
Karplusan Forest
Land
: Add to your mana pool.
: Add or to your mana pool. Karplusan Forest deals 1 damage to you.
Trade
Have (1) | jecder |
Want (3) | xignited , jw560211_magic , CosmoNick |
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Premodern | Legal |
Tiny Leaders | Legal |
Vintage | Legal |
Casual | Legal |
Custom | Legal |
Quest Magic | Legal |
Latest Decks as Commander
Latest Decks
Karplusan Forest Discussion
The_Fallen_Duke on
Rin and Seri Cat/Dog Tribal
1 week ago
How not to love cats and dogs?
If so, it is worth investing in an Unbreakable Formation and Heroic Intervention (which is also on flavour with Ajani), since the last thing you want is for all your furry friends and tokens to die to removal or even worse boardwipe.
Speaking of boardwipes, I see why you included Hour of Reckoning, but be careful as it would also hit a lot of the other creature I expect you to have on the board. An Austere Command should allow you to save more of your own board.
As for mana-base, I would advise to get rid of bad taplands like the guildgates, 0Tranquil Expanse and Blossiming Sands. I am not the biggest fan of bounce-lands in deck that cannot make the best use of them with either landfall or untap effects, but that's up to you. As a budget replacement, painlands (Karplusan Forest, Brushland, Battlefield Forge) could be helpful, and you have lifelink effects available so the downside is minimal. A Naya Panorama can help you with generich mana straight away or to fetch the basics you need.
Unlife on
Stomping Counters
2 months ago
Temple of Abandon, Temple of Plenty, Temple of Triumph, Brushland, Battlefield Forge, Karplusan Forest, Cragcrown Pathway Flip, Needleverge Pathway Flip, Branchloft Pathway Flip could all fit into your manabase. I know you have a budget of about $5 per card, and i believe most of them other then Brushland are at or below that range.
I can see how heavily your deck is weighted toward green, but my instinct is that you have a lot of enter tapped lands that don't do anything when they enter tapped. Temples could at least provide 2 colors and scry you a card, but things like Grasslands don't thin out your deck enough to be worth losing a turn.
My recommendation is to cut 3 forests, Grasslands, Mountain Valley, Aether Hub, Alpine Meadow, Arctic Treeline, Highland Forest for the 3 temples, 3 pain and 3 pathways. With new caperna dropping, you can also cut a forest for Jetmir's Garden when its released.
Apologies for the wall of text, I hope it helps.
eliakimras on
Ghired - Precon Primal Genesis - Heavy Upgrade
3 months ago
Hey, m4rs, I'm back with some spicy tech for your deck, this time regarding the big tokens themselves:
My suggestion, whenever possible, is to run creatures over other spell types for the same effect: they synergize better with your deck, despite being more vulnerable to boardwipes. (It makes you more explosive, which is better the higher you go on power level).
-
Have you considered Quartzwood Crasher? It is already a trampling beater that gives you even bigger trampling beaters.
-
How about Emeria's Call Flip replacing a basic Plains? It creates tokens for you while protecting your team. Otherwise, it is a shock land version of Plains.
-
Overwhelming Stampede is great when you have a 5+ power creature on the board. Unfortunately it doesn't apply to the tokens created thereafter.
-
Delina, Wild Mage can copy your legendary creatures as non-legendary, just for Ghired to copy them even further. (Throw in Parallel Lives in the mix and we're salivating already.) Maybe you're lucky enough and roll 15+ three times in a row?
-
I believe you should bring Aurelia, the Warleader back to the deck. It has great effect by itself, but it also comboes infinitely with Helm of the Host for infinite combat steps.
-
Harmonic Prodigy and Wulfgar of Icewind Dale double your Ghired triggers. The former can be cloned for extra spice and the latter also works with Etali, Primal Storm, Aurelia, the Warleader and Combat Celebrant. (Too bad Isshin, Two Heavens as One is black :-/)
-
If you're relying a lot on "when-something-enters-the-battlefield" effects, Panharmonicon might be a good friend to you.
-
Did you try Rionya, Fire Dancer, Bramble Sovereign and Mirage Phalanx as extra copies of Avenger of Zendikar, Combat Celebrant and Dockside Extortionist?
-
In that matter, Hofri Ghostforge gives all your creatures a second life should your opponents dare removing them. (I played against him, and it is ANNOYING to have to kill things twice to get rid of them.) The bright side is that the exiled cards come back to the graveyard after they LEAVE the battlefield for any reason, so you can recur them.
-
Talking about recursion, have you considered Timeless Witness? It shines against wheel decks (Wheel of Fortune) or mill decks (Maddening Cacophony), just as Dollhouse of Horrors do.
-
Iroas, God of Victory gives evasion to your creatures while protecting them from blockers.
-
Marisi, Breaker of the Coil should maybe return to the deck if you're afraid of being attacked when going all-in, since you removed Intangible Virtue. It also has the neat bonus of your opponents having to answer before you declare who you're attacking. (I know it doesn't scream "token" off its textbox, but it is a repeatable Disrupt Decorum effect which clears the board for your next attack).
-
I believe Selesnya Eulogist might be swapped out for Scavenging Ooze or the recently spoiled Lion Sash. Despite not populating, they exile any card and are cheaper mana-wise. The Sash can also be equipped to a creature to buff a creature and avoid creature wipes.
-
Did you consider Flawless Maneuver and Teferi's Protection as protection for your creatures? They can replace Boros Charm and Heroic Intervention if you're running low on card slots on the deck.
-
Worldly Tutor is a second Eladamri's Call.
-
Farewell is Austere Command's brother. (I would run both in my white nonblack decks.)
-
Since you run Cultivate, maybe run Kodama's Reach instead of Bloom Tender?
-
Since you run the Moxen, Gemstone Caverns fills the same role of exchanging cards for tempo, while being a land. (You can always choose to not go first if you win the dice roll.)
-
How realiably can you activate Eldrazi Displacer's abilities? Battlefield Forge, Karplusan Forest and Brushland might help with the colorless part of the cost.
Now, as always, I want to suggest some removals:
-
I love Mimic Vat in battlecruiser games, but it doesn't pull the same weight on quick games. (It hurts to write it, but my beloved Soul Foundry might also only belong to Christmasland, since, if you don't have the mana to cast AND copy the creature right away, your opponents might see the danger incoming and remove the artifact before you get any value off it.)
-
Flamerush Rider requiring an attacking creature target right away means that your options are too limited. In my opinion, Delina, Wild Mage and Rionya, Fire Dancer are better cards for the effect.
-
Tendershoot Dryad might not belong here, since Ghired cares about quality, not exactly quantity of the tokens.
-
Esika's Chariot. I understand it already comes with its tokens for crewing, but getting a token copy of TOKEN creatures AFTER combat is too narrow for my taste (and you don't have noncreature tokens). Again, Rionya and Delina are better suited for this job.
-
Sword of Hearth and Home is good protection stapled to decent blink and ramp effects, but the ramp comes too late for Ghired to care, the blink is unreliable and the protection can be better executed by Shalai, Voice of Plenty, Saryth, the Viper's Fang (trample + deathtouch is nasty), Privileged Position or Asceticism.
-
Response / Resurgence is single-use. Aurelia, the Warleader's effect is repeatable.
-
What are your experiences with Warstorm Surge? I usually leave it out of my deck if I have access to Terror of the Peaks, since 6 mana is a lot in my games and the Terror is tutorable by cards you already run.
eliakimras on
Ghired - Precon Primal Genesis - Heavy Upgrade
4 months ago
Hey! Kinda late, but I would like to suggest some stuff:
(Disclaimer: I have a budget way lower than yours, but I've been tinkering with Ghired for almost two years - he's my favorite commander. I'll break the suggested upgrades down into categories for better organization.)
Haste enablers:
- You need them for Ghired and his tokens to attack right away, as well as to use your creatures with tap abilities on demand. Please consider Hammer of Purphoros in addition to Lightning Greaves and Fires of Yavimaya. The Hammer can even create tokens if needed.
Ramp: Run at least 15 ramp cards to make your deck flow smoother and faster.
-
As an aggressive deck, speed is fundamental. Fellwar Stone, Nature's Lore, Three Visits, Skyshroud Elf, Bloom Tender, Faeburrow Elder, Chromatic Lantern, Coalition Relic, Wood Elves, Skyshroud Claim and Mirari's Wake can ramp and heavily fix your mana, taking the place of Gyre Sage, Solemn Simulacrum, Rampant Growth, Sakura-Tribe Elder and Xenagos, the Reveler - the latter is a win-more ramp, and his 2/2 token is not large enough to synergize with the power-based card draw, while the other four fix for a single color of mana (Ghired decks can sometimes be color-hungry), and this deck can't abuse the sad robot for value.
-
In the land department, Krosan Verge and Blighted Woodland pull their weight, and synergize greatly with Avenger of Zendikar and Rampaging Baloths. Maybe remove Cascading Cataracts? (Your spells are not THAT color hungry.)
Direct damage:
-
Have you considered Warstorm Surge and Terror of the Peaks as a mean to do damage even before attacking? The dragon can even be cloned with Flamerush Rider, Flameshadow Conjuring and Soul Foundry for extra copies of the same effect (the game ends quiiiickly after that). I'd remove Dragonmaster Outcast for that, since its effect is slow (albeit amazing if he lasts on the field).
-
Talking about damage, how about doubling it? Gratuitous Violence, Fiery Emancipation, Gisela, Blade of Goldnight, Angrath's Marauders and True Conviction can assist you on that.
Extra combats: You don't have to worry about your opponents' answers if they never get to their turn, so...
- Moraug, Fury of Akoum, Aurelia, the Warleader, Combat Celebrant, Scourge of the Throne (I believe there is an infinite combo involving those two), Savage Beating, Response / Resurgence, Breath of Fury (always attach it to your disposable tokens to keep attacking).
Boardwipes:
-
Winds of Abandon might replace Hour of Reckoning. I don't really like to lose Ghired on a boardwipe, since he costs 7 mana to recast. Winds of Abandon also works as evasion for your creatures, since your opponents won't have creatures to block. As for the ramp it offers, an opponent can't do anything with the extra lands if he/she's dead, right? :-)
-
Blasphemous Act/Vanquish the Horde plus Boros Charm/Heroic Intervention is a good combo that saves your creatures while taking your opponents' creatures out for not a lot of mana.
Card draw: Alongside ramp, it is my main concern with Ghired. I want to be able to rebuild my board after a boardwipe.
-
Garruk's Uprising is a better Colossal Majesty, even giving evasion to your creatures.
-
I believe that Camaraderie can be substituted for Shamanic Revelation as the latter cost less mana. Mouth / Feed is another option that creates its own big token. Return of the Wildspeaker can either draw cards or buff creatures for an alpha strike.
-
Keeper of Fables triggers all other power-based card draw, while giving easy draw triggers to all your trampling creatures. Elder Gargaroth is a buffed, more versatile version of it. And remember: both can be cloned for extra juicy draw or extra tokens.
-
Sylvan Library is an overall great card filter for your regular draws. It gets better with shufflers like fetchlands and tutors.
-
Since your deck is focused on attacking and getting extra combat steps, Etali, Primal Storm might be a fun way to play your opponents' cards while lowering their life points.
Some cards I suggest you to remove:
- Sundering Growth: you already have enough flexible removal. You will almost never be in a situation in which the token to copy and the artifact/enchantment to remove are optimal choices. Since you're running Eladamri's Call, Reclamation Sage might be worth including (and cloned for the enjoyment of your friends).
- Starnheim Unleashed: one token is too little for a whole card slot in the deck. If you're foretelling, it costs a lot of mana to be worthwhile. The game might be over before that.
- Growing Ranks: waiting a whole rotation to get a token which does not even have haste is not ideal.
- Ghired's Belligerence, Full Flowering: good for a late game play, mostly dead until then. I like those, but I removed them in favor of more mid-game cards, since I might not last until 9+ mana.
- Trostani, Selesnya's Voice: while on-theme, it does little to advance your win condition.
- Thunderfoot Baloth: not an amazing buff. Your creatures are big already, and Garruk's Uprising takes care of the evasion.
- Feldon of the Third Path: all-star when there is a lot of graveyard filling - there is none in this deck. (I really tried to keep him on my deck because I like the card, but most of the time there was no creature in my graveyard.)
- Eldrazi Displacer: are you using it for a combo? I couldn't identify it.
Some cool lands for you to try out: (landbase is my favorite part of deckbuilding)
- Castle Garenbrig: how easily do you have access to a Forest for it to be worth including in your deck?
- Rogue's Passage: can sometimes help you to finish an opponent.
- Scavenger Grounds: if you face graveyard-centric decks (you don't seem to use your graveyard much).
- Hanweir Battlements Meld: another haste enabler.
- Gargoyle Castle: sometimes you need a flying token. (I rarely use it, but I like to have the option.)
- Gemstone Caverns: a turn-0 ramp when the first turn is not yours.
- Bonders' Enclave: card draw on a land (easily accessible).
- Mana Confluence, Battlefield Forge, Karplusan Forest, Brushland, Horizon Canopy, Sunbaked Canyon, Prismatic Vista, Cragcrown Pathway Flip, Branchloft Pathway Flip, Needleverge Pathway Flip: more untapped dual lands.
I hope I've been of some help to you. I didn't suggest many token-related cards because I believe that, as long as you have decent ramp, draw and removal in your deck, you can win to your heart's content. Wanna throw in a Godsire? Do it. Prefer to clone your opponents' creatures with Hate Mirage? Go ahead. But the fundamentals of the deck is what makes it flow consistently. Have fun and smash 'em all (and run Doubling Season for extra fun) ;-)
x12721 on
Radha-ging It
6 months ago
multimedia on
Werewolves on the hunt
7 months ago
Hey, good attempt for a budget version of Tovolar. nice Aggravated Assault. You've mistakenly added two Tovolar's Huntmaster Flip :)
The card that combos with Spellbinder is Savage Beating for extra attacks which is now a $30 card. Without having Beating then Spellbinder is not worth playing because there's only 5 instants here out of 94 other cards.
When you control five or more lands then Bear Umbra enchanted to a creature who can keep attacking can pair with Aggravated Assault for extra attacks. Attacking with five or more creatures makes Druids' Repository combo with Assault. Savage Ventmaw who can keep attacking combos with Assault and also makes infinite green/red mana. Umbra could replace Spellbinder, Repository could replace Mantle of the Wolf and Ventmaw could replace the other copy Huntmaster.
Consider more one, two, three drop Werewolves to replace the vanilla four and five drop Werewolves?
- Scorned Villager Flip
- Realmwalker: changeling, it's a Werewolf and a Wolf.
- Kruin Outlaw Flip
- Geier Reach Bandit Flip
- Daybreak Ranger Flip
- Breakneck Rider Flip
- Village Messenger Flip
- Hermit of the Natterknolls Flip
- Reckless Waif Flip
- Lambholt Elder Flip
- Wolfbitten Captive Flip
Some of these could replace:
- Tormented Pariah Flip
- Tavern Ruffian Flip
- Tireless Hauler Flip
- Burly Breaker Flip
- Villagers of Estwald Flip
- Harvesttide Infiltrator Flip
- Bird Admirer Flip
- Spellrune Painter Flip
- Fangblade Brigand Flip
A couple of reasons for these changes is to get three or more Werewolves onto the battlefield to transform Tovolar quicker and have more Werewolves that can give you value rather than just only being Werewolves.
Some lands to consider adding, replacing of some basic lands.
- Karplusan Forest
- Unclaimed Territory
- Cinder Glade
- Rockfall Vale
- Rootbound Crag
- Fire-Lit Thicket
- Game Trail
- Naya Panorama
- Jund Panorama
Good luck with your deck.
multimedia on
Gruul Werewolf Pack
7 months ago
Hey, interesting high budget version of Tovolar with less Werewolves.
Human Werewolves that don't have day/night still count towards and transform when Tovolar upkeep triggers. The better Werewolves not having day/night is not really a drawback with Tovolar. Because Tovolar can repeatedly change from day to night then you have more chances to transform nonday/night Werewolves. If you play a nonday/night Werewolf after Tovolar transforms that's fine because more than likely Tovolar will flip back daybound giving you another chance to transform all Human Werewolves you control at your upkeep.
If you want to play a small amount of Werewolves then the ones you play really should give you more than just being a Werewolf.
- Mayor of Avabruck Flip
- Huntmaster of the Fells Flip
- Tovolar's Huntmaster
- Duskwatch Recruiter Flip
- Kessig Naturalist
- Scorned Villager Flip
- Reckless Stormseeker Flip: day/night Werewolf
- Outland Liberator Flip: day/night Werewolf
With such a high budget you can do better than the vanilla Werewolves who don't give you anything when they're Humans as well as when they nightbound transform? Many of the Wolves are also subpar compared to all other cards here. If you're playing the Wolves just to be able to upkeep trigger Tovolar faster any Human Werewolf will do the same thing and give you more than any of these Wolves.
Wolves and Werewolves to consider cutting:
- Pestilent Wolf, Bounding Wolf, Lambholt Harrier, Snarling Wolf
- Tireless Hauler Flip, Burly Breaker Flip, Spellrune Painter Flip
Really nice Fetch lands, but consider playing a Forest/Mountain dual land to fetch: Stomping Ground, Cinder Glade, Sheltered Thicket? Adding these lands will also give Farseek a dual land to search for instead of only being able to search for a basic Mountain. Also by adding some Forest/Mountain dual lands then you could improve the land ramp spells with Nature's Lore and Three Visits.
Some changes to consider:
- Stomping Ground --> Vivid Grove
- Cinder Glade --> Thriving Grove
- Sheltered Thicket --> Temple of Abandon
- Nature's Lore --> Lay of the Land
- Three Visits --> Rampant Growth
Some other lands that would improve the manabase by cutting some basic lands especially Mountains:
- Spire Garden
- Grove of the Burnwillows
- Karplusan Forest
- Rogue's Passage
- Cragcrown Pathway Flip
- Fire-Lit Thicket
- Rootbound Crag
- Game Trail
Arcane Signet could replace Herald's Horn since Horn doesn't do much if you're not tribal. With so few Werewolves or Humans as well as many different creature types then a mana rock would make more ramp.
Door of Destinies is another tribal only card and it's very slow with so few Werewolves or Humans to cast. Could cut Door for Beastmaster Ascension since it's an anthem for all creatures you control.
Good luck with your deck.
multimedia on
Draconic Rage Precon Upgraded
8 months ago
Hey, well done with upgrading the precon on a budget.
Greater Good and Goblin Bombardment let you abuse Dragon Spirits before they're saced after doing damage. When a Dragon Spirit does damage it makes a sacrifice trigger that has to resolve from the stack before the token is saced. When the trigger is on the stack you can response to it by sacing the token for value. Greater is draw 5 cards and Bombardment is do 1 damage to Vrondiss to create another Dragon Spirit. When Vrondiss is indestructible, Bombardment can be part a combo to do infinite damage to opponents with any two of Dragon Tempest, Scourge of Valkas, Terror of the Peaks, Outpost Siege or Warstorm Surge.
- Greater Good --> Wild Endeavor
- Goblin Bombardment --> Indomitable Might
Wild Endeavor is a six mana ramp spell with only d4 rolls, you don't really want to be casting ramp with six mana.
Consider more repeatable draw sources which the precon really lacks. More effects that draw a card whenever a Spirit Dragon is created and from other enrage: Ripjaw Raptor, Garruk's Packleader, Elemental Bond.
Ripjaw Raptor is another good creature to make indestructible because then you can draw cards by doing damage to it. Garruk's Packleader draw is a may, you can stop drawing at any time. With Packleader in your control and Vrondiss is indestructible then one of Dragon Tempest, Scourge of Valkas, Terror of the Peaks, Outpost Siege or Warstorm Surge will create as many Dragon Spirits who will do damage/sac itself as you want which is draw as many cards as you want.
- Ripjaw Raptor --> Wulfgar of Icewind Dale
- Garruk's Packleader --> Chameleon Colossus
- Elemental Bond --> Neverwinter Hydra
Wulfgar of Icewind Dale is out of place in the precon and here because there's very few cards that trigger when the creature attacks. He's not worth keeping really just for Klauth, Unrivaled Ancient.
One area from the precon you haven't upgraded is the manabase, it's still 39 lands and 27 basic lands. Some lands to consider adding in place of some basic lands and Underdark Rift:
- Karplusan Forest
- Fire-Lit Thicket
- Grove of the Burnwillows
- Rootbound Crag
- Rockfall Vale
- Cragcrown Pathway Flip
- Highland Forest
- Naya Panorama
- Jund Panorama
- Tyrite Sanctum
- Rogue's Passage
- Bonders' Enclave
I don't think you need 39 lands, some of them could be cut for lower CMC ramp such as Farseek, Talisman of Impulse and Sakura-Tribe Elder. Because you have Cinder Glade and could add Highland Forest then Farseek has a dual land to search for. For two mana Tyrite Sanctum can repeatedly put a counter on Vrondiss to make him bigger. Once he's a God then Sanctum can be saced to make Vrondiss indestructible. Both these effects are helpful coming from a land.
I offer more advice. Good luck with your deck.