Front:Growing Rites of Itlimoc Flip
|Commander / EDH||Legal|
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|Promo Set (000)||Rare|
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Itlimoc, Cradle of the Sun
(Transforms from Growing Rites of Itlimoc.)
: Gain .
: Gain for each creature you control.
Itlimoc, Cradle of the Sun Discussion
1 month ago
So going into the "Keyword" filter tab option, you have 7 cards that are pulled up under "Tap/Untap". Of these, there are only several who can actually untap Selvala:
- Gauntlets of Light : Requires for each untap
- Nature's Chosen : Costs but only once per turn
- Quirion Ranger : Only once per turn
- Seeker of Skybreak : Good if you can get him to untap multiple times
- Wirewood Lodge : Basically once per turn since you can't untap your lands
I have a combo I know of, but it will require you to run a few different and very expensive cards.
With Argothian Elder out, you can untap two lands. You want to untap any of the three lands listed + Wirewood Lodge . This will generate an infinite amount of mana as you can then use Lodge to untap Argothian Elder and repeat the process.
This does not help you out with untapping your General, but it does help you produce the mana to cast everything if you can set a draw engine online. Since you have infinite mana at your disposal, artifacts such as with Beast Whisperer , Primordial Sage and Vanquisher's Banner .
1 month ago
Monitor Okay, cool! So the tokens are for value just like mine. Okay here are some other suggestions then.
If you're not looking to fight with your tokens, I would suggest replacing Druids' Repository since it only really works well if you have multiple creatures attacking. Maybe throw in a Shaman of Forgotten Ways as additional creature ramp and a possible win con? It's easy to pull off if you have Itlimoc, Cradle of the Sun and a ton of creatures on your side of the board.
If you plan on throwing in Yawgmoth, Thran Physician , you can replace Underworld Connections with him I think. You can do it multiple times as long as there are creatures on the board and it has the additional function of making your opponent's creatures weaker or even removing Indestructible creatures.
If you are looking to board clear but not kill all your own stuff, I suggest putting in a Blasphemous Act paired with Vigor . Your creatures don't take damage and gain counters based on how much damage was prevented. You get 13 +1/+1 counters really easily for all your creatures, all the while clearing your opponents' boards. Vigor will die but it just gets shuffled back into your library. Or maybe an In Garruk's Wake , though it has a large cmc.
Another funny tip I have is that you can infinite with Mazirek, Kraul Death Priest and Ulasht, the Hate Seed with an Ashnod's Altar . It gives infinite colorless mana and infinite +1/+1 counters for all your creatures except Ulasht unless you have a counter/token doubler. And because you have Poison-Tip Archer , Purphoros, God of the Forge and Walking Ballista you have a lot of different options to win with this combo. Even Blasting Station can work if you have a token doubler out. The reason I like it is because it isn't a super cheap way to win. It isn't out right like "haha these two cards are out, i win". You need other tools to make it function. You can fetch them with Tooth and Nail if you were to put it in.
Other than that, I think your deck is pretty solid! 35-36 lands would be ideal in here for sure.
1 month ago
Lets say you have Good-Fortune Unicorn , Ghave, Guru of Spores and 5 lands. You cast Growing Rites of Itlimoc Flip and make 2 tokens. It transforms on your end step and you can tap Itlimoc, Cradle of the Sun for 4 green allowing you to make 4 more tokens. The next turn you make 5 creatures from your other lands and then 13 off of Itlimoc for a total of 24 tokens created over 2 turns.
You already said you were considering Cryptolith Rite , but let's run through the same scenario with it to give a comparison point on pure "combo but not infinite" potential. You would make 3 tokens off of lands the first turn and then 2 from tapping the creatures without summoning sickness. The next turn is 5 tokens off of lands and then 7 from tapping creatures. This totals 17 tokens over 2 turns.
You said it could be replaced by normal ramp cards, so lets assume the most normal of ramp cards, Rampant Growth . With it and the same scenario you make 3 tokens and then 6 for a total of 9 tokens over the 2 turns.
1 month ago
I don't think Marwyn gets the credit she deserves. What's also nice is that the deck has multiple different ways to keep going without Marwyn. A couple suggestions:
Dwynen's Elite : cheap multiple elves to pump Marwyn quickly. Not needed but is pure value for 2 CMC. You get two 1/1 elves and Marwyn gets two +1/+1 counters. Also works well for bouncing back to your hand.
With infinite Mana:
Assault Formation : seems like a very odd inclusion. However, with the infinite or near infinite amounts of mana produced it becomes an insane pump spell for all our elves.
- Tap the Big Mana Tap Elf for big mana.
- Use Symbiote to untap the Big Mana Tap Elf and bounce the Random Elf.
- Tap the Big Mana Tap Elf for big mana again.
- Use Temur to bounce the Symbiote to your hand.
- Recast the Random Elf and the Symbiote then rinse and repeat.
If you want any more ideas you can look at my deck here: Nature AND Nurture with Marwyn
2 months ago
Unbound Flourishing I think is worth keeping. Magus of the Candelabra is going to be your call. Play it and see how well it works. As long as you have a mana doubler out, it should be gaining you mana, and works really well with lands that produce two or more mana; or a Gaea's Cradle or Itlimoc, Cradle of the Sun . The other cards in the maybeboard I think are ok to cut. I don't see how X-costed counterspells are better than the other counterspells, so I think those are good to cut.
2 months ago
We want to make room for some cards to help you get more dinosaurs onto the battlefield faster, and to interact with your opponents threats and spells. If you increase your card draw, you'll still draw into enough creatures to overwhelm your opponent.
This tutors for a dinosaur and can trigger your engrage abilities. Sick combo with Polyraptor.
This is going to serve as persistent card draw for keeping creatures on board, which you aim to do anyway.
Both of these cards allow you to draw a card when a creature enters play.
These can have two uses: the first use is on attack, but it also can be cast to safeguard your board from effects like Wrath of God .
Like above, this protects your creatures from board wipes, but also works against exile and -x/-x effects like Toxic Deluge .
Losing an expensive creature feels bad. Bringing it back to the battlefield for less than its casting cost helps take the sting away.
Adding Board Wipes:
Adding a tutor or two:
Finale of Devastation is flavorful and rewards you for going big on mana.
Upgrading the mana base: I would start by replacing the "gain 1 life" lands with the "scry" lands in Core 2020, which can be had for about $2 each. From there I might look at getting a Krosan Verge and Growing Rites of Itlimoc Flip, and gradually upgrading over time.
What else to cut / Replace
I might nix Explore and Lay of the Land , and replace them with Domri, Chaos Bringer or Domri, Anarch of Bolas (which can provide mana and either card draw or removal), or Zacama, Primal Calamity , which you essentially cast for free (or gain mana from, if you're using Itlimoc, Cradle of the Sun )), since it untaps your lands if you cast it from your hand.
I hope you find these suggestions helpful. I tried to stay on the lower end of prices on this stuff.
2 months ago
Thanks for the interest in this deck! Personally I’ve tried those so called “mana dorks” in the past, and I’ve since found that their impact in the late game, although maybe helpful early, just don’t provide the results needed to pound opponents into submission. For this reason I instead favor Arbor Elf and Argothian Elder because they untap forests. Almost the exact same except when the lands are under influence from Elvish Guidance and Caged Sun , which will net more mana than a stagnant 1. Also Itlimoc, Cradle of the Sun benefits greatly!
3 months ago
Legendary Creature - Plant
Spells players cast cost more for each enchantment you control.
, : Search your library for a land card and an enchantment card. Reveal them, then put one in your hand and the other on top of your library.
Whenever an enchantment enters the battlefield under your control, create two 0/1 green Plant creature tokens.
Same challenge again.
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