Gaea's Cradle

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Penny Dreadful Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Gaea's Cradle

Legendary Land

: Add to your mana pool for each creature you control.

Icaruskid on Azusa, Lost but Seeking Cthulu [Primer]

1 day ago

Thank you Profet93!

Fierce Empath replaces Time of Need. I like the early blocker and the classic synergy with Woodland Bellower.

Seek the Horizon replaces Kodama's Reach. Three lands per card is better than two.

Gaea's Cradle and Itlimoc, Cradle of the Sun are pretty good here. But this deck goes tall with a few creatures rather than wide as you said about Eldrazi Monument. Even though I have the card and there is no budget technically, I can play this deck in more pods when not running the more competitive card that is not at its best here anyway. Leaving it out for now but mostly because I want to play this deck as often as I can.

I'm keeping Shared Summons in for now as well because I like the cast triggers of Kozilek and Ulamog which are my most tutored Eldrazi. I'll try to find a spot for Tooth and Nail too as it helps with velocity even if I don't get the cast trigger.

Harrow and Springbloom Druid effectively give Azusa extra lands, just from the graveyard. They help with consistency when I don't hit Lotus Vale, Lotus Field, or the fetch lands and help justify Ramunap Excavator, Crucible of Worlds, and Perennial Behemoth. Speaking of, Perennial Behemoth's unearth ability is handy when Eldrazi Monument is out and even when I don't have it on the battlefield there are usually some other fodder like Tireless Tracker, Springbloom Druid, or Ramunap Excavator to buy three or more turns of indestructible flying Eldrazi which make the monument more than just a flavor win. If I cut the monument I would still need some protection from boardwipes in that spot. This is why Planar Bridge is so useful as I can grab Eldrazi Monument or Akroma's Memorial to get damage through. And using Planar Bridge to get Mana Reflection is also a near game winning play too. These cards are imperfect but they are hard to replace with single cards. Like Heroic Intervention or Asceticism or even Wrap in Vigor don't give multiple turns of indestructibility and evasion (flying).

I hear you on Desolation Twin. It does do work after a boardwipe though and I don't want to diminish organic threat density too much. Maybe this is where Tooth and Nail belongs. I'll try it out.

I really appreciate your ideas!!

Profet93 on Azusa, Lost but Seeking Cthulu [Primer]

1 day ago

Gaea's Cradle or for more casual metas, Itlimoc, Cradle of the Sun as it is similar but more tame, albeit, untutorable.

Tooth and Nail > Shared Summons, as Spells stated. It's a MUCH higher ceiling and a slightly worse floor. The potential is just too high to ignore.

Ancient Greenwarden > Perennial Behemoth - Costs 1 more, can't be unearthed, but doubling land triggers is huge. I would much rather pay 1 more mana, have it tutorable by a Fierce Empath. Also note, Empath and Woodland Bellower tutor for each other. Woodland --> Fierce --> Eldrazi.

  • Harrow/Kodama's Reach/Springbloom Druid - Bad for Azusa given that Azusa herself allows for multiple land drops per turn, so rather than bringing them to field, it's better to put them to hand, unless you're specifically tutoring for mass lands (boundless realms, scapeshift) or specific lands (hour of promise, crop rotation)
  • Time of Need - Not bad, not good. I would much rather run a Green Sun's Zenith or a Finale of Devastation as a tutor, albeit, not for Eldrazi. The goal of Azusa typically is to ramp and draw into everything you need, making tutors less important. Not a strong cut, but worth considering IMO.
  • Planar Bridge - Way too much to cast and activate, doesn't give you eldrazi cast triggers. At least tooth and nail is only 9 instead of 16 mana.
  • Eldrazi Monument - Works best in token swarm decks, you don't go nearly wide enough for this to be effective. Imagine having to sac an eldrazi because they cleared your field with a wipe.
  • Desolation Twin - 2x 10/10's for 10 mana. No abilities, just big bodies. I get it's an Eldrazi but why not add more ramp and draw (or even tutors for that matter) to maximize the use of your more efficient eldrazi rather than adding in a card simply because it's eldrazi.

multimedia on Lathril, blade of the elves

5 days ago

Hey, well done so far upgrading the precon.

Some Elf upgrades to consider:

Copperhorn Scout pairs well with Immaculate Magistrate or Timberwatch Elf to have a repeatable untap effect to make Lathril huge when you attack with Elves. With Immaculate since the counters stay on the creature then can keep Scout and Lathril huge. Fauna Shaman repeatable tutor effect can be useful with Elves that are not impactful enough in the game to tutor for a more impactful creature. Fauna brings a toolbox effect with Elves since she can get any creature and untap effects work really well with her to chain tutor.

Elvish Harbinger and Circle of Dreams Druid are much more price then the Elves you could cut for them, but they're among the better Elves in the tribe. Circle is another mass mana combo Elf, it's Gaea's Cradle effect and Harbinger is an Elf tutor that's also a mana Elf who can make black mana. Elvish Guidance isn't an Elf, but it's another mass mana effect and after enchanting a Forest pair with Arbor Elf.


Some nonElf upgrades to consider:

Staff of Domination is most powerful artifact with Elves since it can make infinite green mana with any of the mass mana Elves (Priest, Archdruid, Circle, Marwyn, etc.) if they can make at least 5 mana. Infinite green is then paid into Staff to draw as much of your deck as you want to find Ezuri wincon or to get at least 10 Elves in your control. Lathril's tap 10 Elves to make each opponent lose 10 life can be a wincon with Staff since Staff can infinite untap Lathril and 10 Elves.

Cultist of the Absolute is busted with Lathril for only 1 mana. Without any other boost to p/t it makes Lathril a 5/6 flying/deathtouch/menace threat. The combination of having menace and deathtouch makes combat a nightmare for opponent. Lathril provides the creature sac fodder that's needed to fuel Absolute. Patriarch's Bidding is mass reanimation of Elves for 5 mana.

Door of Destinies isn't a good anthem effect card since it doesn't pump anything without casting an Elf the same turn you play it meaning need more than 4 mana to get any value at all. For 4 mana you can do much better if an anthem effect is what you want.

Some land upgrades to consider:

Over a couple of turns Rogue's Passage alone with Lathril can build you an Elf army, that's pretty good for a land. Twilight Mire for 1 green mana can make BB and that's helpful when green mana is much more plentiful than black mana, but black mana is also important.

Woodland Chasm is another Golgari dual land that Verdant or Wood to get. Blooming Marsh will rarely ETB untapped making it much worse land then it appears especially for it's price. Fast lands are better in formats where you can play 4x of them for consistency of having them the first three turns of a game. Fast lands are overpriced dual lands in Commander.

Good luck with your deck.

Spells on Azusa, Lost but Seeking Cthulu [Primer]

1 week ago

First of all, welcome to the Azusa TappedOut community. :) We’re a small, but mighty bunch.

I see that Profet93 has already beaten me to the comments section! I would wholeheartedly back up everything he already suggested. You have a really cool build here - very heavy on the big Eldrazi, and lighter on the Landfall cards that most Azusa decks steer toward, which makes your list more unique.

If I may make a couple of additional suggestions:

  • I’ve found Mind's Eye to be a little slow, and I personally think Memory Jar is a better choice. It’s more explosive and one mana cheaper.

  • In a deck like this, Genesis Wave can absolutely crush your opponents. As you know, Azusa has no trouble making massive amounts of mana, so casting G-wave where X is 10+ isn’t a big ask.

  • Tooth and Nail is a total slam-dunk. Pay 9 mana, go get your two most favorite Eldrazi and put them on the battlefield. I’d play it over Shared Summons.

  • I know Profit already suggested this, but Field of the Dead is an army in a can. I’ve won so many games with this card, and it pairs very well with your existing strategy of playing fetches from the graveyard.

  • Personally, I’m a big fan of Ancient Greenwarden. It’s another lands from the graveyard effect that doubles your Landfall triggers and is easily tutored for.

  • Concordant Crossroads is a wicked haste-enabler that works for your opponents as well, but if you don’t like your Eldrazi sitting around for a turn, this would be my go-to option. Also, Lightning Greaves.

  • I’m sure I don’t need to tell you this, but Scute Swarm is such a busted card. You may not want to include this being that you’re going for Eldrazi over Landfall, but if you find yourself needing an extra wincon, Scute Swarm is absolutely capable of stealing games.

  • Dryad Arbor can be fetched, and also counts towards your creature count if you decide to include Gaea's Cradle.

That’s all I’ve got for now, but feel free to check out my Azusa build if you want some food for thought! Again, I think you’re off to a strong start with your list.

Profet93 on Azusa, Lost but Seeking Cthulu [Primer]

3 weeks ago
Fetchlands - Wooded Foothills/Fabled Passage/Misty Rainforest/Prismatic Vista/Terramorphic Expanse/Verdant Catacombs/Windswept Heath + others. They serve 3 purposes. It's primary purpose, in conjunction with Crucible of Worlds ensures you 3 land drops a turn with your commander. It's second purpose is topdeck manipulation for sylvan library, augur and courser of kruphix. Lastly, it doubles landfall triggers. Combine this with a Lotus Cobra or a tireless tracker for some serious ramp.

Boseiju, Who Endures - Interaction that takes up a land slot

Cavern of Souls - Ensures your huge mana investment into eldrazi doesn't go to waste.

Field of the Dead - Zombies!

Gaea's Cradle - Even better with zombies!

Deserted Temple - Untap cradle

Thespian's Stage - Copy field, deserted, opposing utility land or even an eldrazi temple in a pinch

Petrified Field - Recur important utility land

High Market - Sac eldrazi to prevent theft, prevent your GY from being exiled by saccing an eldrazi to shuffle grave in. Depends on the meta, same with Homeward Path

Greater Good - Sac outlet, draw a bunch of cards, similar with high market but with better payoff

Momentous Fall - More sac outlets! Draw more cards, gain some life, etc...Be aware though, that sacing is additional cost to cast so watch out for blue player

Mana Crypt - Ramp

Realms Uncharted - Tutor for Eye of Ugin, petrefied field and 2 other utility lands. Damned if they do, damned if they dont. Much better with land recursion effects such as crucible, Ramunap Excavator

More suggestions to come should you enjoy these.

Tur on Hidden Power - Crop Rotation

1 month ago

TypicalTimmy

Thank you for noticing my intention, that is the key point of this argument!! Newer and casual players tend to disregard or ignore Crop Rotation, because they only see it for very expensive cards such as: Gaea's Cradle, Mishra's Workshop, The Tabernacle at Pendrell Vale, Serra's Sanctum, Bazaar of Baghdad, and Diamond Valley. (I.e. sacrifice a Forest and get Gaea's Cradle.)

In fact, I own all of these cards and in only one single case is Gaea's Cradle the first priority for Crop Rotation. Here are a few examples using commander decks: (These do not include utility lands, such as Bojuka Bog, Cavern of Souls, nor Homeward Path.)

Commander: Lord Windgrace

Lotus Field is great for ramping with Lord Windgrace minus three ability. Cabal Coffers is fantastic for ramp. Field of the Dead provides a win condition and blockers.

Commander: Mina and Denn, Wildborn

Because of Fiery Emancipation, Valakut, the Molten Pinnacle became ridiculously overpowered. Nine damage every time a mountain enters the battlefield. Furthermore, the Scapeshift combo causes you to win the game.

Commander: The Gitrog Monster

Dakmor Salvage is the combo engine for The Gitrog Monster. Therefore searching for it, the sacrificing it to The Gitrog Monster is crucial for the deck.

Commander: Gargos, Vicious Watcher

Hall of the Bandit Lord provides haste to the hydra tribal. Reliquary Tower is necessary for cards such as Soul's Majesty and Greater Good. Nykthos, Shrine to Nyx is pretty nice with the triple green devotion from Gargos, Vicious Watcher.

Commander: Carth the Lion

Field of the Dead is way too good in Carth the Lion, because Garruk, Cursed Huntsman emblems immediately with Carth the Lion. Making at least one 5/5 zombie with trample every turn is very strong.

Commander: Maelstrom Wanderer

Sanctum of Eternity allows you to put Maelstrom Wanderer back into your hand, allowing for the on-cast trigger to happen again. High Market not only taps for mana, but allows you to send Maelstrom Wanderer back to the command zone.

Commander: Sythis, Harvest's Hand

Unfortunately, for this deck Serra's Sanctum is the best target for Crop Rotation, however Nykthos, Shrine to Nyx is a close second best target. With Sythis, Harvest's Hand you have to commit heavily to the board, so your devotion is going to be high. Field of the Dead gives blockers before you can stabilize with Sphere of Safety, Solitary Confinement, and Ghostly Prison.

Commander: Marwyn, the Nurturer

Unfortunately, for this deck Gaea's Cradle is the best target for Crop Rotation, however Wirewood Lodge is a close second best target for untapping Marwyn, the Nurturer. In fact, I found myself frequently choosing Wirewood Lodge over Gaea's Cradle because it does not draw as much threat for Strip Mine effects. Wizards of the Coast is frightfully aware of this fact and has made many cards to compensate by using creatures and enchantments: Priest of Titania, Itlimoc, Cradle of the Sun, Elvish Archdruid, and Circle of Dreams Druid.

Hope this helps clarify my stance!

TypicalTimmy on Hidden Power - Crop Rotation

1 month ago

Because generally speaking, Crop Rotating a basic Forest into a Gaea's Cradle isn't going to end so well for you ;p


That's a spicy card.

Tur on Hidden Power - Crop Rotation

1 month ago

Hello everyone! This will be a trial forum post for a "Commander - Hidden Power" series. My goal is to show relatively inexpensive cards which are often overlooked by commander players in semi-competitive and casual play. (This post is not designed for competitive play.) If you enjoy the topic, please provide positive feedback and I will consider creating similar posts.

The powerful card I plan on discussing here is Crop Rotation.

This card under five dollars and is one of the most powerful mono-green tutors. Period. Yes, I'm counting all mono-green tutors. This includes: Worldly Tutor, Finale of Devastation, Green Sun's Zenith, Survival of the Fittest, Chord of Calling, Natural Order, Tooth and Nail, Sylvan Tutor, Time of Need, Scapeshift, Hour of Promise, Tempt with Discovery, Reshape the Earth, Boundless Realms, Traverse the Outlands, Rampant Growth, Harrow, Cultivate, Harvest Season, Explosive Vegetation, etc.

It's one color, one mana, instant, searches for any land, you can sacrifice a tapped land, and puts the land onto the battlefield untapped (unless otherwise specified).

Although, Crop Rotation is often overlooked by players because of the very expensive cards it can search and not being "flashy" enough. Yes, Crop Rotation is ideal with any of the following cards: Gaea's Cradle, Mishra's Workshop, The Tabernacle at Pendrell Vale, Serra's Sanctum, Bazaar of Baghdad, and Diamond Valley. However, suppose we don't have a one thousand dollar mana base and cannot play the land cards above. Is Crop Rotation worthless? No. It is still one of the best mono-green tutors. There are so many utility and theme lands which are excellent targets. Ramp lands and color-fixing are also viable options. Here are a few categorized ideas:

Utility Lands:

Theme Lands:

Ramp Lands:

Color-Fixing Lands:

There are many more unlisted cards in each category which could fit your specific deck.

Some of the cards listed above have some pretty cool synergies with Crop Rotation here are a few:Urza's Saga, you can let the saga get to chapter III, then with the ability on the stack sacrifice it to Crop Rotation to get both the artifact and land. Field of the Dead is ideal in every two or three color commander deck with a sufficient mana base (in fact some of my win conditions are given by Field of the Dead). You can also use Field of the Dead as a combat trick. Scavenger Grounds and Bojuka Bog are fantastic for graveyard combo disruption. Maze of Ith and Glacial Chasm will hurt your lands, but sometimes it is needed to stay alive.

Simply having the ability to greatly effect the board state using a one-mana instant speed spell is impressive: life gain, damage prevention, removing steal effects, getting around blockers, denying counterspells, combo stoppers, unlimited hand size, sacrifice engines, haste, recursion, ramp, creating token blockers. The list goes on-and-on-and-on. If fact, if you're playing 3-4 of the lands listed above you should really consider Crop Rotation in the ninety-nine.

All in all, I'm always surprised the number of deck lists which do not play Crop Rotation. This is a fantastic card and one of the best mono-green tutors. It has so much hidden power. Ask yourself if there is a nonbasic land which you are playing (or would play) that would do well with Crop Rotation.

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