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Geier Reach Sanitarium
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, : Each player draws a card, then discards a card.
onua1 on updates to jared
1 month ago
Swapped Crystal Quarry for Geier Reach Sanitarium. Unsure about this change, may revert later. Geier reach is worth a slot.
Tur on Hidden Power - Crop Rotation
3 months 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:
- Command Beacon / Sanctum of Eternity
- Reliquary Tower
- Scavenger Grounds / Bojuka Bog (B)
- Field of the Dead
- Rogue's Passage / Access Tunnel / Shizo, Death's Storehouse (B)
- War Room / Bonders' Enclave / Castle Locthwain (B)
- Emeria, The Sky Ruin (W) / Valakut, the Molten Pinnacle (R)
- Mystic Sanctuary (U) / Witch's Cottage (B)
- Hall of the Bandit Lord / Flamekin Village (R) / Hanweir Battlements Meld (R) / Slayers' Stronghold (WR)
- Hall of Heliod's Generosity (W) / Academy Ruins (U) / Volrath's Stronghold (B)
- Strip Mine / Wasteland / Dust Bowl / Ghost Quarter
- Maze of Ith / Mystifying Maze / Labyrinth of Skophos / Kor Haven (W) / Glacial Chasm
- High Market / Miren, the Moaning Well / Phyrexian Tower (B)
- Witch's Clinic / Vault of the Archangel (WB)
- Homeward Path
- Cavern of Souls / Boseiju, Who Shelters All
- Thespian's Stage / Vesuva
- Winding Canyons / Emergence Zone / Alchemist's Refuge (UG)
- Mikokoro, Center of the Sea / Geier Reach Sanitarium
- Castle Ardenvale (W) / Kher Keep (R)
- Castle Vantress (U) / Memorial to Genius (U) / Cephalid Coliseum (U)
- Inventors' Fair
- Karn's Bastion
- Dark Depths
- Urza's Power Plant / Urza's Mine / Urza's Tower
- Sunscorched Desert
- Windbrisk Heights (W)
- Idyllic Grange (W)
- Ghost Town / Oboro, Palace in the Clouds (U)
- Riptide Laboratory (U)
- Minamo, School at Water's Edge (U)
- Tomb Fortress (B)
- Den of the Bugbear (R)
- Goblin Burrows (R)
- Castle Embereth (R)
- Wirewood Lodge (G)
- Castle Garenbrig (G)
- Oran-Rief, the Vastwood (G) / Gavony Township (WG)
- Mosswort Bridge (G)
- Kessig Wolf Run (RG)
- Sunhome, Fortress of the Legion (WR)
- Grim Backwoods (BG)
- Nykthos, Shrine to Nyx
- Urza's Saga
- Cabal Coffers (B) / Cabal Stronghold (B) / Crypt of Agadeem (B) / Lake of the Dead (B)
- Temple of the False God / Ancient Tomb
- Myriad Landscape
- Blighted Woodland (G) / Krosan Verge (WG)
- Treasure Vault
- Command Tower / Path of Ancestry / Reflecting Pool
- City of Brass / Mana Confluence / Forbidden Orchard
- The World Tree (WUBRG)
- Yavimaya, Cradle of Growth
- Urborg, Tomb of Yawgmoth
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.
Hi_diddly_ho_neighbor on Yomiji, Who You Didn't Know Was This Good.
3 months ago
Oh this is a very interesting use of mass land destruction. Have you thought about running more legendary lands to play off of Yomiji's ability? There are a decent amount of legendary utility lands in white: Eiganjo Castle, Eiganjo, Seat of the Empire, Flagstones of Trokair (really good with MLD), Geier Reach Sanitarium, Karakas, Mikokoro, Center of the Sea, and Untaidake, the Cloud Keeper. There are a couple enchantment's matter legendary lands in white as well, but they have less synergy/utility here.
Avacyn, Angel of Hope is generally pretty solid in decks running MLD.
What about Tragic Arrogance over something like All Is Dust. It lets you keep Yomiji around, but has basically the same effect.
I also really like Heroes' Podium and Relic of Legends in legendary matters decks.
I know you weren't really asking for suggestions, but I think this is a really cool deck idea so I got a little excited haha.
+1 from me
keizerbuns on Assailing Archeology
4 months ago
aholder7, thanks for play testing it again! The results are a little disheartening, but pretty much what I expected. Like I said before though, this is meant more as a casual deck for me to play against my group of friends who also just play casual, and as it is I think this deck already has more removal than they like. I like how this deck feels right now in terms of my play group's power level so unless it ends up getting absolutely demolished by my friends, I think I'll keep it as is for now.
However, I was tinkering around with the deck a little more to address the weaknesses you stated, and I think I've made a deck list that could possibly hold its ground better against a lot of the decks you play tested mine against. Here's the decklist if you wanna see:
4x Fatal Push
3x Mind Stone
I actually really like Call the Bloodline in here because it can be a fairly early game way to generate lifelink chump blockers while also doubling as a cheap discard outlet, but there's probably still better options out there.
lhetrick13 on Beyond the Grave (Abzan)
5 months ago
to_regatha_and_beyond - It is slowly getting better with some of the changes. There is definitely some synergy that if not properly dealt with in a timely manner, can present issues for a lot of deck types.
I do love the Indatha Triome but I only run a single copy as I dislike how it enters tapped which kinda slows things down. Being able to tutor it T1 if I do not have any other great plays is a good move though and pretty consistent, but I am not sure I want to add additional copies of that for the tapped reason. Geier Reach Sanitarium I have mixed feelings about as I have to pay to get a draw and I also give my opponent a draw...I might end up dropping this in exchange for something else...maybe some pain lands :)
I am "fairly" new to MTG but isn't a shock land a subset of pain lands? Or what pain lands were you thinking I should add? I was thinking of adding Horizon Canopy as I just noticed I was not running that and thought I was. Must have removed it to make room for Geier Reach Sanitarium
Thanks for the suggestions! If you think of anything else, I am all ears!
to_regatha_and_beyond on Beyond the Grave (Abzan)
5 months ago
Nice deck! I love the sort of double-synergy with the Knights and the reanimation.
My only real suggestion is to make the manabase a bit more consistent, the Geier Reach Sanitarium and Indatha Triome are both quite useful in the deck yet you run 1 each. If you add some more of those, that could help the deck out a lot. Maybe replace the shock lands for pain lands or the pain lands for shock lands as you see fit.
The deck looks pretty powerful, good job!
TheOfficialCreator on Tergrid, God of Fright
6 months ago
Have you thought about Barter in Blood, Pelakka Predation Flip, Torment of Hailfire, and Distended Mindbender?
Also, Geier Reach Sanitarium seems ugly in this deck.
Finally, Acererak the Archlich is a bit of a strange inclusion, but given that it can venture into Tomb of Annihilation and try to force discards and sacrifices, it seems really good.
DreadKhan on Gift of Doom
6 months ago
If you're not running 4 of your combo pieces, you could run Wish and a copy of each (and some random stuff) in a Sideboard to have more access. There is also Burning Wish, but that can't find Pact for you, the card you need out first and thus might want more access to. With the high land count, maybe Raven's Crime? Maybe Geier Reach Sanitarium as a way to kickstart Anje again?
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