Khalni Garden enters the battlefield tapped.
When Khalni Garden enters the battlefield, create a 0/1 green Plant creature token.
: Gain .
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|Commander / EDH||Legal|
Latest Decks as Commander
Khalni Garden Discussion
1 month ago
Have you considered Any combination of Emrakul's Evangel , Nomads' Assembly , Sylvan Offering ? Emrakul's Evangel pretty much makes all your base 1/1 creature tokens into base 3/2 tokens--boosting the usablily of Elemental Bond. Nomads' Assembly doubles the number of creatures you control for two turns. Sylvan Offering gives you one big creature and a bunch of little ones.
Also, with so many tokens getting onto the battlefield you may want to consider finding spots for Essence Warden , Soul's Attendant and Soul Warden . The life gain from the three alone will keep you alive as you build your army.
If you're interested in an alternate win card, the enchantment Epic Struggle would definitely be up your alley--especially since it can get around prison decks. Speaking of enchantments, Leyline of the Meek will boost your creature tokens and Cindervines will deal damage to your opponents until you need to destroy someone's artifact or enchantment.
Speaking of damage, Zhur-Taa Druid deals damage to an opponent each time you tap it for mana.
Field of the Dead should be an add in due to all the different named lands you have in your deck. Other lands that can create creature tokens for you without sacrificing the lands include, but are not limited to, Khalni Garden and Dwarven Mine . If you don't mind some sacrifice the Dark Depths / Thespian's Stage combo is the best.
2 months ago
Thank you both very much for you input! I went to my local card shop and made a few more changes to my deck. I had Neoform already, and took it out cause I didn't think it would gel, I appreciate you pointing that out to me.
These are all the changes I made:
Replacing Burnished Hart is more so because it's a very curvy holo that sticks out in my deck too much, and drives me crazy lol.
5 months ago
This should probably go under Rules Q&A.
I believe that each effect triggers once, in the order that you choose (assuming you control all of them and are creating the tokens). So with those four cards out, let's say you play Khalni Garden for a Plant. They all have the same effect, so order doesn't matter too much here. Anointed Procession doubles the effect to two Plants, Parallel Lives doubles Anointed Procession's doubling to create four, Doubling Season doubles that to eight, and finally Primal Vigor triggers, creating sixteen Plants.
Homework question for the day: If there was a card that said "If blah blah blah tokens under your control, it creates that many tokens plus one instead.", what would be the best way to stack triggers?
7 months ago
Thanks Profet93 :). I like your questions! They makes me reconsider card assessments formed long ago. Let’s dig into our new ones:
- Yavimaya Hollow: a card I like and play in other decks. I also considered it for this deck several times. However, every time I do I feel it just does not belong in this deck. I think the reason why I feel that way is because it’s not the creatures that need protecting most of the time (or that I don’t want to focus on protecting them). Opponents could kill Mina and Denn, Wildborn sure. But they are just an enabler for the deck. Not a key piece, like in decks where I do run Hollow. The deck does not really have many vital pieces like that. On certain moments, yes, hollow will save that one creature you needed for the explosive play, so I do agree it would be a useful include. I just don’t think it is necessary or used very often. A bit like Kessig Wolf Run maybe. To be honest, the threshold of getting one in FOIL also contributes to a feeling of resistance nowadays. However, I can totally see anyone swapping out Spikefield Hazard for Yavimaya Hollow if they feel differently. It might be a good idea to test this one again just to see what happens.
- If I’d cut Retreat to Kazandu now - which I won’t ;) - I’d probably go for another 2-mana ramp piece or put Krosan Tusker back in. I did just put in Rampant Growth in the last update, so I’m already up a ramp piece (5 now) to skip a turn for M&D. Sol Ring is a no go for me because of the total lack of synergy. Life from the Loam was cut in the last update for Ancient Greenwarden and the deck does not need a 4th effect like that I think. Eternal Witness is nice to have, especially with all the green creature tutors, so that is also a valid choice. Has creeped up on my maybe list rank recently because of Valakut Exploration. Depending on your meta, you can also consider something like Vexing Shusher for the spot.
- Ancient Tomb: I have a similar opinion on this land compared to hollow and kessig wolf run. They all provide a little something for the deck, but creating a spot for them is just terrible. Apart from Spikefield Hazard there are no lands I am willing to cut atm. Blast Zone has been a strong answer on a land so far that’s easily found. Khalni Garden has a lot of applications and synergy, Radiant Fountain I like for the same reasons as Retreat to Kazandu. Cryptic Caves and Temple of Abandon get you out of dead situations, which I value more than the benefits of the competition. Most other lands feel like they are kind of set in stone now.
9 months ago
Hi, I just recently brewed up a Tatyova list that is aiming to be competitive and I wanted to ask about a few of your choices. I acknowledge that you have likely tested and played this deck more often but I am mostly curious about some of your card choices and the direction that you took this list. You can find my deck here: ~PDH~ When Lands Came to Value Town (Tatyova)
Why do you include so much card draw? I actually run zero spells or otherwise that draw me cards other than lands through Tatyova. When I first was putting the list together I had a bunch in the form of Ponder, Gush, and so on but ended up cutting them for other cards.
Some of your Land fetchings spells just seem bad. I don't mean to offend but cards like Nature's Lore, Search for Tomorrow, Shoreline Ranger, Spoils of Victory, Farseek, Kodama's Reach and Rampant Growth just don't seem worth it to me. Instead of some of these fetch spells, I run 40 lands. I was also surprised that you are not running Dreamscape Artist (Springbloom Druid just seems like a worse version). It's like a repeatable Harrow and gets you two Tatyova triggers. I would argue that that card is one of the most powerful cards in my deck behind Tatyova ofc and Mystic Sanctuary.
I decided to include more utility lands such as Bojuka Bog, Khalni Garden, and Sejiri Steppe. This decision on my part to include these was in spite of some of them not being in Green Blue but I though their value outweighs that downside. Bojuka Bog for example is better than Relic of Progenitus in this deck because you can flash it in with a creature like Walking Atlas and exile a target players bin and draw a card like relic. The thing is though that Bog is repeatable through your creatures that bounce your lands. Sejiri Steppe is similar in the way that its repeatable protection for Tatyova or another important creature.
I noticed you only ran 1 land bouncing creature. In my deck, these guys power much of the value. With them and Halimar Depths I can basically ponder each turn at least once, it allows me to repeat the ETB effects that I mentioned above, and It also allows me to get a land drop in if I missed one for some reason. Floodbringer, Oboro Breezecaller, Soratami Rainshaper are the ones I run in addition.
Now a few suggestions I have: Whispersilk Cloak, Power Sink, Universal Solvent, Vines of Vastwood, Scaretiller, Explorer's Scope (This works well in conjunction with Adventuring Gear and Aqueous Form), Seat of the Synod and Tree of Tales can be tutored with Trinket Mage, Library of Leng, Stone-Seeder Hierophant/Krosan Restorer, Spidersilk Armor (So the majority of your board doesn't die to Shrivel, Electrickery or something like that and harder for Pestilence and Crypt Rats.) Also Snap can ramp you is you have a land that taps for two and same with Frantic Search if you do want to play cantrips. Another win-con that will win you the game as soon as you combo off is Sage's Row Denizen that is assuming that you are not using Mystic Sanctuary.
Thank you for hearing me out. I am sure that there is a good reason for many of the cards I just questioned and I am excited to hear them to understand your deck better. If you have questions about my choices and reasoning I would be more than happy to explain further. I am trying to make the best Tatyova deck that I can and just wanted to know why a list with a similar end goal is running certain cards that I cut out.
Lastly, I just wanted to say that after looking through your list I am considering running: Lull and Moment's Peace because sometimes this deck has a problem stabilizing early because my playgroup sees my deck as a very large threat. Merchant Scroll, I don't know why I was not running it. Mystic Remora and Rhystic Study are just too good to pass up and I probably should have been running them. I have just one problem and that would be cutting cards. I would apreciate it if you could take a look at my list and tell me what you think.
10 months ago
I love you Zada list, btw. It's my favorite list I've ever found, and I'm using it as the guiding philosophy for my own paper Zada deck.
Anyway, as a recommendation, I highly suggest Dwarven Mine. It's basically a strictly better version of a mountain, because you can usually play it untapped, and it grants a free dude a la a red Khalni Garden.
10 months ago
Looks really sweet! I like that Umori, the Collector gives you a good blocker to protect your walkers as well.
I can see you haven't really played with the mana base yet. I think I would spend some time and look closely at the lands, there's a lot one can do there. First of all there are plenty of spell-like effects that are good to have when you're restricted to only planeswalkers (stuff like Blast Zone, Khalni Garden, Ifnir Deadlands etc) and second they synergise really nicely with Windgrace. I think since you'll want to hit all your land drops and don't have much ramp you could probably up the land count a lot. It's hard to get flooded with Windgrace, so you can comfortably run well over 40 I reckon.
10 months ago
Golgari Rot Farm, Hissing Quagmire, Jungle Hollow, Khalni Garden, Oran-Rief, the Vastwood, and Temple of Malady would be immediate cuts from me. I'd run things like City of Brass, Mana Confluence, Overgrown Tomb, Forbidden Orchard, and fetches instead (if you can afford them).