Kor Haven

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Kor Haven

Legendary Land

: Add .

, : Prevent all combat damage that would be dealt by target attacking creature this turn.

KayneMarco on Heroes of Redwall Abbey

2 months ago

Is there a particular reason you’re not running Maze of Ith compared to Kor Haven? Guessing it’s because of the mana ability.

KayneMarco on Eye for an Eye Damage Reflection

5 months ago

I have a deck similar to this except I’m in mardu colors. Just wanna offer a few suggestions from my list that would definitely fit in here.

I have a bunch of other similar card ideas that fit the theme as well but I’ll stop here for now. If you wanna hear the rest of them let me know. +1ed

Hexapod on Angels We Have Heard On High [PRIMER]

1 year ago

I love an old-fashioned, straightforward tribal deck!

I see this is a budget deck, my suggestions may be out of the price range.

I would venture that Mangara the Diplomat is a slow card and could be replaced with Esper Sentinel.

You have some interesting lands in there, some that I will consider for my own lists. I don't get why you would want Bant Panorama, and I find Kabira Crossroads and Idyllic Grange have the potential to slow the early game. I would favor Kor Haven and Eiganjo Castle instead.

That Cloud Key wants to be an Urza's Incubator. Akroma's Memorial could be a nice thematic piece.

Hope this helps!

Tur on Hidden Power - Crop Rotation

2 years ago

Hello everyone! This will be a trial forum post for a "Commander - Hidden Power" series. My goal is to show relatively inexpensive cards which are often overlooked by commander players in semi-competitive and casual play. (This post is not designed for competitive play.) If you enjoy the topic, please provide positive feedback and I will consider creating similar posts.

The powerful card I plan on discussing here is Crop Rotation.

This card under five dollars and is one of the most powerful mono-green tutors. Period. Yes, I'm counting all mono-green tutors. This includes: Worldly Tutor, Finale of Devastation, Green Sun's Zenith, Survival of the Fittest, Chord of Calling, Natural Order, Tooth and Nail, Sylvan Tutor, Time of Need, Scapeshift, Hour of Promise, Tempt with Discovery, Reshape the Earth, Boundless Realms, Traverse the Outlands, Rampant Growth, Harrow, Cultivate, Harvest Season, Explosive Vegetation, etc.

It's one color, one mana, instant, searches for any land, you can sacrifice a tapped land, and puts the land onto the battlefield untapped (unless otherwise specified).

Although, Crop Rotation is often overlooked by players because of the very expensive cards it can search and not being "flashy" enough. Yes, Crop Rotation is ideal with any of the following cards: Gaea's Cradle, Mishra's Workshop, The Tabernacle at Pendrell Vale, Serra's Sanctum, Bazaar of Baghdad, and Diamond Valley. However, suppose we don't have a one thousand dollar mana base and cannot play the land cards above. Is Crop Rotation worthless? No. It is still one of the best mono-green tutors. There are so many utility and theme lands which are excellent targets. Ramp lands and color-fixing are also viable options. Here are a few categorized ideas:

Utility Lands:

Theme Lands:

Ramp Lands:

Color-Fixing Lands:

There are many more unlisted cards in each category which could fit your specific deck.

Some of the cards listed above have some pretty cool synergies with Crop Rotation here are a few:Urza's Saga, you can let the saga get to chapter III, then with the ability on the stack sacrifice it to Crop Rotation to get both the artifact and land. Field of the Dead is ideal in every two or three color commander deck with a sufficient mana base (in fact some of my win conditions are given by Field of the Dead). You can also use Field of the Dead as a combat trick. Scavenger Grounds and Bojuka Bog are fantastic for graveyard combo disruption. Maze of Ith and Glacial Chasm will hurt your lands, but sometimes it is needed to stay alive.

Simply having the ability to greatly effect the board state using a one-mana instant speed spell is impressive: life gain, damage prevention, removing steal effects, getting around blockers, denying counterspells, combo stoppers, unlimited hand size, sacrifice engines, haste, recursion, ramp, creating token blockers. The list goes on-and-on-and-on. If fact, if you're playing 3-4 of the lands listed above you should really consider Crop Rotation in the ninety-nine.

All in all, I'm always surprised the number of deck lists which do not play Crop Rotation. This is a fantastic card and one of the best mono-green tutors. It has so much hidden power. Ask yourself if there is a nonbasic land which you are playing (or would play) that would do well with Crop Rotation.

Max_Hammer on I’m Rick Grimes, Bitch 2.0

2 years ago

Howdy, I think your mana base could use some work-shopping. As for what you have right now, it's good. You don't need to remove anything, nothing here is hurting you. However, there might be something you missed. The only reason I can see for having this number of basics is for Emeria, but I think you could get even more value elsewhere. For the record, I'm not saying to include all of these, but I am giving you some choices as to what you might wanna include. I suggested the ones that seemed like the best choices.

Removal:

For removal, we have a few choices. Scavenger Grounds is graveyard hate, which is fine because we only have one piece of recursion and it's Emeria. Blast Zone is pretty solid removal, just in case. Field of Ruin can get rid of someone else's Emeria or other problem land. Eiganjo, Seat of the Empire can be removal when you need it, and a land when you don't. And lastly, Kabira Takedown  Flip in a token deck takes down pretty much anything without hexproof.

Protection:

Your stuff is important! Keep it safe with these cards. Eiganjo Castle is nice for anyone especially important, as can Karakas, if you can swallow the high pricetag. Sejiri Shelter  Flip can keep a creature safe once, assuming you don't need the mana. Nephalia Academy is fun when playing against specific deck strategies. Now, for a lot of them all at once, Kor Haven, Mystifying Maze, and Labyrinth of Skophos (With a shoutout to Maze of Ith) all prevent people from bonking you too hard.

Misc.

Everything else that wasn't in those two categories. Windbrisk Heights can play you a free Mass Calcify when you need it, just for swinging with 3 tokens. Reliquary Tower because this is Commander. War Room, depending on how much draw you need. Idyllic Grange may as well replace a Plains if you plan to keep focusing on Emeria. Arcane Lighthouse is just another Detection Tower effect. And for the final one, Karoo. I dig the bouncelands. They're perfect turn 2 plays and might help you ramp a little bit extra.

And one more thing aside from all of this! Caged Sun is, in my opinion, better than Gauntlet of Power. One extra mana for blocking out my opponents feels worth it.

Venturub on Monowhite Control Clerics

2 years ago

Thanks for your comment and your suggestion. There are many cards I considered, such as Mirror Entity, Elite Spellbinder, Aether Vial (both for its ‘flash’ effect and as a work around for Chalice of the Void), Huatli, the Sun's Heart (for the combo Daru Spiritualist with Shaman en-Kor), maybe Glowrider, some Wasteland and/or Kor Haven

Bur instead of what?

Cyb3rguerrill0 on *Retired* Bark Bark Bark

2 years ago

Still got some slots open? So I would recommend: The Ozolith, Sword of the Animist, Dragon Throne of Tarkir, Inventors' Fair, Kor Haven I would also suggest to lower the average CMC Myojin of Blooming Dawn is overpriced imho ...

Profet93 on

3 years ago

Jeweled Lotus > Lotus Bloom IMO

Given that 25% of your deck is artifacts, have you considered adding a Cloud Key/Semblance Anvil or even an Ugin, the Ineffable as a cost reducer? Cost reducers are useful on their own or in the combo below...

Cost Reducer + Sensei's Top + Mystic forge = Draw your entire deck.

What is the purpose of Tomb of the Spirit Dragon? Why not add a different utility land like Kor Haven, another mana fixer or better yet Riptide Laboratory? Riptide allows re-use of snapcaster, trinket mage or save your commander.

Sun Titan + Angelic Renewal + Blasting Station = GG. Angelic renewal is useful on it's own, particularly with ETB effects.

Counterspell > Stoic Rebuttal

Crush Contraband seems too expensive for what it does. Potential swaps include....

  1. Fierce Guardianship - Countering for free and bluffing to do so is powerful
  2. Dig Through Time - Help you dig a little further
  3. Mind Stone - Ramp when you need it, draw when you don't. Bringing your commander a turn earlier is helpful
  4. Mystic Remora - Somewhat redundancy for rhystic study. Not needed, but I'm almost always happy to draw this, even late game.
  5. Ancient Tomb - Can hurt, but ramp is ramp and this help a fair bit

Swap Evolving Wilds + Terramorphic for Prismatic Vista/Fabled Passage.

Let me know what you think of each suggestion.

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