Indatha Triome

Indatha Triome

Land — Plains Swamp Forest

(: Gain , or .)

Indatha Triome enters the battlefield tapped.

Cycling (, Discard this card: Draw a card.)

Browse Alters View at Gatherer
Set Price Alerts Price Chart

Trade

Have (2) jecder , gildan_bladeborn
Want (3) FSims81 , Orsas614 , Tishana

Combos Browse all

Legality

Format Legality
1v1 Commander Legal
Pre-release Legal
Historic Legal
Arena Legal
Highlander Legal
Custom Legal
Legacy Legal
Pioneer Legal
Commander / EDH Legal
Unformat Legal
Leviathan Legal
Brawl Legal
Casual Legal
Canadian Highlander Legal
Gladiator Legal
Modern Legal
Vintage Legal
Duel Commander Legal
Limited Legal
Standard Legal
Tiny Leaders Legal
Block Constructed Legal
Oathbreaker Legal

Indatha Triome occurrence in decks from the last year

Latest Decks as Commander

Indatha Triome Discussion

eliakimras on First 5 color

3 months ago

Your deck is almost all green-white, but I believe you should have more mana sources for your other colors:

5-color lands like Vivid Grove and Vivid Meadow won't hurt, neither will Jungle Shrine, Seaside Citadel, Sandsteppe Citadel and Murmuring Bosk. If you run at least 1 basic of each color, Evolving Wilds and Terramorphic Expanse can fetch any color for you.

If you prefer untapped lands, Exotic Orchard, the pain lands (e.g. Battlefield Forge) and the Odyssey filter lands (e.g. Sungrass Prairie) can be quite useful. Fellwar Stone also works as the Orchard.

You should be aware of these synergies: Krosan Verge, Farseek, Nature's Lore and Skyshroud Claim can fetch Murmuring Bosk, the triomes (e.g. Indatha Triome), the battle lands (e.g. Canopy Vista) and the bicycling lands (e.g. Scattered Groves).

If it helps, you can check my Kenrith deck. Its mana base is mostly green-blue-white, with black and red as splashes.

Feiryn on Here there be DRAGONS!

3 months ago

Assuming you still would like help, here are my thoughts just going off what you already have (so your mainboard and sideboard).

First of all your land situation needs to be sorted out. You have an insanely high average cmc (4.74) so you're going to be looking at about 40 lands without the very pricy ramp cards. 30 lands is in the range that decks with an average of about 2cmc or lower run. Here's a quickly made list of your lands that I'd use:

You almost always want to prioritise lands that can come in untapped over ones that always enter tapped. This is because auto-tapped lands basically set you back a turn, so it's often better to just run a basic over something like Sheltered Thicket. The exception here goes to the Triomes because they offer three colours and more importantly can be picked up by your fetchlands.

As for the rest of your cards, here's what I recommend cutting:

And add in their places, assuming you're running 40 lands:

Hopefully that helps, and let me know if you have any questions! These are just suggestions after a brief runthrough of course, so feel free to take them or leave them!

Daveslab2022 on Budget Abzan Midrange

4 months ago

Sandsteppe Citadel is an absolute garbage land but it’s definitely budget. I wouldn’t play the full 4, 2 max.

Indatha Triome is a less budget version, but still cheaper than fetch lands haha.

I would play 2-2 or a full 4 Triome if you can afford it.

multimedia on The Ur-Dragon’s Big Thicc Dragon Friends

4 months ago

Hey, you've done well overall with card selection on a current $300 budget. The good parts of your deck are the robust Dragon base and the nice selection of Planeswalkers. What can be improved is the manabase, more ramp/color fixing for five colors and more repeatable draw/tutors.

The manabase is slow with the Thriving lands and the Vivid lands which all ETB tapped. My advice is keep five Thriving lands, cut the Vivid lands and one Thriving land? Replace them with lands that have interaction with basic lands because there's 21 basic lands here. The five budget Battle lands can help the manabase since they have interaction with lots of basic lands to ETB untapped and Farseek can search for one of them.

Cascading Cataracts is a helpful land to cast Ur-Dragon and Crop Rotation can tutor for it. Rotation can be sac a basic land to tutor for any land and put it onto the battlefield. The five Triomes especially Forest ones would be upgrades for Thriving lands: Indatha Triome ($5), Ketria Triome ($6) and Zagoth Triome ($7). The prices of Triomes are displayed wrong here, they're all much less price. Land ramp that can interact with Triomes can really help with color fixing. Skyshroud Claim, Nature's Lore, Wood Elves can search for a Forest Triome and Farseek can search for any Triome.

8 additional mana sources that are 3 CMC or lower is a low amount for a 4.7 avg CMC deck with only 36 lands. Consider a few more sources of ramp/color fixing? The most important cards to want to cast in the early game is ramp or a repeatable draw source.


Some more budget tutors could replace some of the lesser Dragons. More low CMC tutors can get the better Dragons/other cards while also lowering the mana curve.

Low CMC repeatable draw sources when Dragons ETB are very good especially ones that trigger when a Dragon token is created. Ascendancy and Kiora are here, but consider more? The more of these enchantments you have the better chance you have of getting one onto the battlefield before you start casting Dragons.

Dragonlord Ojutai is a four drop Dragon thanks to the Ur-Dragon. It can potentially be repeatable Anticipate card advantage. The selection of what card you put into your hand is what makes it good on a budget.

Good luck with your deck.

MTGBurgeoning on Scion of the Ur-Dragon: Every. Dragon. Ever.

5 months ago

Changes are coming to this Scion of the Ur-Dragon EDH/Commander deck!

The ten check lands (Glacial Fortress, Drowned Catacomb, Dragonskull Summit, Rootbound Crag, Sunpetal Grove, Isolated Chapel, Clifftop Retreat, Sulfur Falls, Hinterland Harbor, Woodland Cemetery) are being replaced by the following:

  1. Indatha Triome

  2. Raugrin Triome

  3. Zagoth Triome

  4. Savai Triome

  5. Ketria Triome

Introduced in Ikoria: Lair of Behemoths, the triomes are more versatile than the check lands. Each offers an additional color and are perfect targets for our fetch lands. In fact, any turn 1-3 fetch lands should target triomes. Additionally, late game we can cycle an unwanted triome and draw a card, an ability previously missing in the deck.

  1. Mana Confluence

  2. Exotic Orchard

  3. Unclaimed Territory

For the cost of one life, Mana Confluence gives us one mana of any color. In the best case scenario, Exotic Orchard will act as Command Tower #2. In the worst case scenario, Exotic Orchard is worthless. In the most likely scenario, Exotic Orchard will be closer to a Command Tower than a useless rectangle of cardboard. Unclaimed Territory limits our colored mana to casting only dragons, but still provides for our non-dragon spells.

  1. Fellwar Stone

  2. Smothering Tithe

Including Fellwar Stone and Smothering Tithe increases our ability to ramp. Fellwar Stone is an artifact version of Exotic Orchard while Smothering Tithe taxes each opponent with for each card drawn. Failure to pay the tax gifts us with a Treasure. Slimming the land count from 40 to 38 by adding artifact/enchantment ramp is noteworthy. It's an attempt to cast Scion of the Ur-Dragon more quickly and try to outpace our opponents.

A few other changes:

  1. Fierce Guardianship replaces Chromium the Unmutable. Chromium the Unmutable was slotted into this deck in order to protect Scion of the Ur-Dragon. It costs a card to do it, but in the end after activating Scion of the Ur-Dragon and becoming a copy of Chromium the Unmutable our General/Commander will have hexproof until the end of turn. I believe Fierce Guardianship can protect Scion of the Ur-Dragon better.

  2. Guardian Project replaces Steel Hellkite. Removal is strong in our deck? Card draw is not. In order to add the awesome card-drawing ability of Guardian Project, we remove Steel Hellkite. This exchange was not difficult, as activating Scion of the Ur-Dragon to become a copy of Steel Hellkite was as rare as winter roses.

  3. Rhystic Study replaces Wipe Away. I'm pretty sure our lack of card draw was documented earlier. By adding Rhystic Study, we add one of the best card-drawing spells in our format. Our removal is strong, and swapping out a removal spell for Rhystic Study is warranted.

To summarize:

Our land count dropped from 40 to 38, but gained more versatility throughout the mana base.

Our number of dragons dropped from 28 to 26.

Our number of ramp/card-draw spells increased by four (Fellwar Stone, Smothering Tithe, Guardian Project, Rhystic Study).

Collectively I believe that these 13 changes make the deck stronger and more balanced. What do you think?

Load more