Kodama's Reach

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage 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.

DreadKhan on Sandstorm

4 weeks ago

In addition to 31 lands not really feeling like a lot of lands, do you have enough fixing in here? I'm seeing about 4 Fetch lands and an awful lot of colourless lands, do you find you have enough early access to Green mana in here? Green is very good at fixing your other colours, while also being good at speeding up your game plan, most decks with Green that aren't playing cEDH should favor Green sources, or run enough total sources that the ratio is less important.

That brings me to my next point, what happens if your Commander is killed twice? I don't see much ramp in here, much less than I'd expect, Green land ramp spells are amazing IMHO, even if they are mostly sorceries. In particuar Farseek, Three Visits, and Nature's Lore are each able to find your Triome or any Dual with types (some are quite cheap and are still reasonably playable). If you ran more Basic lands you could run stuff like Harrow, Cultivate, or Kodama's Reach, IMHO Cultivate and Kodama's Reach are MUCH better cards the more lands you've shaved down, getting a bonus land in a 45 land deck means less than doing so in a 31 land deck. Also, no Hour of Promise in here? Am I missing something?

It's a very 'cute' card, but Ruin Ghost is a way to get an extra landfall each turn for only W (and the land can enter untapped), it might be too small, but if you've got enough landfall triggers in a deck then it's a solid enough card.

I didn't really have that much time to look over your deck before posting this, so if I've missed something key and I sound like a crazy person, sorry! I'll probably take another look when I have more time.

DreadKhan on Friendship is Magic

1 month ago

I'm also of the opinion that a few more lands would probably solid, 31 doesn't feel like very many, a few more would probably help with consistency (which may or may not be an issue for you).

It might not matter as much if you play vs other casual decks (you'll be less likely to be punished for running artifacts), but in Selesnya I feel like you don't want mana rocks, Green has access to some really good ramp effects, and they're often fairly affordable. For example, I think I'd switch out Arcane Signet for Rampant Growth, Commander Sphere for Kodama's Reach, Cluestone could go for Harrow (if people counter ramp spells I'd go with Roiling Regrowth instead), and Sol Ring could go for something like Wild Growth/Utopia Sprawl/Crop Rotation. If you go this route I would consider switching a few Plains for Forests, even if your deck ends up having a lot of White effects, Green ramp can find Plains for you.

When I try to build Casual decks, I still try to put removal in, but I try not to run stuff like Swords to Plowshares, and instead try to use less pushed options like Intrepid Hero, Avenger en-Dal, and Spurnmage Advocate. Each has it's own drawbacks, but the fact that you can't 'catch' (they aren't a 1 mana Instant) someone with these makes them fun in my experience. Spurnmage is a really powerful political card that can be helpful vs graveyard decks, and Avenger can technically gain you life if you have a big creature and just want the life, but it's also a deterrent. If you want a non-creature source of creature removal their is also Transmogrifying Wand, this is one of the best 'lower power' removal effects ever printed, it's good enough to make a big impact once resolved, but you need it to stick around to get full value over time. IMHO there's nothing wrong with running relatively little removal in a casual environment, but you'll probably win a few more games if you have some ways to slow down opponents that happened to draw well, so if that matters you might throw a few things in.

Not sure if you want actual jank, but Noble Purpose is an old favorite of mine that gains you tons of life if you're in combat, but most importantly it fully stacks with Lifelink.

austintayshus on

2 months ago

I used to have a fun brawl deck on Arena with Maja as the commander!

With her landfall/token trigger, you will definitely want more land ramp. I'd suggest cards like Rampant Growth and Cultivate and Kodama's Reach and Explore. Ramp is strong in commander, and especially with your commander on the battlefield.

You will also probably want some ways to protect your creatures once you assemble an army of tokens. For that i'd recommend Heroic Intervention and Unbreakable Formation.

You will also probably want a few ways to boost your creatures punching Power, like Intangible Virtue and Craterhoof Behemoth and Glorious Anthem and Gaea's Anthem.

CickNason on Prosshy Prossh

2 months ago

I would add more mana dorks: Ignoble Hierarch adds Jund colors and gives exalted as a bonus Deathrite Shaman acts as graveyard hate and can drain/gain at instant speed on on top of exiling any lands from anyone's graveyard for mana of any color also at instant speed. Delighted Halfling adds colorless or any color for legendary creatures and makes them uncounterable.

I would also add more aristocrat/sacrifice effects: Korvold, Fae-Cursed King crazy draw engine with sac synergy and a potential one-shot kill if he gets big enough Mahadi, Emporium Master generates treasures EOT based on how many creatures died, setting you up for big plays in the coming turns Pitiless Plunderer generates treasures whenever another creature you control dies immediately Chatterfang, Squirrel General basically a 3 mana Parallel Lives. Goes infinite with Pitiless Plunderer 1.Activate Chatterfang by paying b and sacrificing two other Squirrels. 2.The Squirrels die, triggering Pitiless Plunderer twice, creating two Treasure tokens and two 1/1 Squirrel tokens. 3.Activate a Treasure token by tapping and sacrificing it, adding b. 4.Repeat. 5.Resolve all Chatterfang abilities, causing any number of target creatures to get +2/-2 until end of turn any number of times. This gives you: Infinite colored mana. Infinite death triggers. Infinite ETB. Infinite LTB. Infinite sacrifice triggers. Infinite Treasure tokens. Reduce all opponents' creatures to 0 toughness.

Some pay off for sacrificing Mirkwood Bats, Blood Artist, Garna, Bloodfist of Keld & Poison-Tip Archer are good win condition for infinite sac outlet effects

Some better tutor effects: You can replace Diabolic Tutor for some other options below Diabolic Intent Tutor for 2 mana for any card with an additional sac requirement for sac effect synergies Demonic Tutor The OG best tutor Diabolic Revelation You wanna be cheeky? If you have big mana you can dump it all to grab multiple pieces to win the game

Some ramp effects: Cultivate & Kodama's Reach puts one to hand one to battlefield Nature's Lore & Three Visits puts any forest card onto the battlefield Entish Restoration is a new card that is better than harrow because you sacrifice a land on the resolution of the spell rather than paying the additional cost upfront, which makes it more safe from a feels-bad counterspells which puts you down a land. If you have a big enough creature you get 3 basics to the field all at instant speed as well. Nissa, Vastwood Seer  Flip is a pet card of mine which allows you to search for a basic and when you have 7 lands she flips and generate lands and card draw for pretty much free. Oracle of Mul Daya Allows you to play an additonal land every turn and allows to play them off the top of your library. If you dont see a card you like you can shuffle it away with a fetch land to try to get another off the top.

Better Lands: Urborg, Tomb of Yawgmoth & Yavimaya, Cradle of Growth are must includes allowing all your lands tap for B/G respectively in addition to your other colors. The pain lands Llanowar Wastes, Karplusan Forest & Sulfurous Springs are cheap dual lands that give you all your colors The reveal lands Game Trail, Foreboding Ruins & Necroblossom Snarl are also good cheaper options which give you dual colors The shocklands Blood Crypt, Overgrown Tomb & Stomping Ground are fetchable and come into play untapped for a measley 2 life are some of the best lands in the game Verdant Catacombs is the last fetch of your color not included. I would include it if you could because it allows all three of your fetches to fetch any of your shocks or battlelands. You can also include other Fetchlands as well such as Arid Mesa, Misty Rainforest etc to fetch because they can fetch for one of the jund colors of lands at least, however, they aren't as efficient Ziatora's Proving Ground is a must include because you can fetch it out and it taps for jund as well as cycle if it comes too late. If you don't have a turn one play you can fetch it out as your best land with no plays.

Hopefully this helps

Profet93 on Xenagos, Prehistoric Party God

3 months ago

Urza's Incubator > Impact tremors - Tremors is for going wide decks, Xenagos is a going tall deck. You need more ramp in the deck.

City on fire is nice but a bit winmore.

Skyshroud Claim > Explosive veg - Skyshroud allows you to get duals, untapped and explosive veg is unnecessary redundancy for migration path. Although personally, I think a Kodama's Reach is better since it helps get your commander faster by 1 turn because it's on curve. Lotus pedal would be good to swap for it given your avg cmc is 4+ and this is not a speedy deck that requires lotus pedal.

Nature's Lore > Elixir of immortal - You need more ramp, I see no reason for elixir in the deck. Meta?

Ruby Medallion/Emerald Medallion > Chromatic lantern - Lantern is best for 3+ color decks and while it is on curve, it is not needed for a 2 color deck which has green. If it's static ability really helps you, then you have a landbase issue. Medallions help ramp you and are low on curve. Personally, I like Rampant Growth and Three Visits more as lands are harder to destroy than artifacts in EDH.

ACapo18 on The Lord of the Tokens

3 months ago

The deck looks good!

If you’re open to suggestions, some fun cards you might enjoy are Divine Visitation, Ghalta and Mavren, Cathars' Crusade, Nadier, Agent of the Duskenel, and Nadier's Nightblade. I also think a bit more draw with cards like Toski, Bearer of Secrets and Ohran Frostfang would add consistency and a power boost to the deck.

Personally I enjoy running a bit more ramp in my decks, but your curve seems low enough that it’s probably not an issue. If it does become an issue, Cultivate & Kodama's Reach are staples, and Three Visits & Nature's Lore are some slightly more efficient includes.

legendofa on How many Snow-Covered Basics for …

4 months ago

I would say it depends on on how much land tutoring you have. The usual suite like Cultivate, Rampant Growth, Kodama's Reach, all the green stuff, one of each snow land (or non-snow land) is probably fine, if you can get them reliably.

For something like a deck that might have less heavy draw or land tutors, closer to 50/50 is safer. You won't be able to pull them up at will as much. If there's no difference outside of Field of the Dead going off, a simple 50/50 would be the least brain load.

I'm not sure what kind of deck would want a more moderate split, like 70/30 or whatever. Either a 50/50 split or a bunch of 1-ofs would cover most situations I can think of.

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