Golgari Rot Farm

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed 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
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Golgari Rot Farm

Land

Golgari Rot Farm enters the battlefield tapped.

When Golgari Rot Farm enters the battlefield, return a land you control to its owner's hand.

: Add .

wallisface on Scarecrow Ending

5 months ago

Interesting brew! Some thoughts:

  • Walking Ballista is probably more useful than Endless One as it can win on the turn it’s played instead of just eating a killspell.

  • Cut Down has far too few viable targets to be playable in modern.

  • Not Dead After All feels very awkward here.., something like Unearth would serve you better as it doesn’t require you holding up mana.

  • Ancient Stirrings feels like a great addition for both helping you find your scarecrow, as well as your win conditions (and worst case scenario it grabs you another land). I’d ditch 2 lands (or Thoughtseize) and the Cut Down to get a playset of these in.

  • Golgari Rot Farm feels like a super sub-optimal land in that nothing it does particularly helps you, and everything it does likely messes with your tempo. I’d replace it with a fastland like Blooming Marsh.

DreadKhan on Chatter

5 months ago

I feel like your Commander would like One with the Kami and Mazirek, Kraul Death Priest. You just need a free sac outlet like Viscera Seer, Carrion Feeder, Woe Strider, Dimir House Guard (does double duty as a tutor for MV 4 stuff), or Sadistic Hypnotist. Most of these don't have a very good payoff other than killing a creature, but some have useful upsides.

I wonder if you could shave a few lands by running some of the following: Golgari Rot Farm, Blighted Woodland, Myriad Landscape, Castle Garenbrig, Guildless Commons, and Mosswort Bridge. Most of those are fairly budget, and getting a ramp effect out of a land feels extremely good in my experience. The best options also help with fixing your mana.

If you want to add something really pushed, Pitiless Plunderer is really good with your Commander, it looks like it's had a reprint, but it's still up there for a single card. Another card to keep an eye out for is Swarmyard. Toski, Bearer of Secrets is a solid Squirrel pick, if not the cheapest. If you often have 1/1 creatures you aren't super attached to their is always Skullclamp, it's a few bucks but it can do a lot of work with 1/1 tokens.

I'm not sure how desperate you are for tokens/are afraid of flyers, but I always have fun with Sandwurm Convergence. Transmogrifying Wand is a nice way to put pressure on your opponents' creatures, it plays well in budget decks. Grim Haruspex is a pretty nice card if you expect to lose creatures, it doesn't even charge life.

Crow_Umbra on Favorite mtg art

8 months ago

So many cards have "pet card" status for their art, but I'm always glad to see them in my binders. I'd say I'm definitely a sucker for foil versions of Red cards; I just love how the flames pop. A few favorites off the top of my head in no particular order:

nbarry223 on Viga-BOOM!

1 year ago

Unfortunately, no, and I don't think it is feasible to try to fit it in here with 4x The Mycosynth Gardens either. Prior to that, this would have been a great card, and we could have played a Godless Shrine alongside a third fetch and ran 3-4 each of Golgari Rot Farm and Selesnya Sanctuary (trim on Simic Growth Chambers) with no real downside to speak of.

Now, it fells like a bit too much of an investment for a backup plan. I still think it is a great card, but I don't think I can fit it in here without trading off some explosiveness by making some other cuts I really don't want to.

Kret on Muldrotha: Budget Elemental Tribe!

1 year ago

Soul of the Harvest, Fertilid, Mulldrifter and Shriekmaw are good budget elementals.
Wolfbriar Elemental is a nice mana sink in the late game.
Consider adding backgrounds like Master Chef or Scion of Halaster.
You are running Joint Exploration. Consider similar cards like Explore or Growth Spiral. They can let your deck gain some early velocity.
If you play multiple elementals with evoke then a card like Village Rites becomes useful because you can cast it in response to the evoke trigger and draw 2. Card like Evolutionary Leap could also be used in response to evoke trigger to draw a fresh elemental
Zendikar's Roil can let you go wide with elementals.
Tatyova, Steward of Tides makes your lands into 3/3/ elementals
Kenrith's Transformation is a great removal spell that replaces itself and can be recurred.
Tezzeret's Gambit draws 2 cards and proliferates.
Nissa, Voice of Zendikar puts counters on each creature for just 3 mana

Cards I would replace:
- cards with kicker and Vine Gecko (they are generally worse cards than regular budget ramp spells like Rampant Growth or Cultivate)
- 6 forests because you have low mana curve (I would cut the land count to something like 36 lands, but you could also swap them for dual lands with basic land types from Kaldheim - Woodland Chasm, Dominaria United - Haunted Mire, Temple cycle - Temple of Malady or bounce lands - Golgari Rot Farm
- Titania, Protector of Argoth because there is only one card -> Harrow that can proc her ability to make elementals
I would also cut some of the elementals that don't have any useful abilties like Jaddi Lifestrider, Healer of the Glade, Glade Watcher, Floodhound, Offalsnout, Smolder Initiate and Slitherwisp.

Hope you find some of the suggestions helpful.

wallisface on budget token sac

1 year ago

Some thoughts:

Duncthelunk on Have you ever discovered a …

1 year ago

OMG. Yeah. I got this from watching command quarters originally, but then my mind blew apart when I eventually caught this. Cultivator Colossus and Golgari Rot Farm. Just keep bringing the rot farm back to your hand and keep drawing cards. If the right sac outlet and you're one shotting players.

DreadKhan on Cheap dragon

2 years ago

Yeah, 21 is quite low by competitive standards even, where people often have an average MV of spells of 2 or less, and they usually care about hitting 1 or 2 lands. Like I mentioned above, you should probably be running quite a few more lands, for a 5 colour deck I'd 15-20 lands that can make Green mana, and aim for less of the other colours, because as long as you have Green mana you can cast Green spells to find the others, most people find this works pretty well. I would expect you'd want to hit at least 5 land drops most games for your deck to be 'firing on all cylinders', and according to https://www.mtgnexus.com/tools/drawodds/ which is a hypergeometric calculator, you should probably run almost (or even) double the lands. If you keep some ramp in your deck, you can shave lands down, but keep in mind that if most of your mana sources are 3 mana, you really do need to hit 3 mana to be doing anything. To hit your 3rd land drop reasonably often (for better than 70% chance of drawing at least 3 lands) you will want 33 lands. This will make it pretty hard to cast Tiamat 'on time' (turn 7), let alone early, which is almost always an asset.

If you end up finding it incredibly hard to cut cards, you can lower your land count a few if you run lands like Golgari Rot Farm and Dimir Aqueduct, as hitting one of these lands will mean you found 2 lands in a sense. These are risky lands I must add, because people can blow them up sometimes. I wouldn't expect mass land destruction, and you could certainly mention in Rule 0 that you 'don't like playing against land destruction'. You could even specify targeted land destruction, but most players don't run Strip Mine in every deck, and it's less common in more casual games. I wouldn't go below 30, even if you're running many of those Bounce lands.

Also, just noticed, you definitely need Basics, at least Forest should be in here, you can run as many of a Basic land (there are 6 of them, Wastes is the colourless one, which isn't a basic land type) as you want in your deck. I would think +5 Forests would be a good start, but you may need as many as 10. You probably want 1 or 2 of the other Basic types, that gives you enough Basic lands to find with ramp spells.

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