Into the North
Search your library for a snow land card and put it onto the battlefield tapped, then shuffle your library.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Into the North Discussion
3 weeks ago
4 weeks ago
So through playtesting, I found that Into the North is my weakest card, and the one thing I am lacking is a more diverse threat-base. Since I am going with the legendary theme, I'm thinking some solid mid bodied legendary creatures would be worth giving a shot, although I'm not really quite sure who should go in. Lookin g to run 1-2 of more diverse legendaries basically. They could even be sideboard cards if more specific, since we can tutor for them, albeit slowly with Search for Glory.
1 month ago
2 months ago
Hey, you're welcome.
Draconic Rage Upgraded to Scion (Budget) is a budget example I made of taking the Draconic Rage precon and adapting it to play five colors with Scion of the Ur-Dragon as Commander instead. Scion is not Ur-Dragon, but he's also a five color Dragon who cares about Dragons and he's not $40.00. The budget manabase in my version is built around a package of land ramp spells: Farseek , Nature's Lore , Three Visits , Into the North , Wood Elves and Skyshroud Claim that can search for a Tango land or Snow dual land to help with color fixing.
To further help with color fixing on a budget I've also included several 2 CMC mana sources that can make any color of mana: Arcane Signet , Paradise Druid , Ornithopter of Paradise and Fertile Ground . Because of the low budget I've dedicated quite a lot of deck spots to ramp, but I feel I need to do this for the deck to function with five colors. Low CMC ramp is what I want to be consistently casting in the early game to have mana for Dragons or Scion activations for the mid and late game.
2 months ago
I would recommend Cathars' Crusade . It is more resilient than anthems, since the counters remain even if the enchantment is removed. Also, why aren’t you running Conjurer's Closet ? Flickering Hazezon every end step gives you a crap-ton of tokens and provides an engine your opponents NEED to answer. One last thing: You need more/better ramp. The earlier you get a critical mass of lands, the earlier you can get your engine going. I’d recommend more 2-3 mana value ramp spells, like Rampant Growth and Into the North . I’d also cut Explosive Vegetation for one of its strictly better counterparts, like Migration Path or Vastwood Surge . More flexibility is always better, and so being able to cycle it or pay more to buff your team in the late game can be very valuable.
4 months ago
With the release of the new snow dual lands from Kaldheim, you have access to comes-into-play-tapped-always fetchable lands on a budget. Glacial Floodplain and the like.
By combining these with cards like Wood Elves , Nature's Lore , Skyshroud Claim , Farseek , Into the North , as we ll as the set of bad fetches ( Flood Plain , Bad River , etc.) then you have an ok mana base which you can eventaully directly swap shocks into (though you may have to swap in some snow basics or drop Into the North ).
In general though, part of the reason that the deck is a bit slow is that you're lacking ramp. you have 8 pieces that I counted and typically you want double that. Additionally, the higher the overall curve or the more complicated the mana base (and Atraxa isn't an easy one) then the more ramp you want to pack. I know you run a high artifact count however you still have a lot of coloured mana symbols to deal with.
You also don't have a huge amount of draw-card either. Given that the majority of your draw is cantrips (which work much better whne you have lots of them or in conjunction with a bunch of other draw), you may want to look into a few repeatable draw engines.
4 months ago
This is exceedingly helpful SupremeAlliesCommander - thank you!
Funny thing, I had Deathsprout on my short list, but removed for something else. I can't remember now. But yes, I think I will put it back in!
Thanks a million!!
4 months ago
Testing 1v1 against my Kresh deck. The Thing has the potential to flood the board with annoying little tokens and a boatload of card draw, but that potential was never fulfilled. Kresh was just too aggressive. This list could not reliably stop Kresh from doing what Kresh does… destroy your board before you can build it.
When The Thing worked, it was during matches in which Confirm Suspicions or some other investigate spell gave you enough draw power to find answers. Twice I had to sac Kresh… losing his counters… and recast him because of Winter's Rest . But there aren’t many effects like it in the deck, and I had to dig deep for it.
Let me try with another deck that isn’t so destruction-focused, but my first impression is that this list needs more lands, and more ramp. I was forced to mulligan more than I'd like. A couple options that sorta fit the theme...