Jungle Shrine

Jungle Shrine

Land

Jungle Shrine enters the battlefield tapped.

: Gain , , or .

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Jungle Shrine Discussion

multimedia on Ur-Dragon, Tribal Combos, Free Casting

1 month ago

Hey, you're welcome.

The Thriving lands and Vivid lands should be replaced before the Scry lands. I would also replace the Scry lands, but they're better than Thriving and Vivids. I'm not a fan of Scry lands; the scry 1 is very overrated. I think color fixing is more important to have with lands especially with five colors on a budget. On a budget Tri lands are worth ETB tapped because they can make one of three colors and having access to a possible third color repeatedly is more helpful than a single time scry 1. Overall, the land cuts to consider are all the Thriving lands, Vivid lands and Scry lands; keep the Tri lands.

Tri lands give you more options, more consistent to have a land that can make green or red. That's important since these colors you want in the early game more than other colors. Frontier Bivouac , Jungle Shrine and Savage Lands are Tri lands that can make green and red. Only Temple of Abandon can do this out of the Scry lands.

As far as cuts to consider to add more ramp:

Dragons don't need the pump from Crucible and Kolaghan, they're already big and flying. The interaction with Amulet with lands that ETB tapped is nice, but I think it would be better as an actual ramp spell.

Pyruscreed on Power Rangers Dino Naya

5 months ago

Grind Jungle Shrine and Mirror Entity are both going in, thanks.

multimedia I was not aware of Duelist's Heritage that is way better than some of the red double strike enchantments. As for the rituals, eh I'll give them a shot. Thank you.

Grind on Power Rangers Dino Naya

5 months ago

cool deck!!!
Gishath feels like he really wants double strike, because then he gets two triggers from combat damage!
Boros Charm is generally useful and can give the dino double strike. Psychotic Fury is another, there are several other instants that can do this, give it a search if you are interested.
also, Jungle Shrine is a good inclusion.
Mirror Entity is a dinosaur and a win con if you have enough mana and creatures.
just some thoughts, cheers and have fun!! might consider ways to survive/mitigate damage from a boardwipe. i like Evolutionary Leap and Temur Sabertooth to sac to find creatures, or bounce creatures i want to cast again later. also the sabertooth goes quite well with your zacama primal calamity if you happen to have lands that make 12 mana. Mirari's Wake is an option.

multimedia on Fury of the Dragons

5 months ago

Hey, with what you have so far well done on a budget. Nice Omniscience Amonkhet invocation :)

Some budget cards to help with ramp:

Elder can potentially tap to make five mana, all five colors. It can make more mana when you have different colored permanents in your control making it busted when you control Scion of the Ur-Dragon . By itself it can make two mana (green and white), that alone is good for ramp/color fixing. Jodah's effect lets you cheat the casting cost of cards especially Ur-Dragon; cast him for five instead of nine. He's is excellent with Omniscience as casting cost will be difficult with this manabase.

Kiora can be repeatable draw when Dragons ETB and she can also be ramp. You can use her for seven turns for ramp before she dies and being able to untap any permanent means you can untap a mana rock or a mana dork. Crop Rotation is helpful to get any land by sacing a basic land to then tutor and put it onto the battlefield. Sylvan Scrying can tutor for any land.


Repeatable draw when Dragons ETB, being able to cheat creatures onto the battlefield and more haste are helpful effects with Dragons.

Some budget tutors to search for Dragon(s). Creature tutors can replace some draw spells since you want to draw Dragons anyway, might as well search for the one you want.

Some budget versatile instant removal or counterspells.


The manabase can be improved on a budget; 32 lands is low. I wouldn't go below 35 and I would play as much as 38 since you don't want to miss land drops when high CMC Dragons are the cards you want to be casting.

More five color lands help with color fixing. On a budget I recommend more basic Forests and the five Battle lands since Battle lands such as Cinder Glade have interaction with basic lands. You only need to control two basic lands of any type to activate a Battle land to ETB untaped. If you control a basic Forest and a basic Mountain then Sunken Hollow will ETB untapped.

Farseek is a land ramp spell that can search for any Battle land and put it onto the battlefield. It's helpful for color fixing to be able to ramp with a dual land. The green budget Pain lands such as Yavimaya Coast are nice since they can ETB untapped turn two or three to make green to cast a ramp spell. If you're going to play lands that always ETB tapped then Tri lands such as Savage Lands give you more color fixing from three different color choices. In five colors the Tri lands give you more than the Scry lands.

In the manabase you want at least 12 sources of each color and you want more green and red sources then the rest. Tri lands help with color fixing to give you more sources of colors. Red and green are the two most important colors for Dragons. Green for early game ramp and red for Dragons. Green is for ramp that also gets the other colors that's why it should have the most basic lands to give you more chances of drawing a green source early to cast ramp.

Good luck with your deck.

multimedia on Vampir Firsttry

8 months ago

Hey, good work for your first Commander deck on a budget. You have several nice cards, but also many stinkers :)

There's 2x Inscription of Ruin which you can't have in Commander. Jungle Shrine has green in it's card color identity thus you can't play it because Edgar isn't green. With Edgar you want to lower the mana curve with more one/two/three drop Vamps. Edgar and Coat of Arms are the high CMC cards you want to cast, but before you cast them you want a more established army of Vamps which means the majority of the Vamps you play should be one, two or three drops. Low CMC Vamps are easier to cast thus you get faster token value from Edgar's eminence.

These one drop Vamps are fine plays in the early game while also being useful in the later parts of a game too.

Drana is the most expensive price Vamp I'm suggesting, it's worth $5. Most of these Vamps have repeatable effects or flying which is helpful evasion for attacking in Commander. More low CMC Vamps makes Skullclamp better and it's one of your best sources of repeatable value to get ahead or recover to draw more Vamps; Open the Armory can tutor for it.


Consider more budget dual lands that ETB untapped?

Ancestry and Outpost always ETB tapped, but that's fine since next turn they can make any color of mana you need to cast cards. On a budget this color fixing is helpful.

I offer more advice including what cards to cut. Would you like more advice? Good luck with your deck.

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