer Commander where you have many opponents who are casting instant/sorceries you could copy.
Some of other cards $5 or less each that are good with Riku
- Mana dorks: Kiora's Follower, Paradise Druid
- Land ramp: Crop Rotation, Harrow
- Clones: Clever Impersonator, Progenitor Mimic
- Recursion: Eternal Witness, Regrowth
- Removal: Beast Within, Reclamation Sage
- Draw: Preordain, Serum Visions, Risen Reef
- Tutors: Chord of Calling, Signal the Clans
- Forks: Narset's Reversal can be a repeatable for four mana since the copy of Reversal can bounce the original Reversal back to your hand.
- Tri: Frontier Bivouac
- Fetch: Ash Barrens, Evolving Wilds
- Pain: Yavimaya Coast, Karplusan Forest, Shivan Reef
- Battle: Cinder Glade
- Bounce: Simic Growth Chamber, Izzet Boilerworks, Gruul Turf
- Utility: Mystic Sanctuary, Kessig Wolf Run
- Check: Sulfur Falls, Rootbound Crag
More Expensive Lands
9 months ago
Also also, maybe speed up your land base? You have access to green, so fixing should not be difficult. I would cut anything that comes in tapped except for Boseiju and replace it with basic lands (maybe go a little heavier on the Forests to make sure you can Farseek etc... early in the game to grab your other colors.) If you're concerned about being able to fix, maybe add Frontier Bivouac and cut the other tap lands.