Kodama of the East Tree

Kodama of the East Tree

Legendary Creature — Spirit

Reach

Whenever another permanent enters the battlefield under your control, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser converted mana cost from your hand onto the battlefield.

Partner (You can have two commanders if both have partner.)

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

Kodama of the East Tree Discussion

TriusMalarky on Looking for a spot for …

1 week ago

Yeah, Demonic is just an auto-include. If you have it or are willing to purchase it, chuck it into every black deck you have. That said . . .

Mairsil, the Pretender , Tevesh Szat, Doom of Fools plus Kodama of the East Tree , Korvold, Fae-Cursed King , and Kenrith, the Returned King are the black decks I own. Maybe one of those tickles your fancy.

Secretmeat on The Savage Lands

1 week ago

Add Kodama of the East Tree to double your cheating!

RambIe on What are your Favorite Commanders?

3 weeks ago

latly i have been running Esior, Wardwing Familiar & Kodama of the East Tree
its a typical simic deck (mana loop, pick up the deck, drop walking)
but i've been surprised how well Esior, Wardwing Familiar functions especially in 1v1
consistent early access to a flyer that is hard to remove has made Esior, Wardwing Familiar on of my favorite commanders

Pikobyte on Aesi Precon copy

4 weeks ago

First of all, that’s a very low land count for a landfall deck. Also you should play the Card that gives you the list extra lands, which is Kodama of the East Tree . It gives you an extra land whenever you play another land, put one into play with a ramp spell or whenever a permanent enters the battlefield under your control

Pikobyte on Y'er fond of me lands

1 month ago

Obviously anything that gives you extra land drops would be great here, but those cards tend to be more expensive. I can highly recommend Tatyova, Benthic Druid and Kodama of the East Tree . Kodama allows you to put a land into play whenever you play a land or put one into play with a ramp spell or whenever another permanent enters the battlefield under your control. You can also cheat in other permanents. It’s not a dollar card but not really expensive too and really does a lot. It allows me to put 25+ lands into play in one turn with my Imoti deck. With Aesi that equals a lot of draw, card and mana advantage

kraizor on Omnath, Locus of Creation feat. Landfall!

1 month ago

glhfJKiHax I really like the play pattern of Kodama of the East Tree , though have not really found anything to cut as of now. Definitely considering it! What card would you cut from my list to play it?

Ryguyasaurus looks like we both now how to build good decks :p. Do you have a list of yours?
I did not really update my list for Kaldheim, though do like Cosima, God of the Voyage  Flip and will probably try it in place of Horn of Greed . What do you think should also be added from Kaldheim?

Mikkelaa Thank you very much, I appreciate it! You are definitely right, we play hardly any removal, which definitely bites us sometimes.
I already have an update to release where I added Scavenging Ooze , Beast Within and Generous Gift .
Even though this is a step in the right direction, there is stil room for more. I stepped away from more than two board wipes, as we are pretty heavy on maintaining a good board state. The only exception could be Austere Command .

Lanzo493 on Making a Kiki/Twin Temur EDH …

1 month ago

If you like things being uncounterable, Kodama of the East Tree is always an option. The mana advantage on him is insane. Partners really well with Kraum, Ludevic's Opus for card advantage alongside the mana advantage. Definitely more of a midrange kind of style.

Jack32226 on Rot and Ruin (Muldrotha EDH)

1 month ago

Thank you for the suggestions kpres!

I'll go ahead and say that a few of the cards you suggested are cards I've already been considering. Many of the other cards are cards that I don't include for meta reasons. I'll try to explain my thoughts on these cards in the order you suggested them.

Also, as a quick disclaimer, I should explain something a little counter-intuitive about the deck. In my deliberations of the cards you suggested, I often bring up tempo issues with mana costs being too high. Although this deck's goal is to make very large amounts of mana for X spells, I am attempting to do so in a relatively fast-paced meta. Intuitively, high costed cards shouldn't be an issue if I plan to make lots of mana. However, I can only afford to spend large amounts of mana once I've reached a critical mass of ramp. Once I reach that critical mass, the deck wants to win as soon as possible via X spells. Due to that fact, the deck is pretty polarized with how much mana I spend on any one card. For the most part, I don't like investing any more than four mana for a card before hitting that critical mass (the biggest exception being Muldrotha if I can afford it) and, of those cards, they should be immediately impactful or help to reach that critical mass. Once I reach the critical mass, then the new plan becomes dumping 10+ mana into powerful game winning cards.

Kodama of the East Tree - This card is definitely powerful and I highly suggest it for more casual metas! Unfortunately for my meta, it's a little too slow. As you said, it could replace something for putting down extra lands. What options I have now though are either low cost (and can therefore be acknowledged as early game ramp), or serves a second purpose such as card draw. I think this card shines more in creature-based strategies, where cheating things in directly pressures your opponents rather than bides for time. For this deck however, where many of my removal options are low-costed anyway, the six mana investment for Kodama doesn't pay off nearly as fast as I would like.

Second Chance - My original list had Second Chance with Necropotence to bring me down to 5 life. While this is certainly effective, personally I found that it wasn't a fun way to win (for me or my opponents). Not much of a criticism, I know. If I had to criticize it though, its main downside is that it's a completely dead card until it wins. It can even be a liability against less experienced opponents who might rush to kill you out of panic. It's certainly still a good win condition; it's not in my deck out of personal preference.

Glacial Chasm - I've been considering this card for a long while now as a replacement for Spore Frog . It covers the frog's two weaknesses: not being able to fog multiple opponents and not preventing noncombat damage. The reason I haven't included it thus far is because contrary to frog, Glacial Chasm is not a neutral deterrent. Whether you pay the cumulative upkeep or replay it by saccing a land, you are paying a price. For my particular meta, combat is mostly meant for small amounts of chip damage rather than large attacks. For that reason, frog simply sitting on the board is enough to stop that incoming damage; there's not much reason to replay it. The only exception to that is a dastardly Kaalia of the Vast deck I play against, but frog is a good enough answer for that deck. It's a bit of a tossup for this list whether it's worth running, but in other metas it might be a good idea to run both.

Tormod, the Desecrator - If you're playing a creature-based deck or if you want a more drawn-out win con this card is pretty decent. However in this deck, it doesn't quite fit the theme. With a lack of sac outlets, the card doesn't synergize with most of the deck either.

Insidious Dreams - You're absolutely right about the synergy with Windfall , it's very powerful in most metas. My one gripe with the card, and the reason why I can't run it in my meta, is discarding is part of the cost. Unfortunately, there is way too much counter magic for me to play this reliably. Paying four mana to One with Nothing myself would be too common an occurrence.

Forgotten Creation - A good alternative to Jace's Archivist . I can't really justify running both though, I don't find myself needing wheels all that often. The reason I run Archivist instead of this is flexibility. Archivist can be used anytime rather than just at your upkeep, it can interrupt your opponents' hands at instant speed, and it shuts down your opponents when combined with Narset, Parter of Veils or Notion Thief . Otherwise, Forgotten Creation is a great card and is perfectly viable for Muldrotha.

Skull Prophet - I can't say I'm a fan of ramp spells that require decent fixing to cast. Simply because of that, I feel all the ramp I'm currently running is good enough to make up for the mill. I will admit though that at the time of this comment I have Coiling Oracle in the deck, which is somewhat hypocritical. I hope to revise the deck soon though, and I plan to take Oracle out.

Night Incarnate - Another card I've been on the fence about for a while. As I've mentioned, there isn't necessarily a whole lot of combat in my meta, and of the decks that do use combat, none of them use a "go wide" strategy. The impact of Night Incarnate then is not as big as I usually would like. That being said, there are still a number of value engines and mana dorks that this card does remove. I can certainly imagine adding the card to the deck in the future if I start encountering more small creatures in my meta.

Tunnel Vision - Tunnel Vision is certainly a fun card, but it's a little too slow for my taste. This is especially clear when you compare it to Hermit Druid . Hermit Druid can be used repeatedly, can mill my whole library so long as I fetch all my basics, and can be immediately useful even if I don't have Muldrotha (since the basic land goes to my hand rather than the top of my library). Hermit Druid also costs 2 mana and can be replayed with Muldrotha if need be. In more casual metas, Tunnel Vision can be used more effectively, but I would still recommend Hermit Druid over it if you're not including both.

Sewer Nemesis - I don't like this card for a few reasons. For four mana, I think the card is overcosted. The mill effect is not very substantial, requiring you to cast several spells to make good use of it (and if you have the ability to cast that many spells, you're probably in a really good place anyway). Probably the biggest problem I have with it is that it doesn't have any form of evasion, so opponents can easily chump block it. Also, in a meta with plenty of graveyard hate, this creature can be removed from the board very efficiently. For your own deck, I would actually recommend Splinterfright as a replacement. It only gets bigger from creature cards, but I think the addition of trample more than makes up for it.

Raven's Crime - Now here's a card I haven't actually considered before. Looking at it now though, I really like it. The only potential downside is that my meta (especially with that Kaalia player I mentioned before), has a habit of running lots of recursion effects like Reanimate and Animate Dead that greatly benefit from being able to discard large creatures from hand. In spite of that, Raven's Crime is low costed, has great synergy with the rest of the deck, and can disrupt opponents effectively. I'll have to pick myself up a copy and playtest it. It's not really a clear upgrade to any one card in the deck, so I'd have to think about what to take out for it.

Magus of the Will - I like Magus, but not for the reason you specified. I feel like I have enough recursion effects for my X spells as is. What I like about Magus though, is that it provides an earlier, cheaper alternative to Muldrotha for a turn. It's not uncommon that I have to go a while without casting Muldrotha because I can't afford to dump 6 mana into her. The reason I haven't included it thus far is because of the exile clause for cards entering your graveyard that turn, and that it is still rather expensive to use this card. It's still a 6 mana investment, just split across two different turns. As it stands, it's a good tech card, but in practice it's a bit of an awkward card to set up. Spending 3 mana with no immediate effect is usually bad, but if you don't do that, you can't use the card immediately for an emergency. For that reason I haven't included it, but I would still recommend it for other Muldrotha players.

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