Guildless Commons

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.

: Gain .

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Legality

Format Legality
Casual Legal
Limited Legal
1v1 Commander Legal
Tiny Leaders Legal
Leviathan Legal
Duel Commander Legal
Commander / EDH Legal
Custom Legal
2019-10-04 Legal
Oathbreaker Legal

Latest Decks as Commander

Guildless Commons Discussion

Grind on Orvar CEDH

3 weeks ago

sweet deck!!
i always liked the idea of using Coral Atoll or Guildless Commons or Temple of the False God with Cloud of Faeries to get value on bounce or copy. it gives you a path for infinite faeries if you have that land, whim of volrath, and your commander. but it is probably such a niche play that it is not worth a land that ETB tapped. maybe Ancient Tomb would be playable but then you can't get infinite faeries. just rambling here... anyway cheers and have fun!

Grind on Golos Landfall

3 weeks ago

Sweet deck!!
As you are running all five colors i would consider any of the bounce duals like Gruul Turf or Dimir Aqueduct over Guildless Commons, need that colored mana. Also bc Golos can tutor any land you might consider some toolbox lands like Strip Mine or Inventors' Fair.
Also it looks like landfall is the name of the game, i always liked Retreat to Coralhelm and some more basic land ramp like kodamas reach, wood elves, solemn simulacrum, sakura tribe elder.
Anyway just some thoughts cheers and have fun!!

bryanedds on Godo for Shodo

1 month ago

Guildless Commons like a less good Ancient Tomb.

DarkMagician on 100 Card Mill

1 month ago

You're easiest way to mill your opponent is by simply getting two Kodama of the East Trees onto the field with your commanders alongside Ruin Crab then play a karoo land like your Simic Growth Chamber. To maximize the odds I'd add Hedron Crab and Guildless Commons for redundancy as well as tutors. I suggest Crop Rotation and Sylvan Scrying to find your lands and Chord of Calling and Defense of the Heart to find your crabs.

multimedia on Joe Land matter/ stompy gruul [need Help]

1 month ago

Hey, now that you've changed to these partner Commanders instead of Radha consider replacing cards that were good with Radha with cards that are good with Rocks and good with the Bounce land combo?

Radha is a good attacker, Toggo isn't. Now you lack a good attacker from the Command Zone therefore some cards that help Radha attack or get benefits from attacking could be cut.

Exploration and Quicksmith are draw engines with the Bounce land combo to find a win condition. Statuary turns Rocks into mana rocks for ramp.


Omnath, Ashaya, Quartzwood, Ulvenwald, Rampaging, Moraug, Thunderfoot, Multani is a large package of high CMC creatures. You don't really need any more then these because others aren't going to be as good for the mana cost and you also have 6 CMC Kodama. My advice is cut several 5 CMC or higher creatures for lower CMC support cards.

Crop and Map are one drops that can tutor for a Bounce land for the combo. Excavator has interaction with DFC cards that have a land on the backside since you can play them land face up onto the battlefield from your graveyard. Wildborn, a Bounce land or Multani can then bounce the DFC back to your hand to cast the spell again.

Good luck with your deck.

king-saproling on Joe Land matter/ stompy gruul [need Help]

1 month ago

Have you considered Toggo, Goblin Weaponsmith and Kodama of the East Tree as the generals? They have nice landfall synergy and can combo off with a Gruul Turf or Guildless Commons.

These come to mind as well: Stone-Seeder Hierophant, Animist's Awakening, Kamahl's Druidic Vow, Sporemound, Fertilid (has nice synergy with Retreat to Kazandu), Reap and Sow, Pir's Whim, Sylvan Scrying, Elvish Rejuvenator, Scute Swarm, Tunneling Geopede, Spitfire Lagac, Valakut Exploration

DoomNoodle on Neyith & Eldrazi

1 month ago

The only problem with the mentioned cards above is they are just straight onto the battlefield rather than cast. almost all eldrazi are cast procs rather than ETB ones so if you are ok with losing their casting abilities by all means the above will do just nicely! otherwise I would just focus on a hard ramp early game with mana doublers and land tutors. also things like Eye of Ugin ,Eldrazi Temple ,Conduit of Ruin ,Urza's Incubator to make them cost less. use lands like Temple of the False God ,Shrine of the Forsaken Gods ,Guildless Commons ,Ancient Tomb in combonation with a Forsaken Monument to add value to any you tap! From Beyond can produce you some scions for mana and blockers early and also a nice eldrazi tutor when needed after ramp is done. Goreclaw, Terror of Qal Sisma will make them cost less AND give them +1/+1 trample!

multimedia on Help me power up Toggo//Vial Smasher Burn

2 months ago

Hey, good start, but without an infinite combo you should forget about trying to get to power level 8 because 8+ level decks win with infinite combos. Without an infinite combo then power level 6-7 is the highest level you should go for. Not having black's powerful tutors or Fetch lands are other reasons the power level isn't higher. With DFC you only count the front side of the card in the decklist, the backside is not added. For example Shatterskull Smashing  Flip goes in the decklist, but Shatterskull, the Hammer Pass doesn't.

My advice is if you want to make a good Rakdos Toggo deck than build around Rocks. Take more advantage of Rocks to get more value out of them. Cranial Plating fueled by Rocks combos with Chandra's Ignition and Fling effects to kill your opponents with burn. Inspiring Statuary and Rocks can make a lot of ramp for Comet Storm or Exsanguinate.

Some other cards to consider adding:

Good luck with you deck.

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