Kor Cartographer

Kor Cartographer

Creature — Kor Scout

When Kor Cartographer enters the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.

Browse Alters

Combos Browse all

Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Kor Cartographer Discussion

Brobraam on Mono White Ramp/Draw

4 days ago

Kor Cartographer ramps lands
Inheritance card draw is semi cheap: 1 mana to put down but a bit expensive cost to draw a card (3 mana per dying creature).

jakeyuki12 on Feather, Redeemed and Rebooted

2 months ago

Hiya! Long time Boros player, got a lot of suggestions.

1) Two new cards, Goldspan Dragon and Birgi, God of Storytelling  Flip are made for Feather. These cards synergize suuuuper well with what the deck already wants to do. I highly suggest running them.

2) Some of your ramp seems rather strange. It doesn't seem like it would be very consistent, or there are much better options. I would cut Kor Cartographer and Solemn Simulacrum for speed reasons- the deck wants to ramp earlier rather than later since Feather wants to be able to come down and get the deck going earlier rather than later. I would also cut Boreas Charger and Surveyor's Scope as they're also slow, but possibly unreliable/inconsistent. The two new cards from Kaldheim work well as ramp. I would also recommend (if possible) to pick up the medallions as they're going to save you a lot of mana ( Pearl Medallion , Ruby Medallion ). If not plausible in the near future, just find some other cheap mana rock.

3) A few cuts to suggest. First and foremost, cut Lightning Greaves right away. That card will make it so that you can't target your own creatures either, so it is a hard non-bo with your deck. I would also replace any removal in your deck that isn't an instant, that way you can fetch it all with Sunforger (as a side note, Magnetic Theft is great in a Feather deck with Sunforger ). I would personally cut the recursion cards. I understand wanting to get back some of your really good instants and sorceries if they get stuck in the graveyard, but I find Feather to be enough recursion. If you really want to run recursion, I suggest something cheaper (and more powerful) like Underworld Breach .

4) Finally, I would up the land count in the deck. Feather is a VERY mana hungry commander. Thus, you want to be super sure you make your land drop every single turn. 34 lands will make that difficult, even with all your cantrips. 38 is the sweet spot I've found for the typical Feather deck.

pretendingtoalright on [EDH/Commander] W/B Angel Deck

3 months ago

Charcoal Diamond Marble Diamond Orzhov Signet are solid relatively cheap (both budget and rocks for your ramping woes.

Talisman of Hierarchy is also fairly budget friendly

Other ramp/ramp adjacent options that aren't necessarily to theme but are in your colours. Pitiless Plunderer, Revel in Riches, Knight of the White Orchid, Kor Cartographer or Crypt Ghast

And just becos it's a card I like that's an angel, Angel of Despair is (albeit very expensive) flexible removal on a body.

RinceRaven on Brago

4 months ago

Made some changes to the draft. It needs a couple more cuts and maybe even more changes but I thought I'd leave it here for now.

In: Cast Out, Oblivion Ring, Journey to Nowhere, Reshape, Oath of Jace, Whir of Invention, Teferi, Mage of Zhalfir, Meteorite, and some counterspells.

Out:

Augury Owl, Aether Tunnel, Aqueous Form, Vapor Snag, Whirler Rogue, Prison Realm, Hedron Archive, Archaeomancer, Drannith Magistrate, Kor Cartographer, Mnemonic Wall, Unwind, Momentary Blink, Ghostly Prison, Disdainful Stroke,

note: some of these are good cards and maybe should be put back in. I tried to focus on the combo and decided to cut some more basic synergy pieces that might deserve their places back.

Azeworai on Avacyn Reigns Supreme

8 months ago

So, Divine Sacrament doesn't quite do much for the deck, as the lack of creatures and ways to fill the graveyard cause it to add a little power to the board. I would just add Rest in Peace for disrupting the opponents.

Forenamed was the lack of creatures. Answered Prayers won't actually gain you that much life over the course of a match, thence I would cut it for Morose Machine.

Emerge Unscathed, Gods Willing, and Brave the Elements are fine spells. They are a solid one-for-one, but they act best in decks that can draw lots of cards. Mono-White cannot do that, so things that trade with the opponents don't cut it. Lightning Greaves continuously protects, Fractured Powerstone accelerates your game plan, and Enlightened Tutor is fantastic utility.

Loxodon Lifechanter probably isn't going to do that much in terms of gaining life, and six mana is a lot to get chump-blocked. Kill it for Kor Cartographer.

So, this deck is one that wishes to constantly hit land drops. You virtually have 35 lands accounting for Maze of Ith. I'd remove Mass Calcify due to its lack of utility for Seraph Sanctuary.

Anent being bereft of many lands, Temple of the False God is oft a dead card. It is only active if you are serendipitous enough to hit five lands without having much card draw. Scavenger Grounds hits the graveyards as a bonus to just being a lovely land.

Lastly, a Plains could be a Kor Haven, for it defends and produces mana.

That shall be all from me. May fortune betide!

nUKe13 on nUKe13 Aurelia’s Legion

9 months ago

jakeyuki12 - thanks for the comment! Thank you also for the compliments! As far as card advantage, I guess Skullclamp and Mentor of the Meek are considerations, but this isn’t necessarily token based. does have tutors, but they are situational. Some additions I was thinking of were Cartographer's Hawk, Stoneforge Mystic, Kor Cartographer, Enlightened Tutor, and Stonehewer Giant.

Did you have specific suggestions?

For the 4 cmc slot, were you saying I should go higher or lower? Most of the decks I play hover around the 3.0-4.0 range, so I naturally gravitate towards 4 cmc cards.

Thanks again for your comment!

Tzefick on How would you give white …

11 months ago

TL;DR: The pre-text is LONG. Sorry about that, but there's a lot to unfold about the subject. If you just want to skip down to the suggestions I brainstormed, go below the first set of 3 lines.

It is no secret that the Commander community for a long time has regarded white as one of the weaker colors in Commander, especially as a monocolor. Many have pointed their fingers at how well the color achieves mana ramp and card draw/advantage.

White actually do have a small slew of card advantage and ramp cards or cards that in essence cheats the requirement for mana.

White has raw card draw in Mentor of the Meek and Dawn of Hope, although hidden behind a requirement in form of a trigger. Both are triggers that are fairly easy to achieve but not without costs. Not to forget Sram, Senior Edificer (and Puresteel Paladin) - but again behind a trigger requiring a very specific type of deck building. White has additional card advantage through regaining access to cards once lost, like through a Sun Titan getting back small permanents, or Nomad Mythmaker, Order of Whiteclay, or Bishop of Rebirth.

White has ramp in form of Knight of the White Orchid and Kor Cartographer and pseudo card advantage in good ol' Land Tax. The knight has a requirement that you need to be behind to actually ramp, and that aspect goes again in many of white's attempts to imitate ramp and card draw. White can only catch up, they cannot get ahead. These aspects are most recently seen through Verge Rangers (pseudo card advantage - not ramp, you don't get access to more lands than 1 per turn) and through Cartographer's Hawk. There's also Oath of Lieges but that is a symmetrical effect and may as well just benefit some of your opponents as much as it does you.

White can cheat the requirement for mana in a few instances, like casting Resurrection on a higher costing creature, an aspect they share with black and often a favorite when the two are paired. Where they differ is that black usually does it for less mana at another resource expense, and that black has different means to get those creatures out into your graveyard to set it all up. White has none of these opportunities/advantages.

This thread mainly aims to discuss white getting card draw/advantage in the Commander format and how they would achieve it to fit their color identity, but we can talk about the Commander format in general as well. To clarify, the topic is aimed at discussing how white could get card draw/advantage and not really whether or not they should - do feel free to voice your opinion for or against but please keep it limited and instead focus on how card draw could fit into white's color identity. It doesn't necessarily have to be from a place within the current color identity, but could be exploring new design space that hasn't been seen before.


Let's examine how other colors achieve card advantage:

Blue is super easy and the main color that achieves it, they usually do it straight as an investment for the specific purpose of gaining more resources; Concentrate. Blue also has access to looting options where they draw cards and discard cards (or the other way around); Merfolk Looter / Tolarian Winds. Blue also has the largest collection of cards with Flashback, so even once Blue uses a resource from their hand, they can do it again from their graveyard; Deep Analysis - although these cards are usually more costly than their non-flashback peers.

Black is also relatively easy as they imitate blue's investment but at an additional cost; Night's Whisper. As previously stated black can also access their graveyard like white and reuse mainly creatures that have died or otherwise put into the graveyard (from say an Entomb) by using Animate Dead or Zombify. Black's ability even goes beyond their own graveyard and dip into their opponent's graveyard. Black also have some aspect of self-discarding, usually as a symmetrical effect that aims at harming their opponents while still being able to access the cards they lost themselves; like Cunning Lethemancer.

Red is relatively new on this block, as they have for a long while had many of the same issues as white. Red did however have cards that looted (drawing and discarding cards) in the concept of picking up the strongest of a larger selection of cards - this is also called card filtering as you don't get an advantage in resources, only the selection. However red also has a selection of cards with flashback or activated or triggered abilities from the graveyard. With the introduction of impulse draw - so named from Act on Impulse, where red exiles a number of cards from the top of their library for the ability to play those for a limited time. Thus red has achieved temporary card draw.

Green is one of the richest colors in the color pie at the moment, having access to a lot of control cards, protective measures, card advantage, ramp and swingy plays. It is no wonder to me how green is one of the stronger colors in Commander. Green has access to some very strong card advantage cards that fits right into the slow format of Commander. Rishkar's Expertise is a favorite as it combines the Commander format's slow pace, green's affinity for big creatures, and a powerful swing in resources, all in one card. Another is the ability to draw from creatures being cast or entering the battlefield. Outside the slow Commander format, you don't really see these types of cards, but within the format they are strong and valuable. Green also has access to the most flexible way to reuse cards from the graveyard through Eternal Witness, Greenwarden of Murasa, Road of Return - road and Myth Unbound are even commander specific benefits that makes casting your commander cheaper, within the color with the most access to mana acceleration. So the color that needs it the least has ways to reduce their mana demand on casting their commander. I would argue this aspect should have been placed within white and/or blue more than in green. Black is getting in on it with Netherborn Altar, so in the future we might see the other colors circumventing the commander tax in some fashion.

White has very few card draw cards (the best of which are mentioned above) and all are locked behind some kind of condition that is not insignificant, compared to something like Beast Whisperer.


It would seem white lacks behind quite a bit in this aspect. When a color cannot do something itself or not very well, they usually seek toward artifacts to fix their issues. Here you can utilize Mind's Eye or Loreseeker's Stone or Arcane Encyclopedia or Book of Rass or Endless Atlas or Skullclamp or Tome of Legends to name a handful of the better variants. What most of these have in common is that they are expense to cast or maintain or require some specific deck building choices to function.

If the general consensus of Commander players are to be taken into account along with the perceived strength of each color, it would seem these artifacts are not enough to help white overcome its lack of card draw. Furthermore white's other strengths doesn't seem to have enough impact to offset this lack.

The general argument I have seen against providing white with card advantage is; it breaks the color pie, white can utilize artifacts to fix their weaknesses to some extend, white's strengths comes from mass land destruction, taxing (Thalia, Guardian of Thraben) and hatebears (Aven Mindcensor). Again I don't really want this thread to be overshadowed about arguing for/against White getting card draw into their color identity, let's just assume white eventually will get card draw - how would that look like?

Brief discussion on the counter arguments Show

I really like the way WotC incorporated card draw into red, as impulse draw feels red but it is card draw and it helps red smooth out some edges it may have in especially multiplayer formats, such as Commander.

So, if we assume white is eventually going to get card draw, how would it look like? Here's a couple of ideas for concepts on how to incorporate a card draw mechanic with white flavor.




Taxing

Good ol' taxing. We already have Smothering Tithe, so something similar to Rhystic Study could be a possibility. It could be an aura you put on a land, so whenever it is tapped that opponent pays mana or grants you card draw. It doesn't necessarily have to be mana that is taxed, it could also just be the action/trigger itself that is the tax.

A taxing example Show



Warring / "spoils of war"

White is the most militarized color that deals in organized military strategy, being the main color for the creature types Soldier and Knight. White is often associated with combat and attacking as well. Perhaps it should be used to its advantage and provide some means to acquire card draw - figure it a substitute for roleplay wise gaining lands / trade routes / power / intelligence.

Example of war "spoils" Show



Trading

I actually really like the idea of this one, although it may be harder to properly accomplish.

White has before had trades happening like Armistice and Bargain. There's also the advocates and Benevolent Offering but they are not unique to white and is a set mechanic. It's been a while since this was part of white's color pie, but it could be again.

Example on trading Show

The flavor is there, as white is a color of community and peace, so trading seems like a natural byproduct. I really like the political aspect from this mechanic when considering multiplayer formats.



Divination

An alternative to direct card draw; you choose a card type (instant, sorcery, creature, land, artifact, enchantment, planeswalker) and then look at top X cards of your library, you may reveal a card of the chosen type and put it into hand, put the rest on the bottom of your library in any order.

This reflects the Commune with Nature (which is a green card I know) but it seems to fit white's color pie as the more religious color, to ask the gods/divine/faith for a boon and maybe it is answered, maybe not. Obviously you can deck tech to increase your chances but the idea is a card draw that is not guaranteed. Under the right circumstances it can be stronger than a card draw as it may filter.

Example on Divination Show



Honor the ancestors

I really wanted to create some kind of mechanic that allowed white to dump cards into their graveyard, to synergize with white's inherent ability to generate card advantage through recurring permanents, especially low CMC permanents. As it stands white needs to cast those smaller permanents and have them put into the graveyard from the battlefield - thus making these recurring effects a lot more narrow than their black and even green brethren, who can more easily set up these beneficial plays. But it doesn't seem very much like a white thing to self-mill, ala Surveil, nor do they discard. For white to have this particular synergy you would have to make them gain it without much prior precedent.

One thing that seemed sort of within the flavor of white would be to honor the ancestors, remember the history, keep to the traditions. I think you could work that flavor into some kind of mechanic that could work to white's advantage.

Examples on Honoring the Ancestors Show




Anyway, that's just what I brainstormed for. Like I said before I really liked the flavor on red's card draw and I want white to get something similar. Do you like any of my suggestions or think you can refine them? How would you give white card draw that is flavorful?

Spell_Slam on PDH|Lightning Helix on a Mane

11 months ago

I love this deck! That lion is such a great build-around and it's nice to see a decent boros list for once.

In the early and mid-game, you will be doing a lot of cycling and will likely end up with a lot of excess lands that you won't know what to do with. I would recommend playing more red card draw spells that allow you to filter through them to find more cyclers. Cathartic Reunion and Tormenting Voice would fill in nicely.

In terms of protection, I would really recommend both Angelic Renewal and Benevolent Bodyguard. You can put both of these down before your Commander, which gives you layers of protection that you don't need to invest in reactively. Considering how important your Commander is to your strategy, this is definitely worth thinking about. Something like a well-timed Eland Umbra puts your Commander out of most burn range and is also a layer of protection against destroy effects. You might also consider Cho-Manno's Blessing, even if it's WW, the permanent protection at instant speed is as good as it gets.

One really good piece of tech you are missing is Library of Leng. No max hand size is nice, but being able to cycle a card and put on top of your library to draw it again is completely busted. This means that you can re-use the same card over and over again to trigger your Commander's ability for no extra cost. You could be dealing 2 and gaining 2 for as low as 3 mana whever you want.

In terms of removal, I would really rather see a Journey to Nowhere instead of Lightning Bolt. Oblivion Ring also deals with a lot more than Disenchant.Faith's Fetters is pretty much a staple of White Removal in PDH. They are great ways to remove commanders, since you can then pick them up with something like Kor Skyfisher.

Kor Cartographer is another staple ramp spell for White decks. You're scraping the bottom of the barrel with some of your ramp, so this could be an easy swap.

Your hand should stay be pretty full, so Martyr of Ashes could do a lot of work for you.

I don't really like the Pinger sub-theme. Your Commander already represents tons of removal and damage that you have access to at any time. I think those slots would be better served as protection, board wipes and card draw.

I've never played Bonder's Ornament, but it looks... kinda bad. How has it played out in your experience?

Great deck overall!

Load more