Guildless Commons

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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
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Guildless Commons

Land

Guildless Commons enters the battlefield tapped.

When Guildless Commons enters the battlefield, return a land you control to its owner's hand.

: Add .

TijuanaBachelorParty on Tomik 43 Lands.dec

2 days ago

SufferFromEDHD Very cool deck! +1

Lotus Field and Lotus Vale can keep you deficient in land while providing colored mana and allowing you to continue ramping. Additionally, Arid Archway and Guildless Commons are similar and are great card advantage. All of these also work quite well with Deserted Temple.

Have you had a chance to play with Endless Horizons? I am curious to hear your experience with the card.

lil_cheez on Keeping Up With the Joneses

4 months ago

Y'all know what I mean, and y'all know how it goes!!

Bouncelands (Karoo, Guildless Commons, Arid Archway) and Lotus lands (Lotus Vale, Lotus Field) keep your land count low so you can catch up!

hybridv21 on Ezuri and Squirrels

6 months ago

LANDS: Cut the temple of the false gods, add more forests and less islands, cus you seen to want more green than you currently need than blue, looks fine otherwise, Guildless Commons could replace temple of the false gods if you want a quick fix, but could just be cut for another ramp spells, 37 lands is fine.

Sorcery: Surprised to not see Three Visits, Farseek and Nature's Lore here.

everything else looks good, could maybe use more removal cards and card draw, but a solid base thats going to be very powerful, have you considered a Forgotten Ancient , Fertilid , Scurry of Squirrels , Tribute to the World Tree , or Stocking the Pantry

multimedia on Brew my deck for me

6 months ago

Consider High Tide for ramp and/or with spells that can untap your Islands Turnabout, Frantic Search, Snap? Just Tide + Turnabout + you control 4 Islands could give you 10 mana turn 4. Mystic Sanctuary is a fantasic land that's an Island. Castle Vantress isn't an Island, but it's a good land for instant repeatable scry.

Consider Thought Vessel and/or Decanter of Endless Water? Mana rocks for ramp that can also potentially give you no max hand size before you control Nezahal. Reliquary Tower is a land for no max hand size.

Consider Forensic Researcher, Kelpie Guide, etc.? They can untap a land or a land that can make more than 1 mana Arid Archway, Guildless Commons even the same turn the land ETB. They can also untap a mana rock or even better a mana rock that can make more than 1 mana Sol Ring, Worn Powerstone, Palladium Myr, Thran Dynamo, Hedron Archivefoil, Gilded Lotusfoil, etc. They can also untap Nezahal to be a blocker.

A spell advantage blue has are instants that let you look at top X cards of your library and put one or more of any of them into our hand (any card(s) into hand is the advantage). Consider Impulse, Memory Deluge, Dig Through Time, Supreme Will, Thassa's Intervention, etc.? When you're casting instants on opponents' turns then Wavebreak Hippocamp is repeatable card draw. Being a 3 drop you can more safely play it and leave up mana for instant opponent interaction.

Lionheart0115 on wolverine

6 months ago

Here's some tips to improve your deck. Id tone down your lands from 47 to 38-40 lands. Maybe add some bounce lands like Gruul Turf, Guildless Commons, Arid Archway fetch lands like Evolving Wilds, Terramorphic Expanse, Myriad Landscape, Mountain Valley, Wooded Foothills Prismatic Vista Ect. Theres's way more, but I aint gonna list them all off. That way you'll have more ways to trigger your landfall and in the case of fetch lands, thin your deck out.

Some random cards id look into possibly adding would be Fight Rigging, Bear Umbra Mutant's Prey, Ancient Animus, Pounce, Prey Upon, Pit Fight Boxing Ring Rancor, Alpha Authority, Sticky Fingers, Fireshrieker, Whispersilk Cloak ect

Most of my recommendations either give you access to -fighting (Which would trigger Wolverines +1/+1 counter trigger even when if its not your turn. That way you wouldnt have to rely on someone attacking you and blocking) -Double strike (Since Wolverine doubles damage without saying "Double Strike", He would go from a 2/2 that doubles damage so 4/2 effectively. To a 2/2 that attacks twice and doubles damage, so effectively an 8/2) -Protection (You want him to be really hard to kill even though he has regeneration, plenty of removal still has "This creature cant be regenerated" slapped at the end of it. So Aura's that make Wolverine either even harder to target or respond to before he mops the floor with your opponents the better.

StarRushford on Zimone, Mytery unraveler

7 months ago

Probably more bounce lands. Arid Archway Coral Atoll Guildless Commons Jungle Basin are the ones you could run.

Also, Avenger of Zendikar, Druid Class, Khalni Heart Expedition, and maybe Zendikar Resurgent. Engulf the Shore for a boardwipe. Fecund Greenshell is a good buff card in a Landfall deck. Life and Limb Natural Affinity and Rude Awakening can be close a game.

DreadKhan on Going beyond 40 lands if …

7 months ago

I think I largely agree with lukecwolf, you need a very good reason to want to run more than about 35 lands, depending on your colour you almost certainly have SOME options for cheap card draw effects, and in most games you'd rather see these than extra lands later, stuff like Sign in Blood and Spirited Companion/Elvish Visionary/Humble Defector help grease hands where you drew either a bit fewer or a bit more land than is ideal, these will make sure you're not stuck when drawing another land in it's place would only help when you have too few lands (and would be brutal if you had extra).

If the Jund deck you're talking about is your Mr Orfeo deck, I think you have too many lands for your average MV, I'd definitely run more land ramp spells (to generate faster/more consistent hands, land ramp can fix too), there are even some janky options like Dire-Strain Rampage and Road / Ruin that offer you combination ramp and removal, there are others that provide blockers (like Wood Elves and Farhaven Elf), just running this many lands makes me fear land floods. For the record, if you've got access to Green you probably shouldn't bother with most of the artifact ramp, Nature's Lore and Three Visits are much better than any of those, especially since they can find non-Basics. The other thing your deck should look at is stuff like Night's Whisper, Sign in Blood, Humble Defector, and Llanowar Visionary/Elvish Visionary, these often play better than more lands. I guess the final thought would be you can sneak some MDFCs in to replace generic lands, the new Stump Stomp  Flip would probably be handy in your list for example, and I think most decks that can run Bala Ged Recovery  Flip and Valakut Awakening  Flip should do so, ymmv on others. At 40 lands I'd straight up shave lands for MDFCs.

I like Bounce Lands in decks that have shaved a few lands, they give you another land drop, but they do make you VERY vulnerable to anyone crazy enough to run Dwarven Miner/Dwarven Blastminer, so keep that in mind I guess? Most people don't use stuff like that in Commander, it's considered anti-social by a plurality of the format, but you might see a Strip Mine, but most people would rather keep their Strip Mine for something like Gaea's Cradle than spend it on a Guildless Commons. I would say with some confidence that you can probably shave a land for every 2 Bounce Lands you replace normal lands with, but I doubt I'd go over 4 or 5 in a deck.

artcwolf22 on Going beyond 40 lands if …

7 months ago

I generally advice against running over 36 lands.

My trick I've learned in commander (which i assume is the format you're speaking of) is not to run more lands but to run card draw

It took me many years to figure this only after experimentation.

If you have to up to 36, improve the rest with draw. The cycling cards, cycling lands, etc. will eventually get you the lands you need.

Since you have enough ramp, it seems to be the early game which is your problem.

The idea is that if you have two lands, the draw will get you cards you need immediately and provide functional value late game.

Besides that, if your curve is high, I personally think 2 (3 if it's really bad) bouncelands aren't as bad aren't as bad as people think. These tap for two mana but force you to return a land in place of like Simic Growth Chamber and Guildless Commons. You essentially pay an opportunity cost of 1 to guarantee 2 mana next turn. Bouncing a bounceland does suck, but the alternative of having less mana in your land pool is far worse.

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