: Add to your mana pool for each creature you control.
|Want (5)||crunchyleaf , redmg , Altirian , DowlingxA , fif|
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|Urza's Saga (USG)||Rare|
|Promo set for Gatherer (PSG)||Rare|
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|Commander / EDH||Legal|
Latest Decks as Commander
Gaea's Cradle Discussion
22 hours ago
Stone-Seeder Hierophant can be absolutely disgusting with landfall effects. I have seen her generate 20+ mana with Gaea's Cradle and fetch lands. You also have Voyaging Satyr who is a cheaper land untapper. Elvish Reclaimer is also a nice landfall triggerer.
1 day ago
Normally I would add Command Tower, but I didn’t feel it was necessary when the goal is to abuse fetch lands and needing plenty of lands that can be fetched with them. What little room left was for Gaea's Cradle and bounce lands to abuse landfall triggers.
4 days ago
Glacial Chasm is a great defensive tool that helps you mainly when you are ahead, or when you are behind.
It can secure you the win after making an explosive play that makes you the archenemy of the game. Let's say we start activating Gaea's Cradle 3 times in a turn to cast a Genesis Wave for X=20+. Or if you cast a Scapeshift at 8+ lands. If that did not already kill the table, everyone is surely going to gang up on you. Glacial Chasm will make it very hard for them to kill you in the next turn rotation. And you probably only need one more turn to finish the job. So it's great for when you are ahead.
It's also great for when you are behind and you need time to setup before you can become aggressive, let's say after a boardwipe. If there is another player that is getting out of control, Glacial Chasm can help you turtle up until you find an answer or the means to take them out. Then, paying any cost is lower than losing the game. So even if you don't have land recursion or lifegain to combo with Chasm, it's still a great card for when you are behind as well.
4 days ago
@ blacksh1ft: Wow, nice of you to catch that one :). I watched an epsode of the EDHRECcast recently about evaluating modal cards. They made a good point that modal cards aren’t really worth the extra cost if you are only using one mode. That is true I think for Garruk, Primal Hunter. Almost all of the time I use the draw ability. And only a very few times I make a token first. I have never used its ultimate ever. So I’m paying GGG for that draw effect when I can also run an instant version that only requires G, which might actually have a more relevant 2nd mode to boot! Can’t say yet which one is better, because I need a bunch or real games to get a feel for Return of the Wildspeaker in this deck. But I suspect the planeswalker card is not returning.
@ Profet93: Thanks for the compliment! I just like to write :). Getting those thoughts out there also gets me into conversations like this, which I really like. Are you also running a M&D list btw? Lets over your questions:
- Deserted Temple: I did consider this card, but I felt it was more at home in a deck that is focusing on untapping lands multiple times. So I’ve put in in another deck. Also, activating Gaea's Cradle 3 times using Mina and Denn, Wildborn is usually more than enough ;).
- Bane of Progress: this card is indeed a good contender for a sweeper. You are right that we can take the hit most of the time, while our opponents will probably be hit worse. I might add it someday, but not right now. Also, I’m not sure I would add it in place of Terastodon. I would agree though that Terastodon is one of the more awkward cards in the deck atm (I was really hoping they’d print a cards with “landfall - destroy target artifact or enchantment” but maybe that’s just too OP). I do like terastodon because it can answer 3 specific problems beyond artifacts and enchantments. Still, I will think about your suggestion. Might be a good swap in the end.
- Terror of the Peaks & Warstorm Surge: These cards feel very at home here :). They are really turning this deck into the thing I wanted to create more of the time. The’ve already turned Genesis Wave into an I-win-now card, and they are just really nice with all those token makers indeed. Especially Scute Swarm. Also, I'm not really trying to emphasize the going tall theme here. The cards that do care about power in this deck are already good with Mina and Denn, which is why I run them.
- Nissa, Vital Force & T&T: I’ve written a lot about why Nissa is not in this deck :D. Check my “Build Considerations” and “Why are you not running X” sections in the primer. T&T is also in that last section: I just don’t really like T&T and prefer not to win that way in this deck.
1 week ago
Expedition Map might be an option to have access to critical lands like Gaea's Cradle or Field of the Dead, but probably a bit expensive mana wise. Beautiful decklist. I was brewing a bit with the new Omnath as well, but your list is way more sophisticated!
1 week ago
arcane_trouper: Because it's our Root Maze playing around it is easier to play around, as we decide when to drop it. Usually fetching before we drop it. Dryad Arbor is 100% the best reason to run it. Makes Gaea's Cradle and Regal Force better or gives you something to sac to Eldritch Evolution or Natural Order.
1 week ago
Update 17th of September:
I replaced this for "Spoiler" Rampaging Baloths as this one gives me ETB tokens which I can pump as I need it.
2. Ancient GreenwardenTwo Landfall triggers in addition to playing lands out of your graveyard? 6 mana is huge, though worth the costs.
3. Tunneling Geopede: I honstely underestimated the power of this guy. One damage for each landfall trigger adds up and can close out games out of nowhere.
4. Moraug, Fury of Akoum. A powerhouse when it gets rolling. We are winning games with this, if unanswered.
5. Felidar Retreat: This card surprised me a lot in playtesting. Not only is it better than Zendikar's Roil but it is also more versatile at is gains us an overrun-esque effect.
6. Rude Awakening: I earlier removed this card from my deck, due to it feeling like a win more card, though I realized that I was too greedy and only wanted to use this card for its entwine costs.
After more testing it feels more like a better Mirari's Wake due to its versatility. More mana? No Problem. Trying to finish? No Problem. Trying to finish, but need just a bit more mana? No Problem.
2. Coiling Oracle: Too often a swing and a miss. Not necessarily bad, but was not convinced from this one anymore.
3. Ghostly Flicker: Not sure about this one, as it is additional protection and can benefit mana if blinking Gaea's Cradle.
Will see how it pans out and if cutting it was a mistake. 4. Ramunap Excavator: Exchanged for Ancient Greenwarden. Also not sure about this one, as it ensures early land drops. Though, do not have problems with this early on most of the time.
5. Rampaging Baloths: Cutted for Phylath, World Sculptor as it benefits my deckstyle more.
6. Dig Through Time: Were not able to cast this card for its delve costs most of the time, as lands in the graveyard are often more valuable than in other decks.
2 weeks ago
I've personly made a list, which is very... different from yours. However, I wonder if you left cards out like,
- Gaea's Cradle: obviously stronger than a few of your chosen lands.
- Food Chain: Comboes with your land of choice: Command Beacon for infinite mana and tokens.
In case your playgroup doesn't allow proxies, I could understand Gaea's Cradle, but Command Beacon is 20 bucks? Maybe you know better than I, but I'm not sure that your deck is cEDH level of power. Which is what I read when I saw 'compettetive' in the title?
Am I mistaken? Or does your deck have any "secret" tech' I don't know about.
Now... DON'T take this up as a 'diss' of your deck. I am simply trying to understand and learn if possible.
Best Regards, A fellow Titania-player