Gingerbread Cabin

Gingerbread Cabin

Land — Forest

(: Gain .)

Gingerbread Cabin enters the battlefield tapped unless you control three or more other Forests.

When Gingerbread Cabin enters the battlefield untapped, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")

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Set Rarity
Throne of Eldraine (ELD) Common

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Pioneer Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Casual Legal
Pauper EDH Legal
Legacy Legal
Pauper Legal
Oathbreaker Legal

Gingerbread Cabin Discussion

Scallywallwest on Jund Sacrifice

1 week ago

Get rid of Tibalt, Rakish Instigator. He really doesn't do that much. If you don't want your opponents to gain life, add burn spells. You could replace him with more synergetic options.

Get rid of the taplands. The scrying is nice, but replacing those with shocklands would do wonders, even if you only add a few and have the rest be basics. Speaking of lands, you could use a Fabled Passage to thin out the amount of lands you draw. If that's too expensive, just use better utility lands. Gingerbread Cabin would work with your food tokens theme, and Witch's Cottage would return creatures to sac.

Good luck with the deck.

jaymc1130 on Inception! (aka Thrymception) [cEDH Primer]

2 months ago

Interestingly enough Zuran Orb was the initial try before I gave Gingerbread Cabin a go on a lark and it wound up sticking.

Don't forget about the Gaea's Cradle angle though, there are some hilarious fun and janky Rube Goldberg combo lines with Summer Bloom and Lotus Cobra that require a land like it. City of Traitors and Ancient Tomb both come with their own separate issues on that front and having 2 creatures around was basically assured if the combo was online.

jaymc1130 on Inception! (aka Thrymception) [cEDH Primer]

2 months ago

enpc

At the moment I feel like Bolas's Citadel, Mystic Forge, and Future Sight all offer the same primary game winning line when combined with Sensei's Divining Top and they feel pretty interchangeable. Since I've included the Bloom Wheel combo package I've been running the Citadel lately because of how nicely it pairs with it. Being able to cast Summer Bloom off the top of the library with life total can facilitate the combo without needing a Waterlogged Grove type land in play, but the loop isn't infinite without Gingerbread Cabin or Angel's Grace. I'm not exactly set yet on what "cast from the top of library" piece I want to use so I'm playing around with each and seeing how I like it, right now it's the Citadel's turn and it's been a good performer in the role. Usually digging 20 or 30 cards with the Top combo itself is more than enough to find the pieces required to close out the game and the Citadel kind of performs as an Ad Nauseam for more in that kind of situation.

Smothering Tithe is a card I've done a small amount of testing with also but it simply isn't needed very often with the Bloom Package and standard Dork/Rock set up pretty consistently providing absurd mana very quickly. Playing it in addition was very much "win more" in performance terms and playing it without the other ramp pieces tended to lead to losses due to tapping out/low at critical moments and being unable to interact effectively. I think there are some cEDH decks where it makes a lot of sense to run it (Wheel Thief concepts definitely come to mind) but most T&T decks likely might not want to since they have better ramp options that are dramatically less risky and dramatically more consistent in terms of opening hands. I've not really had enough games with it yet to know if the mixed bag performance is to be expected so I've got more testing to do with it. My gut tells me that needing to realistically think about casting it on turns 2 and 3 is too much to ask for most of the time in competitive settings unless you're fine with just gambling on losing the game on turn 2 or 3 trying to greed cast it and understanding that casting it in the mid game turns 4 and 5 has a very close to zero chance of it resolving or sticking around for more than one turn cycle, all while the more fortunate ramped out opponents don't mind paying with that extra Mana Crypt that's just lying around not doing much.

Witch's Cottage and the Cabin both initially got a "just for fun look" and then some how managed to perform admirably enough to warrant real looks. I've since learned Gingerbread Cabin is only worth running if Bolas's Citadel is included, but the Cottage has been quite wonderful as a back pocket silver bullet. Being able to fetch it to return an already binned Notion Thief or Ramunap Excavator to lift off the top with a Tymna swing has sealed a number of wins. At this point I'm willing to run Witch's Cottage very liberally in T&T builds that run any important creatures that might draw interaction. I have yet to see many builds running it, but many cEDH staples should consider Witch's Cottage a must run in properly constructed lists due to the prevelance of Ashiok, Dream Render, wheel effects, and counterspell interaction that often bins important combo creatures the first time they get run out. Mystic Sanctuary, likewise, should at this point be considered a must run card in cEDH deck lists, particularly T&T lists.

As for Island count, the deck runs a plethora of them and has no issue reaching 3 in play very quickly and very easily. Partly due to typical play patterns induced by Summer Bloom and "play land from graveyard" effects, but mostly due to fetch lands just being busted.

I've liked the Bloom Wheel package performance so far, but the inclusion of it rather takes up the card slots that other packages could slot into, such as the Inception concept. I've not figured out a way to include both set ups all that effectively but the best bet so far has been to roll without the Top Combo package. I've got more fiddling to do with that before I've gotten enough data to know what combination of packages is universally ideal, but I do have some decent data so far about certain packages in situational meta circumstances and a ton of work ahead of me to update the list and primer. Of course with COVID-19 lock down I've got plenty of time to work on it, but it's still a bit of a daunting task.

enpc on Inception! (aka Thrymception) [cEDH Primer]

2 months ago

I like the new look of the deck. Bolas's Citadel feels a little out of place here with no Aetherflux Reservoir though, how coume you're not going for something like Smothering Tithe instead? It would do more work with the wheels (assuming Notion Thief isn't in play) and just feels stronger. Also, what's the reason for Gingerbread Cabin / Witch's Cottage here? Are they just flex spots? I would have thought you would want to be proiritising more Islands for Mystic Sanctuary.

itsbuzzi on Pioneer Lands Data Base

3 months ago

Battlefield Forge, Caves of Koilos, Command Tower, Conqueror's Foothold, Crypt of the Eternals, Forest, Gingerbread Cabin, Gold-Forge Garrison, Grove of the Guardian, Holdout Settlement, Island, Llanowar Wastes, Lost Vale, Mountain, Plains, Primal Wellspring, Rupture Spire, Shimmering Grotto, Spires of Orazca, Swamp, Temple of Aclazotz, Tomb of the Dusk Rose, Treasure Cove, Wandering Fumarole, Wastes.

I used to give me a complete list of lands and subtraced what you had. I know Command Tower doesn't actually do anything but it's still legal. Do with that what you will. I also added the basics. They seem unnecessary but the addition of Wastes may be useful information.

Hope this helps!

Spell_Slam on The Pack Approaches

3 months ago

Howl of the Night Pack is definitely a card you should have. This is one of the best ways to end games with your wolf deck. Most of your spells and creatures are green, so I would definitely run less white sources and run more basic forests. You have so much fixing already with your ramp and duals that plains could be easily cut to 1-2 copies.

Arlinn, Voice of the Pack is an excellent way to grow your wolves as they enter play and works very well with your commander. In the same vein, running lots of anthem effects will also allow you to control the board by being able to fight creatures while still having your creature survive. Green and White have tons of anthem effects; take your pick.

Wicked Wolf is great, even if you don't have a food token. I would definitely run it, Gilded Goose, Fierce Witchstalker and Gingerbread Cabin over Tundra Wolves, a land, Tel-Jilad Wolf and Mana Geode.

king-saproling on Omnath, who Mana Breaks for us all.

4 months ago

Hey Kain. There's a lot to unpack here haha.

  • Hall of Gemstone is strong not only because it allows you to generate green mana with colorless lands, but also because it disrupts multicolored opponents (each turn, they choose one color and will pretty much only be able to use spells and abilities of that color).

  • Questing Beast just seems like a french vanilla beater to me. He's alright in a planeswalker-filled meta I suppose. But even there I think you could just beat your way into planeswalkers' faces with Omnath and the gang.

  • Angel's Trumpet is just an odd effect for mono green so I thought you might like it. In conjunction with Silent Arbiter , it does heavy damage each turn to any opponent with a lot of creatures, while also tapping down their potential blockers. Angel's trumpet also gives all your dudes vigilance. So even without the arbiter, since your green creatures will usually be bigger than opponents' dudes, you likely won't mind swinging with your team every turn while your opponents will be at risk putting their tiny dorks into combat.

  • Uba Mask essentially reads "when anyone draws a card, they must play it the turn they drew it or it is lost forever". Since you produce a ton of mana, you will always be able to play the cards you draw. Opponents will struggle with this though, making sub-optimal plays so that they don't lose the card they drew. Uba Mask is brutal with Teferi's Puzzle Box or Hall of Gemstone , or against opponents who draw a lot of cards or play a lot of counterspells. Even without support the mask is a highly disruptive card.

  • Abundance is decent for several reasons. It replaces draws, which means you would be unaffected by Uba Mask and would not lose if your library is empty. It also allows you to always draw gas if you're top-decking, or get land if you need it to cast a big spell.

  • It That Betrays only triggers from sacrifice. Killing something with deathtouch damage will not trigger It That Betrays. He's alright on his own since he has annihilator, but he's also easy to remove. I think better things can be done with 12 mana. Same with the other eldrazi. Sure they're strong, but they aren't that interesting imo (except for Emrakul, the Promised End . that card is super interesting).

  • Lignify can only target creatures while Song of the Dryads can target any permanent. Also, you can get rid of creatures by applying combat pressure (forcing blocks), so lignify is only marginally useful.

  • Unless you have an immediate draw effect, Reclaim and Noxious Revival won't return your card until next turn. They also telegraph your plans to your opponents, so if you put something strong on top with Reclaim, your opponents might band together to eliminate you before you draw it. Regrowth would be better imo.

  • Green is generally weak to board wipes. It would be especially bad if your stored a ton of mana with Omnath and somebody wiped the board, causing you to lose all that mana. Colfenor's Urn and Cauldron of Souls protect your creatures from board wipes.

  • Mimic Vat is a way for green to steal creatures. Or, you can use it to reuse sweet ETB creatures like Eternal Witness , God-Eternal Rhonas , Meteor Golem , Ulvenwald Hydra , etc. It can also deter board wipes, since opps might not want to destroy creatures if it means you get to imprint the best one.

  • Not of This World = free protection for Omnath. When you are storing a lot of mana via Omnath, it is all lost if he gets removed, so this helps to prevent that. It can also be used in a pinch to protect vital artifacts/enchantments like The Great Henge or Mana Reflection which wear huge bullseyes.

  • Sensei's Divining Top is never a bad card, but in most decks it is just filler. Since you're in green you could use this card slot to just draw a lot of cards instead with something like Hunter's Prowess .

  • Gilded Goose seems outclassed by Llanowar Elves in most cases. I could see niche uses for the goose, but most decks benefit more from a regular mana dork.

  • Vorinclex, Voice of Hunger (and stax effects in general) is just unfun to play against. Just my personal opinion. I wouldn't feel accomplished if I won a game simply because I dropped a Vorinclex.

  • Bow of Nylea isn't bad, but there are plenty more impactful cards out there.

Anyway these are just my opinions. EDH is all about playing however you like, so don't feel like you have to make adds or cuts just because they were recommended. Play that Kitten-Hydra if you love the card!

Yes Gingerbread Cabin is lackluster. Inventors' Fair could be a good replacement. Nissa, Worldwaker looks very good here! Extra 4 mana each turn? Sign me up. Prototype Portal + Ugin's Nexus is cool but very situational (you would need both cards in hand, plus a way to sacrifice artifacts). But infinite turns in mono green is extremely rare, which fits your deck's theme of "green doing non-green things", so if you want to reach for that dream go for it! Trading Post might be a good sacrifice outlet for said combo. Sword of the Animist is a common ramp piece for non-green decks. Since you have green, there are better ramp options. Umbral Mantle is very good with Karametra's Acolyte or Selvala, Heart of the Wilds , so yeah I could see it warranting a spot. Worst case it can be used to give Omnath pseudo-vigilance. I agree with your assessment of the Nyleas, there are better cards to sink mana into.

BMHKain on Omnath, who Mana Breaks for us all.

4 months ago

(CAUTION: TL;DR Crap AHEAD; Reason: This is a set of opinions of cards of note for this deck.)

@king-saproling: After all this, I'd like a possible Review on this deck, as well as this:


Take all Text for Yourself w/o needing to Steal!

Commander / EDH* BMHKain

30 VIEWS | IN 1 FOLDER


This is a 1 Damage KO Deck. Utilizing Card Advantage, a Myriad of threats to slow those down, Heck, I actually put the High CMC stuff in as Atemsis Bantha Fodder. just to win a game; so they're not useless at all as this is how Atemsis, All-Seeing Works as a CMDR; high amounnts of unique CMC Costs for use.

But what about these?

1: Hall of Gemstone : (I guess Omnath Reserve works here?) 2: Frontier Siege (Ramp or Kill... I'd rather ramp; not enough powerful creatures to be a "Dragon"...) 3: Silent Arbiter (Is this why you said "No." to a Teferi Killer? ) 4: Angel's Trumpet (But why use this, W/O Hydra-Kitten-chan? 5: Uba Mask (I, uh,,, How good is this? I never understood how these effects are "Good".) 6: Abundance (It's a Random Pick, but at least you get to choose which pick needed. II keep.)
7: Teferi's Puzzle Box ( Mindmoil ? IN MY ?! Permanent Keep.) 8: Meteor Golem If only what this guy can do IRL is safe; as it's not. Awesome effect; almost like a Bramblecrush on legs; Artifice also. Keep.). 9. Cauldron of Souls (This looks good for my Cromat "No Counters Allowed" Deck. But why the recommendation?
10: Colfenor's Urn (Uh... I'd have an opinion as long as I know Exile Stoarge Plus'.) 11: Lifeline (I'd like to make a list of stuff hates, & recursion is one. Since we're in theme, this Pases.) 12: Mimic Vat (This is secret tech for Superfriends; but what to use w/ here) 13: Mirrorworks 14: Not of This World (This wasn't chopped. This was Planet-Cleaved. How many creatures here have 7 Power?) 15: Pariah's Shield (I guess it's for Omnath? I'd like to change this up after this as well as work on my Atemsis Deck for this.)

As well as the Losers of this deck...

1: Wolfhunter's Quiver (There is a combo involving this, Thornbite Staff , something w/ Deathtouch, & It That Betrays to wipe a whole field clean while going to Value Town. Why the cut?) 2: Akroma's Memorial (I re-entered this in as it's Mana-Pricey, but we've Omnath Anyway; so putting this online is proof of Omnath #1 's HUGE Ramp.) 3: Destructor Dragon (I guess we've already enough flying stuff; & this was just a clunker.) 4: Lignify (Why cut this, & not Song of the Dryads also? Is this for turning a creature into a mere blocker?) 5: Eldrazi Conscription (Is this Aura really that bad? Alright, Tuvasa the Sunlit has it now.) 6/7: Noxious Revival / Reclaim (Reclaim is at least, affordable (Quasi-Recursion via Topdecking; Noxious Revival is basically the same, but on Gitaxian Probe level power. Why does everyone think Phyrexian Mana Cards are so good? I'll never know...) 8: Scour from Existence (Do I Other Ways of Destruction? I guess I'll allow the cut.) 9: Ulamog, the Infinite Gyre (Are Eldrazi that Bad here? It's either This, or Kozilek, & It that Betrays. Should I trust my gut on this?) 10: Chrome Mox : Replaced by Nyx Lotus indefinitely unless it gets banned. 11: Key to the City : (I guess The Quasi-Rummage requiring more mana for one to have a creature unblackable, then untap to Draw. I didn't think I'd be better off w/o Discarding...) 12: Ratchet Bomb (Blowing up Mana Rocks; someone said (Kinda...), But you were right about this as a cut; I thought it as sketchy.) 13: Sensei's Divining Top ((?_?) I mean, even Noxious Revival is understandable, but saying Chopp'd to a Big Staple of all Commander/EDH? I'm at a loss...) 14: Harmonize (Should I put Rishkar's Expertise back in?) 15: Gilded Goose ((Looks at Card.) Why say no? It makes food, & ramps. Just imagine the (WeiƟ)Versatility this can do. 16: It That Betrays (Why say no to this? is it that average? Remember that Value Town Combo...). 17: Kozilek, Butcher of Truth (Does this attract that much hate? Is that why the Eldrazi are veto'd here? 18: Wall of Tanglecord (Actually, good piont; would rather bust defenses, not use them.) 19: Questing Beast (Are you confident to suggest cutting Kitten Hydra-chan? It's one of the best cards in this case, sadly...)
20: Vorinclex, Voice of Hunger (Doubling Land Mana; & more so, while Halfing everyone else? Is the problem w/ big fatties I didn't know of even?) 21: Bow of Nylea (+1/+1 Counter on a Creature? 2 Damage to a flyer? 3 Life? & Retrieve 4 Cards from the Yard to the Bottom of your library in any order? Attackers have Deathtouch? Damn; I'd actually put this in now if I've a way to Untap Freely for this...)

& the underdogs?

1: Gingerbread Cabin (Is this worth keeping? Seems lackluster...) 2: Nissa, Worldwaker (Searching for all Forests? Why not Landfall like mad? Opinions?) 3: Prototype Portal + Ugin's Nexus Extra Turns w/o Seedtime . Good, or not?)
4: Sword of the Animist Is this good for ramp? I'm wondering...) 5: Umbral Mantle (Yeah, this could've been good, if the Shaman Staff 1 Damage Deathtouch Steal via IT THAT BETRAYS is far better even w/o the last piece!) 6: Yeva, Nature's Herald : (Is another Restricted to just Creatures worth it?) 7: Nylea, God of the Hunt : Already got a way to Trample like MAD, & I've other ways to increase both Power & toughness for my creatures anyway. Nylea, Keen-Eyed ? Worse here, but better in Animar, Soul of Elements all-creature builds. Oh, & the latter demands Topdecking, otherwise, you might just wasted a good card.

Sorry for the immense sized comments; I just want to point out my opinions; & I'm sorry if So, that said, I'll revise my Atemsis, All-Seeing Deck later; It's night where I'm at...

Later! :)

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