Ketria Triome

Ketria Triome

Land — Forest Island Mountain

(: Gain , or .)

Ketria Triome enters the battlefield tapped.

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

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Ketria Triome Discussion

Jtrpma on You're running a lot of islands in your deck...

1 week ago

Would substitute Frontier Bivouac with Ketria Triome if the money allows for it.

The deck looks quirky and funeral fun to play. Very nice!

triickii on The Ur Dragon Updated 2021

1 month ago

Boki92 thanks for the comment! The other "budget" deck that I have listed is mainly the cards that used to be in this one.

1) I'd probably start with this deck and downgrade individual cards that you aren't looking to purchase yet. There are budget versions of most cards on this list. There are loads of cheap dragons, that are still good but a little higher CMC, so I'd replace those first. Then look at what other replacement effects you can have. If you sort my list by "Custom" you should see the categories I've placed them in. To give you an idea of my reasoning, in the removal category I upgraded Sarkhan's Unsealing to Terror of the Peaks just because it's a dragon too so there is more synergy, but it still sits in "Removal"

2) IMHO colour fixing/ramp should be kept but there are budget options. I saw a huge improvement after swapping the usual basic land ramp package for Nature's Lore , Three Visits and Skyshroud Claim because they fetch the Triomes (get Ketria Triome if you are only getting 1) but there are some really good budget options for dual lands with the Forest type, like the Battle Lands and Cycling Duals here: https://www.mtglands.com/subtypes-forest.html. Also The World Tree is excellent so try and keep that.

The core of the deck is really built around Cheap Dragons so, although expensive, cards like Morophon, the Boundless , Urza's Incubator and Herald's Horn are key. The cards in the "Support" category are also pretty budget friendly and you could swap out Kindred Discovery for Kiora, Behemoth Beckoner .

The win condition is usually just beating face in combat, but Dragon Tempest , Scourge of Valkas and Sarkhan the Mad help us win without combat and are all budget friendly.

Let me know if you have any questions and if you would like me to checkout your decklist once you add one then just let me know!

Have fun :)

DanMcSharp on Fractals

2 months ago

Hello,

It's refreshing to see new players coming up with their own deck ideas instead of just copying the top meta decks. Welcome to the game btw!

I haven't seen many people play dedicated "fractal" decks so far, but something that I've seen people make work was using Body of Research to make a huge body and then win with Fling or Kazuul's Fury  Flip. It seems pretty close to the way you try to play the deck anyway seeing how you like to have Solve the Equation in your opening hands. A combo deck like that wouldn't really need as many tribal interaction and focus mostly on getting the right cards out asap while just staying alive, so cards that give better card selections Omen of the Sea , bounce spells Into the Roil and counterspells Saw It Coming could be more helpful.

If you prefer to play the tribal aspect where you try to win with creatures and superior board state, you shouldn't really need to rush to a specific card like you do when using Solve the Equation . Instead you should try to get the most out of you creatures. The Great Henge seems like a great fit in this case since you will have large bodies for the discount, and your creatures will get more +1/+1 counters for your existing synergies. I'm not sure what Confounding Conundrum is there for, it's usually a side-board card, or a card built around things like Field of Ruin to trigger it or in Yorion, Sky Nomad to bounce it, but another 2 drop you could consider would be Guardian Gladewalker since it gives a +1/+1 counter and it also counts as a fractal for Biomathematician .

I find that The Ozolith is a very nice fit for the deck, but drawing multiple is hardly ever going to help you, so you could easily cut 1 and only play 3. Also, going up to 23(or more) lands certainly wouldn't hurt. You could make it a Mountain if you want to go the combo route to supplement your Ketria Triome for the red splash so that any Fabled Passage can be a red source.

Btw, you seem to think that The Ozolith would cover you if Body of Research gets "countered", but if that happens the creature won't ever exist, so there will be no counters for The Ozolith to pick-up. If it resolves and then the creature gets destroy or remove from play by any means, then yes it would work.

Hopefully these suggestions are useful,

Good luck!

multimedia on Rise of the Ur-Dragon

4 months ago

Hey, nice version of Ur-Dragon.

Court of Bounty is a new card that's good with Dragons and flying Dragons have the advantage of helping you to keep becoming the monarch. Consider adding some of the less expensive price creature tutors and an enchantment tutor? Dragonlord Ojutai repeatable Anticipate is also nice.

Because you have the Forest Triomes then land ramp spells that can search for a Forest are some upgrades and adding Ketria Triome would help.

Good luck with your deck.

Polaris on Urban Utopia compared to Nylea's …

6 months ago

To clarify one thing first: Nylea's Presence gives all basic land types but does not make the card a basic land. Similar to how Ketria Triome is an Forest Island Mountain, a land enchanted by Nylea's Presence will be a Forest Island Mountain Plains Swamp in addition to its other types.

To answer your main question: most of the time this won't matter, but if you have cards that care about having certain land types (such as Evasive Action or Corrupt, it will count for those. If neither player has cards that care about basic land types, though, Nylea's Presence and Urban Utopia will function almost identically.

Jack-Frost on Omnath Locus of Nava

6 months ago

At Nava's request i'm posting suggested changes, additions, cuts, and my thoughts on them. She requested that I not stick to only budget, but keep the max single card value under $30 (I kept it under $20 for the most part and largely even lower than that). As such, here are my thoughts and recommendations.

Recommendations:

Creatures:
Add:
Courser of Kruphix- Ramp, pulls cards off the top of your deck so you are more likely to draw useful cards and just directly drop your lands onto the battlefield
Living Lightning- a useful elemental that allows you to recast your instants/sorceries
Multani, Yavimaya's Avatar- A very powerful card that also allows you to bounce your lands so you can replay them for more effects
Nyxbloom Ancient- Triple mana on an elemental.
Overgrowth Elemental- A useful elemental that pumps your creatures and gains you life.
Ramunap Excavator- Replay your sacrificed and destroyed lands. Fantastic in a lands deck. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Roil Elemental- A fantastic landfall ability that allows you to grab key pieces from your opponents and use them against each other
Seedborn Muse take full advantage of your lands and abilities without worrying about being tapped out
Titania, Protector of Argoth- land recursion, elemental generation.
World Shaper- land recursion
Birds of Paradise- One of the best dorks in the game
Sylvan Caryatid- Fantastic dork

Cut:
Brighthearth Banneret- You are a lands deck. You have more than enough mana and this simply doesn't do enough for you.
Chandra's Embercat- This will be a recurring comment from me. You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Embodiment of Insight- Too expensive for the effect. Also, personally I don't like turning lands into creatures as it makes them incredibly vulnerable without giving enough benefit.
Embodiment of Spring- Too expensive and not nearly good enough.
Generator Servant- The haste isn't important enough for your creatures as you very rarely have anything massive enough or has a useful enough tap effect that is being cast from your hand to require it. Furthermore, you are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Grove Rumbler- This card is terrible. Four for a 3/3 trample that has an effect that will pump it slightly for one turn. This is awful. It feels like this card was only put in due to it being an elemental.
Lavakin Brawler- Rarely do you ever have enough elementals out for this to be worthwhile. Not that it's terrible, but there are so many better cards that can be put in its place.
Parcelbeast- Doesn't get enough value to justify the slot
Smokebraider- You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Tireless Tracker- This has nothing to do with your deck and you're better off finding other draw engines
Surrak Dragonclaw- No synergy with the deck and not nearly good enough to justify the high mana cost.

Lands:
Add:
Breeding Pool
Command Tower
Exotic Orchard
Fabled Passage
Field of the Dead
Ghost Town
Glacial Chasm
Hinterland Harbor
Reflecting Pool
Rootbound Crag
Steam Vents
Stomping Ground
Ketria Triome
Bring your land count to 38 or so

Cut:
Coral Atoll- This is terrible. I know you're going for the bounce effect, but this is far worse for several reasons. Firstly, it only gives you blue mana as opposed to multicolored. Secondly, it requires specifically an island to be returned as opposed to any land that you can then take advantage of. And thirdly, it requires the land to be untapped which means that not only does it come in tapped, but it requires an untapped island which means you can't even use that land and then return it for value. This is awful. I don't love the bounce lands either, but I understand what you're going for and their value. This has neither.
Lumbering Falls, Raging Ravine, Wandering Fumarole- These man lands are in here entirely because they can become elementals, but really aren't worth running. They are come in tapped, cannot be fetched, and cost 4 mana to turn into a creature, largely negating any benefit. They're really bad and I highly recommend cutting them for more basics.
Unclaimed Territory- Not really worth the value. It's colorless more often than not and another basic land will give you more value than that more often.

Artifacts:
Add:
Arcane Signet
Chromatic Lantern
Strionic Resonator
Mana Vault- Nava already owns a copy of this in her Nekusar deck, so it can be added here without issue.
Strionic Resonator- Copy all of your ETB triggers, as well as any other triggered abilities. Fantastic

Cut:
Icon of Ancestry- A waste of a slot. Not nearly enough benefit for the important deck slot it takes
Seer's Sundial- There are better ways to draw cards given your access to blue.

Instant:
Add:
Chaos Warp- Removal on your own pieces or an opponents. Bypasses indestructible and often is allowed through without being counterspelled due to the fact that it's usually replacing a piece that people agree is a fair target rather than outright destroying or removing without replacing. A fantastic card overall
Constant Mists- Great protection when you need it, plus it can be bought back if needed. Lands can be recovered through multiple means.
Disallow- A must have for counterspells. It covers all possible basis and is fantastic.
Heroic Intervention- Hexproof and indestructible at instant speed for 2. Amazing.
Krosan Grip- Split second artifact/enchantment destruction. Among the best removal for them there is.
Force of Vigor- Free artifact/enchantment removal with multiple targets.
Swan Song- 1 drop counterspell that hits everything but creatures. A great counterspell to have on hand.

Cut:
Counterspell- There are better cards to replace this with that are still very cheap/budget and are overall better
Growth Spiral- A decent card but we can do better given the range of cards available in commander
Inspiring Call- See Growth Spiral
Return to Nature- There are so many better versions of this for an equal if not lesser cost. Or, for one more there are better cards which I will be recommending.
Struggle / Survive- Too limited, not enough value, not powerful enough.
Tale's End- This is just a bad version of disallow that very rarely gets any value.
Withstand Death- This is a bad version of other similar cards.
Wrap in Vigor- Very rarely do mass destruction effects happen, and when they do the usually say "cannot be regenerated". This seems really good but i've never really seen it get any value and will typically be a dead card most of the time.

Sorcery:
Add:
Genesis Wave- Drop all the permanents (lands included) that you can afford.
Life from the Loam- pull lands from your graveyard and keep your engine going without running out. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Nature's Lore, Three Visits- Pull forests (basic and non-basic that are forests) from your deck. Very helpful at any time.
Scapeshift- Grab all the lands you want, plus trigger your landfall and other such triggers
Splendid Reclamation- Pull all the lands from your graveyard. Nuff said.
Tempt with Discovery- If one person takes it then it's a better Explosive Vegetation. If more then it's an amazing card, but even if no one else does you get to pick your land and in a lands deck you will get more value.
Windfall- Refills your hand, interferes with opponent's plans, dumps lands in graveyard for later use.

Cut:
Ground Assault- very limited and not worth running. There are better cards with similar if not stronger effects available to you
Hull Breach- There are better cards with similar if not stronger effects available to you
Quasiduplicate- no real apparent benefit to this over other cards that can more directly further your end goal.
Sylvan Awakening- I don't recommend turning your lands into creatures, especially enmass. It's just asking for all your lands to be mass removed. Very dangerous and will rarely get the payoff you need. Limited and will be a dead card in hand except in very specific scenarios.

Enchantment:
Add:
Burgeoning- land Acceleration
Trade Routes- Bounce lands for more triggers and value, and in a pinch you can pitch them for more cards. Mana swamped becomes a thing of the past.
Exploration- Land acceleration

Planeswalker:
Cut:
Domri, Anarch of Bolas- It seems like the main reason this is being run is for the +1 ability, which is really not worth running a card like this for. Not enough value.
Nissa, Steward of Elements- Without a large number of counters on her she gets minimal value, and if you do pay enough mana to make her viable there are already better cards you can run for those costs.

Maybe Cut:
Eternal Witness- Unless you find your creatures or important cards dead often, or have a real way to take advantage of the cards in your graveyard, this is unnecessary and doesn't do enough for the deck.
Fertilid- A decent card but i've never found it gets enough value for the cost. it's a minimum of 5 mana for 1 basic land. You need to do this at least 3 or 4 times to really get enough value to be worth running over a land fetch.
Leafkin Druid- This is okay as a dork and an elemental, but I've found with tribal decks that you are better off running other creature and card types that better fuel your deck as a whole and really allow the tribe to shine, rather than forcing the tribe everywhere.
Tectonic Giant- Not good enough.
Animar, Soul of Elements- Unnecessary.
Zendikar Resurgent- Largely unnecessary due to the high number of lands in the deck, but can be kept if you feel it worthwhile
Frontier Bivouac- decent but comes in tapped and cannot be fetched. In a lands deck you will rarely be hurting for colors and the fact that this comes in tapped slows you down.
Simic Growth Chamber, Izzet Boilerworks, Gruul Turf- While I see what you are going for with these, they overall do slow you down and you have enough lands (once you bump up to 38 or so) that you shouldn't have any issue with them. I'd swamp these for basics as you have far more ways to grab those.

Maybe Add:
Mana Breach
Overburden

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