Irrigated Farmland

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Irrigated Farmland

Land — Plains Island

(: Add or .)

Irrigated Farmland enters the battlefield tapped.

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

Idoneity on Mark Rosewater Confirms that a …

1 month ago

In terms of the cycles of which they have completed half, I am relatively sure that the last ones are Amonkhet's cycling lands, Battle for Zendikar's buddy lands, and the horizon lands.

I suppose I wouldn't mind seeing the Mirage's slow-fetch cycle finished, but mostly out of curiosity than worth.

Mofogigas on A Pimp Named Sliver Overlord

4 months ago

If your going to abuse Mana Echoes then I don't think you need as much cost reduction. There are only 8 slivers in your deck that benefit from having there cost reduced by two. I think the first card I'd cut would be Urza's Incubator. Also I would consider Farseek instead of Fellwar Stone or Darksteel Ingot, which I would cut both. Farseek is in the same vein as Nature's Lore and Three Visits which ramps you the same amount of mana as those potentially removable mana rocks would while also filtering land out of your deck. On the matter of your mana base, I don't see a reason to run Prairie Stream, Smoldering Marsh or Sunken Hollow since they are almost guaranteed to enter tapped anyway because of the lands you run. If you must play the ones with multiple land types the cycle with cycling would work better since you can discard them for something else if you no longer need the mana, Scattered Groves, Sheltered Thicket, Fetid Pools, Irrigated Farmland, and Canyon Slough.

nuperokaso on W/U Birds

7 months ago
  • You need more interaction, otherwise you are just dropping low-power creatures with no real card advantage and hoping that's enough.
  • Restless Anchorage turns into a Bird, so that seems an easy swap for Irrigated Farmland
  • There's no way Vexing Gull is playable. An Aven Mindcensor offers some disruption. One is enough, since it can catch your opponent and he can't really play around a single card.
  • Your main "Combo" of Kangee, Aerie Keeper with Aven Mimeomancer is actually quite bad. Kangee is too expensive to cast, and if you move your Aether Vial to 4, you have no other creatures on that cost. Since Kangee is legend anyway, you may play 1 but even that is too much.
  • Replace Ponder with some one drop or interaction. Path to Exile indeed seems good, since you are playing Cartographer's Hawk

Idoneity on When Will WotC Finish the …

1 year ago

WOTC is rather capricious as to what land cycles they finish and when.

Typically, they finish land cycles in adjacent set releases, such as the checklands in Dominaria and Ixalan (see Isolated Chapel and Glacial Fortress. But they have also quixotically completed the showland cycle with Strixhaven in 2021 (see Furycalm Snarl), despite it first being introduced on a separate plane in 2016's Shadow's Over Innistrad (see Fortified Village). They do this a lot, starting with the allies then bargaining it over to the enemies:

1995 brought Underground River then 2001 had Shivan Reef, 2010 brought Darkslick Shores then 2016 had Spirebluff Canal. These are rather large gaps, ranging from months to years.

There are plenty of land cycles that haven't been finished or haven't even begun. The five ally-colored lands from Future Sight has partially been officiated, consisting of Horizon Canopy, Grove of the Burnwillows, Graven Cairns, Nimbus Maze, and River of Tears. All of these are rather unique; two have been finished. Kind of. Modern Horizons parlously gave Horizon Canopy an enemy family. The Graven Cairns cycle was completed in Eventide and Shadowmoor. The rest are lonesome.

There's still Amonkhet's cycling cycle to finish up, so who knows when the buddy lands will be tended to.

Fluggleshmuggits on Cube Eternal

1 year ago

Changelog 12/10/22

Original Dual lands are in
2 color man lands are in
upgrades in every color and almost every guild pair

IN

OUT

lagotripha on

2 years ago

I like the idea - this looks mostly like a jeskai control list to my eyes, and could reasonably be built to one of their slow win setups. All told, if you just look for flat upgrades you can take this a long way, especially if you tweak the focus a little.

I reccomend focusing budget on land upgrades - there are incredible budget spell options, but budget land options are far, far rarer. Grab whatever good lands rotate out of standard, replacing the taplands.

Dodging Path to Exile and Blood Moon type effects matter a lot, as do untapped lands in making decks run reliably - going to 5 basic lands instead of the guildgate isn't going to hurt more than the taplands and will help make sure you can counterspell on turn two. If you must stick with a tapland, Prairie Stream is cheap and can come in untapped, Irrigated Farmland has card draw and land types that matter, while Jwari Disruption  Flip can catch someone out turn two in a land heavy hand.

Once you have an idea of how much budget you want to sink into lands the rest becomes easier to plot.

I'd look at Myth Realized instead of ugin's, as its a lot harder to kill, gives a turn 1 play, and likes all the noncreature spells in the list. I feel its the simplest 'flat upgrade' to the list.

Counterspell is a format staple, and does almost everything that mana leak does in this list.

If you want to use ionize and mindswipe, you want to run effects that care about damage dealt, or force your opponent to a low life total first. Paying an extra mana or two for their effects is a serious cost that needs payoff.

The aggressive version would be Delver of Secrets  Flip style, a 'combo' version where you tick up Quest for Pure Flame is an option, as is an Aria of Flame type 'slow' wincon (which would also serve as backup creature removal).

On the note of creature removal, you are a little light. Jeskai control often ran Lightning Helix just so it doesn't die to people playing Goblin Guide on turn one. You might not want it maindeck, but planning out a 15 card sideboard should give you space to grab answers like that - with your maindeck answering combo with rule of law and control with a mirror match, you have a lot of space in the side for aggro answers.

plakjekaas on How Good are the New …

2 years ago

Commander is an increasingly fast format because of the cry for not ramping on turn 2 being a death sentence. You can still Farseek off of one of these if you play it turn 1. The only turn they're bad is turn 2, and if you have to play it tapped turn two, you should probably have mulligan'd your hand. I'll play Deserted Beach over Seachrome Coast in any commander deck. Which doesn't mean I'll play it, to be honest, I think it goes the two-colored equivalent of:

Tundra

Hallowed Fountain

Sea of Clouds

Glacial Fortress

Horizon land if available (Horizon Canopy and such)

Mystic Gate

Hengegate Pathway  Flip

Prairie Stream but only with fetches

Celestial Colonnade

Adarkar Wastes

Irrigated Farmland better with fetches, cycling still solid

Deserted Beach

Temple of Enlightenment

Azorius Chancery

Seachrome Coast

Port Town

Glacial Floodplain higher with fetches, of course

And then all the tapped minor downside stuff like Razortide Bridge or Tranquil Cove or a Campus for enemy colors, whatever fits your deck for synergies could raise those too of course.

That's the general order I'd consider them to include in my 2-color deck if available, I guess.

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