Kodama's Reach

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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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Kodama's Reach

Sorcery — Arcane

Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle your library.

Forkbeard on Miirym, Sentinel Wyrm: Double Dragon

5 hours ago

Lotta comments to catch up on here!

  • Copy Artifact - I like the idea of it, but nah. Hard nah. At the time of typing this, I have 12 targets and only 5 of which aren't just 2 drop rocks. Certainly a cool idea and I love the thought of doubling up on a Panharmonicon or The Great Henge, it's just too conditional/too rare of a scenario.
  • Cultivate + Kodama's Reach - I was doing my best to stick to 2 cost ramp cards, but I do enjoy the land fixing + teensy bit of deck thinning these cards provide. Your idea of swapping signets out for these 2 ramp classics has me thinking.
  • Cursed Mirror - I am running this! It's hiding in my ramp category along with Urza's Incubator as my only 3 drop cards there.
  • Swan Song - Long story short, I didn't have a Swan Song to hand. An Offer You Can't Refuse has been an ok counterspell, but I think I might cut it for Nature's Claim.
  • Dragonspeaker Shaman - I ran the dragon cost reduction dorks in my Atarka deck and while they're decent, they got pruned out over time as I found that ramp spells + rocks always served me better.
  • Prime Speaker Zegana & Recurring Insight - great burst draw, albeit conditional. Persopnal preference, I'd rather have the repeateable draw effect with Kindred Discovery. Yes it's also conditional, but I've used it to great drawing effect in other decks and as you point out, the trick is to cast when you've got some dragons ready to swing.
  • 'You don't have a lot of ways to deal with enchantments' - You're not wrong and as I mentioned above, I think I'll swap in Nature's Claim for that reason.
  • Sea Gate Restoration  Flip & Valakut Awakening  Flip - Super cool cards that I might try to squeeze in here. Perhaps a Bala Ged Recovery  Flip for good measure, swapping out a basic of each for these 3. Good idea!
  • Blasphemous Act - Yep. I want to include this. Having played the deck a few times now, sometimes you just need a wipe and I've only got Cyclonic Rift & Ugin, the Spirit Dragon for nuke options. BA is also a potential win condition with Wrathful Red Dragon on the table too.
  • Korlessa, Scale Singer & Scaled Nurturer - Nice tech and it's cool to have some little dragon dorks like this, but I also don't think they're strong enough to warrant the slots.

  • Lots of good ideas and food for thought here, thanks all.

    IzzWizz on Miirym, Sentinel Wyrm: Double Dragon

    2 days ago

    I've been running Intet, the Dreamer as a dragon tribal deck for about a year now and I am in the process of converting it over to Miirym. Here are a couple of my thoughts.

    1. get as much of you ramp from lands as possible, and run artifact sweepers. Green's strength is in playing extra lands and being able to disrupt your opponents ramp is great. Kodama's Reach and Cultivate are fine in a green list where your commander costs 6 and hitting land drops is really important. Cut some of the signets.

    2. Kind of counter to the point above, why aren't you running Cursed Mirror? It's an infinite combo with Astral Dragon.

    3. Why An Offer you Can't Refuse over Swan Song?

    4. Dragonspeaker Shaman is a second copy of Urza's Incubator.

    5. I prefer both Recurring Insight and Prime Speaker Zegana over Kindred Discovery. 5 mana is a lot for an enchantment that doesn't do anything the turn you play it unless you already have a dragon on the board.

    6. You don't have a lot of ways to deal with enchantments. Consider adding a bounce land or two if remove like Imprisoned in the Moon or Song of the Dryads is something you run into regularly.

    7. Valakut Awakening  Flip and Sea Gate Restoration  Flip are worth the slots. especially if you add a bounce land or two to "rebuy" the land and cast the spell for gas.

    carpecanum on Token Life

    3 days ago

    I'd trade out maybe 5 lands for 5 land tutoring sorceries if you want lands faster. Skyshroud Claim, Rampant Growth, Nissa's Pilgrimage, Cultivate, Kodama's Reach etc.

    Stardragon on Rhystic Study or Smothering Tithe?

    4 days ago

    I'd also go with Smothering Tithe due to the fact you have only 1 sorta mana ramp in Skyward Eye Prophets you have plenty of rocks but I don't see any staple land searchs like Cultivate, Kodama's Reach, Farseek, Growth Spiral, Rampant Growth, Pir's Whim, Hour of Promise or hell Sword of the Animist. So i would go Tithe over Study for the mana gain but you also only have 4 card draw if possible I would try to squeeze in Zendikar Resurgent for both mana acceleration and card draw in all honesty i would cut Mirari's Wake for Resurgent for that extra card draw, yes you have some anthems but you focus more on +1/+1 counters rather than anthems, both would be best however if only one or the other I would go the Zendikar route, the only downside to Resurgent is that it cost 2 more mana but that shouldn't too much of a problem if aff Tithe and some mana ramp. But in the end it's up to you im just giving you may worthless 2 cents

    itachi5464 on Brown and Sticky

    3 weeks ago

    Maybe more ramp Jeweled Lotus, Kodama's Reach? Haste and hexproof for your commander Swiftfoot Boots, Lightning Greaves? Crawling Infestation and Criminal Past also seem very good for this deck.

    Decidares on Ur-gonomics

    1 month ago

    Hey Eldmoi, thanks for the info. There's a quite a bit I would recommend optimizing. The long story short is that most of the dragons I'd recommend are already on my budget primer that you've seen and my super budget deck list that was part of the primer but is also available here if you're interested here.

    First of all, you need to make sure your deck has a decent amount of ramp to cast your awesome dragons within a reasonable amount of time. If you are on a budget then I'd recommend Cultivate, Kodama's Reach, and Sakura-Tribe Elder at the very least. Other options for cheap ramp are Farseek, Wild Growth, and Fertile Ground. If you want to further optimize ramp, then adding in Nature's Lore and Three Visits on top of some forest based shock lands (e.g. Stomping Ground or triomes (e.g. Ziatora's Proving Ground would be ideal.

    Second, you want to optimize your mana base by minimizing the number of taplands and ensuring you have the colors you need. Any tap lands that tap for only 2 colors (e.g. guild gates) could safely be dropped for basic lands. Tri-lands like you mentioned are decent enough to start off, because they can tap for 3 colors, but even those are suboptimal in the face of options like Dragonskull Summit and Blood Crypt. Furthermore, almost 50% of your deck requires red mana, so I'd ensure your lands reflects that.

    Regarding the planeswalkers you have, I'd say Sarkhan, Fireblood is the most useful (distantly followed by Sarkhan Unbroken and Kiora, Master of the Depths). I'd consider cutting the others.

    Some things off the top of my head for instants and sorceries: I would consider Crucible of Fire to be a win more card. Lozhan, Dragons' Legacy is almost a strictly better Sarkhan's Unsealing. Damn and Farewell are really good board wipes that aren't as mana intensive as some you're running. Garruk's Uprising is a very potent form of card draw. Monster Manual is probably better than Thran Temporal Gateway in most cases.

    Finally the dragons. There are so many good dragons to consider, many of which I've mentioned in my deck primer, and many of which are available on most dragon lists online, that I'll focus on highlighting dragons I would recommend removing:

    • Acid-Spewer Dragon - Overcosted and doesn't do much. Deathtouch isn't as useful on a dragon that should be big enough to kill most thing it hits in the first place.

    • Backdraft Hellkite - Most instant and sorceries you have are too expensive or are simply aren't as immediately useful (e.g. don't want to board wipe your own dragons). The most useful ones you run are removal, but at that point you can just play dragons that can inherently remove things like Steel Hellkite.

    • Crosis, the Purger - Hard to save mana to take advantage of its effect. It'll feel bad to take advantage of its effect in casual metas anyways. If you really want to run a dragon like this then Teneb, the Harvester might be more fitting but even then I wouldn't really recommend it, because of the mana investment needed to make it work.

    • Dragonmaster Outcast - Not a good early game play and easy to kill later on.

    • Dream Pillager - This dragon is overcosted and is mostly a means of pseudo card draw. I'd just play an actual card draw card instead like Ancient Craving or Sign in Blood or Rishkar's Expertise.

    • Kargan Dragonlord - Costs too much to do too little. We have so many dragon options, even in budget decks, that vanilla dragons simply aren't worth it.

    • Malfegor - Discarding our hand isn't good to do unless it involves redrawing more cards (e.g. Knollspine Dragon).

    • Necromaster Dragon - Summoning vanilla 2/2 zombie tokens for 2 mana isn't good value in a dragon deck, and you have to go through combat to get it off. In a world where Ancient Gold Dragon exists, it's hard to justify an effect like this. Dragon Broodmother and Lathliss, Dragon Queen and Miirym, Sentinel Wyrm would be far more effective token generators.

    There's always more we could do to optimize any deck, including mine for sure, so I'd be happy to comment more later if you'd like. But I also want to emphasize that as long as you and your playgroup are having fun, you really can't go wrong :)

    TheHamster on Lulu's Relephant Recipes

    1 month ago

    Last (probably) big update till new commander comes out. Swapped out Kodama's Reach for a Selesnya Signet I have a lower concentration of basics and an extra rock just seemed good. also swapped Mosswort Bridge for Bala Ged Sanctuary  Flip getting a random free elephant most of the time isn't as worth of a land that can sometimes be recursion, Karn's Bastion was cut for another forest, after playing it a few games, tapping to proliferate just never felt worth the cost and I'd rather just have another colored source in my lands. Fortified Village was cut for Ondu Skyruins  Flip as being the worst dual land, deemed having an emergency wrath is just more necessary. Return of the Wildspeaker swapped in for Shamanic Revelation on average I end up with 1 or 2 bigger creatures vs the 6 or 7 creatures I'd need for revelation to draw the same rate + the instant speed over sorcery is nice and random overrun is eh but cool to have if ever needed. Akroma's Will was put in place of Akroma's Memorial having basically the same effects at instant speed (+ a 7th instant speed mass protection) is basically the same as a clunky artifact as when you cast it you're usually swinging for lethal that turn anyways instead of risking a potential blowout if they have a Shatter effect. and lastly Call of the Herd came out (i know sad, but found the elephant token spells just aren't worth it as they've slowly been cut out over time) for Harsh Mercy a Janky on flavor board wipe that leaves my board in tact.

    also slowly been foiling out all the cards in the deck that CAN be foiled cause shiny thing invoke terror ~

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