Kodama's Reach

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Tiny Leaders 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.

DrukenReaps on Letter of Acceptance or Unstable …

2 days ago

Looking over your list I have to second RiotRunner789. Cards like Kodama's Reach are where it's at for green. Artifacts can and will be blown up, sometimes just incidentally. Lands are almost protected by unwritten "rules." Very few folks are going to stop you from ramping lands into play and fewer are going to blow lands up. I'd still keep the Sol Ring and the Arcane Signet but more land based ramp. Also grabbing an Eternal Witness would let you grab back your Kodama's Reach or other things you might want to use again.

RiotRunner789 on Letter of Acceptance or Unstable …

2 days ago

I generally shy away from artifact ramp in green. There are several great 2 drop lands ramps (Rampant Growth), 3 drops like the ubiquitous Kodama's Reach, and a million decent 4 drops that grab two lands (with all the recent ones in the past 4ish years being Explosive Vegetation with upside).

LeonSpires on Fun Wall it Lasts

2 days ago

Looks like a fun list. Here are a few suggestions.

I would consider cutting Fog Bank as it can't deal damage due to it's ability. I also think Charix, the Raging Isle doesn't belong here. Arcades only makes creatures with defender able to deal damage equal to their toughness. Charix doesn't have defender.

Because of Arcades ability to draw cards I think you will be disappointed by Ensnaring Bridge. I would also cut Commander's Sphere, Cultivate, and Kodama's Reach for a full set of Bant talismen or signets. Ghostly Prison seems unneeded as running a lot of low CMC walls tends to dissuade early attacks.

Finally I am unsure why you are running the original duals. I feel like you could slot them into a more competitive deck and get away with running basic lands instead. In the same vein I would up the land count. 30 lands is more for cEDH decks that have lower average CMC and run very low CMC ramp.

I hope this helps. Good luck!

legendofa on Ur Dragon wubrg army

1 week ago

I think this deck simply needs more mana, not just better mana. The average mana cost for this deck is well over 4.5, and 32 lands plus the Dragon Monuments won't be enough to support it. This deck wants at least 37-38 lands, if not more, and a bigger suite of ramp spells like Rampant Growth, Kodama's Reach, and Farseek will help speed you up as well. Five-color mana bases are hard to do on a budget; it's very easy to end up with the "fast/cheap/reliable: pick two" problem. If you add more ramp spells and Forests, that can go a long way toward smoothing your turn 4-5 mana base.

Try cutting some of the higher-end Dragons at 5+ mana. Go through each one, ask "Does this directly contribute to helping my deck win?" (or "Is this one of the coolest Dragons I have available?", if you're going for personal appeal), and take out anything that doesn't meet that standard of helping you win or personally appealing to you. And by "helping you win," it should do more than "be a Dragon." In the course of a typical game, would you expect it to help?

For a few specific examples:

How often does Intet, the Dreamer actually provide card advantage? If she effectively draws you multiple useful cards each game, she's worth keeping. If she regularly sits in your hand or graveyard waiting for "the right moment," cut her.

With only 25 combined instants and sorceries, how much weight does Backdraft Hellkite pull? How often does that ability get used productively?

Broodmate Dragon doesn't have any special interaction with Scion of the Ur-Dragon. Do you regularly get more than one token off Broodmate? If not, it's not the most efficient choice.

So those are my thoughts--clear out some Dragons that are underperforming and replace them with lands and ramp spells. And above all, have fun!

Kret on Tawnos plays Jumanji

1 week ago

I'd definitely add Ulvenwald Oddity  Flip -> 2 hasty 4/4 creatures that can also give haste to all your birds and beasts in the late game.
Indrik Stomphowler is a little overpriced but your deck lacks removal spells so I think this could work here.
Consider Anara, Wolvid Familiar and Esior, Wardwing Familiar. They are legenday so Tawnos won't copy them but they are reasonably costed and provide protection for your commander.
The last thing that I'd change is your ramp. You're in simic -> colour that has the best ramp in the game. I would cut all mana producing artifacts and instead play cards that put more lands onto the battlefield like Rampant Growth, Farseek, Nature's Lore, Cultivate, Kodama's Reach, Nissa's Pilgrimage, Skyshroud Claim, Explore, Growth Spiral, Joint Exploration or Broken Bond.
If you cut all the mana rocks for land ramp you can also run the new card Fade from History.

Vessiliana on UR-Dragon Tribal

1 month ago

I would recommend more ramp. Even if you keep your basics count this high, you could add Kodama's Reach or Cultivate. Maybe a bit more lands straight up, and Unclaimed Territory is a good add.

There are some reasonably priced dragons that could help, too. Atarka, World Render, Miirym, Sentinel Wyrm, and Bladewing the Risen are useful and all under $2 each.

Poolplayer on Fun with Nacatl

1 month ago

Updating to Alpine Meadow was a great call for Wild Nacatl being 3/3 on turn 2 with the right draw and came up quite a bit and with a forest in play ambusher surprised haste goblins on return attacks. I tried putting a plains and mountain alone but the cursed draws would give me those and no forests to power the deck from behind. Evolving Wilds is the cheap way to thin the deck and either Sol Talisman or Mox Tantalite work well by turn 3 to get an advantage without tapping out for artifacts of the same power. I was trying Gift of the Gargantuan but the rate of not drawing land wasn't working well and being stuffed with creatures I couldn't afford to play wasn't working as well as Kodama's Reach.

Anyways, a fun deck. Comments are welcome!!

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