Khalni Garden

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Common
Planechase Anthology (PCA) None
Duel Decks: Nissa vs. Ob Nixilis (DDR) Common
Commander 2013 (C13) Common
Planechase 2012 Edition (PC2) Common
Archenemy (ARC) Common
Worldwake (WWK) Common

Combos Browse all

Tokens

Khalni Garden

Land

Khalni Garden enters the battlefield tapped.

When Khalni Garden enters the battlefield, create a 0/1 green Plant creature token.

: Gain .

Khalni Garden Discussion

river-view on Pauper UG lands

2 weeks ago

Expedition Map could be played to flash in Khalni Garden on your opponent’s turn or end-step as a chump blocker if needed.

Kuubudaraa on New Look Titan (He's back and better then ever!)

2 months ago

Interesting, as I hadn't thought of the interaction of Blood Sun and the bouncelands essentially removing their 'downside'. But I don't really think this iteration works, Blood Sun removes our ability to activate Slayers' Stronghold and Sunhome, as well as almost blanking Amulet due to the lands not coming into play tapped, this effect is most noticeable when you have multiple Amulets, which is the decks strongest interaction and allows incredibly broken things. I think there might be an actual spot for Lotus Fields somewhere in the deck, at least in theory, but definitely not as a 4-of. There will be many times where your entire hand will be bouncelands and Lotus Fields, essentially forcing mulligans. If you don't draw enough lands to even cast a Blood Sun the drawback is huge since just playing it out you will often have bouncelands as targets, which is losing you mana. Sure you could maybe generate some large amounts of mana with amulets and the Lotus Fields but you're still blowing up all your lands unless you have Blood Sun in play, which makes the deck way more all-in on that interaction since if they have an answer for your titan you've now put yourself incredibly behind instead of still leveraging your lands in play to cast more things. Just my two cents!

Also, Gemstone Mine is often better than Mana Confluence/City of Brass in this deck, as bouncing it restores counters and it's painless. Crumbling Vestige , Tendo Ice Bridge , Aether Hub are also good. Vesuva as a one-of is pretty standard for Amulet Titan decks, as it removes the necessity to run two Boros Garrisons for the Sunhome activation and is much more flexible, I have even won a game using Vesuva to copy an opponent's Celestial Colonnade for lethal.

Also good cards for this kind of deck:

Trinket Mage , utility for sideboard cards + extra Amulets

Walking Ballista , wincon/aggro deterrent

Hornet Queen , almost an auto-win vs. Midrange/Control

Ruric Thar, the Unbowed , against storm/spellslinger decks

Dragonlord Dromoka , anti-control/protects titan combo

Sigarda, Host of Herons , anti-control/midrange, impossible to remove

Chameleon Colossus , extremely strong vs. Death's Shadow and black decks in general

Courser of Kruphix , anti-aggro wall that generates life and value, easy to cast

Explore , safer but less explosive than the tribe scouts, also cycles

Khalni Garden , stalls against aggro and can be insurance as a sacrifice target against cards like Liliana of the Veil to protect Titan

Radiant Fountain , good against burn, bounce multiple times

Temple of Mystery , extra card filtering, better if you also run the Serum Visions versions

Abrade , versatile answer

epicrean on Help with old Ausus, lost ...

4 months ago

This mono green EDH deck is well out of date and I could use some help updating it to not only be legal but competitive

I feel like the base of the deck is still pretty strong and it only needs a few minor updates here and there, so any and all inputs would be greatly appreciate.

Asus, lost but seeking

Podkomorka on

4 months ago

Khalni Garden

abbatromebone on Speed issue in new deck

5 months ago

So It is very tempting to the token generators with Legion's Landing  Flip Gods' Eye, Gate to the Reikai and maybe add some land destruction. Khalni Garden Nissa, Voice of Zendikar (this is not as tempting due to double green).

So if I play green I need to replace lands. Do you think I should pull out 3 mountains and one island?

APPLE01DOJ on Speed issue in new deck

5 months ago

Well that's the reason Polymorph runs Khalni Garden because it's a free uncounterable creature. If you don't like Khalni Garden then consider Blinkmoth Nexus or Inkmoth Nexus which can serve as anlternate win condition.

If you are going to run Boseiju, Who Shelters All then you should MB it, lands really don't belong on the SB. You could swap it out for Hanweir Battlements . I get why Hanweir Battlements is there but it's really not needed.

To answer your questions, I don't think you should run Manamorphose but perhaps 1x Cascade Bluffs might be good. How has your deck's mana base performed? Has the triple red been an issue?

goodair on Speed issue in new deck

5 months ago

you should try lower cmc token producers or something like Khalni Garden with some spirit guides or rituals.

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Khalni Garden occurrence in decks from the last year

Modern:

All decks: 0.06%

Commander / EDH:

All decks: 0.03%