Land Grant

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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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Land Grant

Sorcery

If you have no land cards in hand, you may reveal your hand rather than pay Land Grant's mana cost.

Search your library for a Forest card, reveal that card, and put it into your hand. Then shuffle your library.

capwner on 12 land grist

1 month ago

You need that new insect mana dork Molt Tender! I'm also with legendofa, cards like Land Grant and fetches to thin lands out of your deck will make you more reliable!

legendofa on 12 land grist

1 month ago

Bookrook I might be missing something. What's the typical line of play for the first couple of turns? My thought is that Land Grant into Haunted Mire or whatever, the Swamp Forest of your choice, into turn 2 land + Dark Ritual gets the Grist mill rolling a turn sooner. Would this work?

legendofa on 12 land grist

1 month ago

Land Grant can pull out a Forest to help cast Grist early, and Dark Ritual charges your mana for a turn. I don't know what the critical mass of Insects is to keep Grist rolling hard--maybe you can cut one or two?

capwner on 4 Land Goblin Charbelcher

8 months ago

I don't think I quite understand this list... In 5c wouldn't you want to be on a bunch of MDFCs (double faced cards with lands on the back side) so you can make land drops? From what I'm seeing it seems like you would need to be extremely lucky in order to get a playable hand, and 4 lands makes it a lot easier than you'd think for belcher to whiff esp. when you need to hit for 40 life points. Unless there's something big I'm missing here. I know 60 card belcher plays 1 or more land sometimes with Land Grant, but I don't know if that approach will be able to work all too well to singleton. I'd like to see your take on this with the MDFC lands!

SlippyMinaj on No [[rograkh]]s!!! Nah Mean

3 years ago

BotaNickill I moved away from the cost creatures. Leaving a big pile of creatures out after a "whiff" isn't the worst thing, since we can pick them back up and try again later. The two biggest weaknesses of the deck thus far are counters and discard, so I find Pact of Negation and Leyline of Sanctity in the sideboard help a lot. I've also included a couple copies of Land Grant and replaced the four lands with duals; something I've found boosts our storm count while making the deck more reliable. I'll upload my current list soon and link it here if you'd like to see it.

Grubbernaut on Infection

3 years ago

In pauper, I recommend going mono G and subbing Blight Mamba for Blighted Agent. You definitely want Vines of Vastwood, Rancor, and I'm also partial to Land Grant for free thinning. You could also consider Seal of Strength, as you can cast it any time and then use it when needed.

If you're going to stay UG, definitely add Brainstorm, Ponder, and Ash Barrens. Cut all bounce spells; you don't care about your opponent's creatures, especially if you're going with U for unblockable spells like Distortion Strike.

Cheers!

Spell_Slam on Make Wild Nacatl Playable Again

4 years ago

Interesting concept. I have a few thoughts.

Crop Rotation seems like your best tool in this deck to enable Nacatl and Kird ape consitently and quickly. I think this should be a 4-of in your deck.

In addition to Crop Rotation, Land Grant is another way to fetch up lonely copies of your forest duals without requiring any mana at all. It doesn't fetch Alpine Meadow, but it should still be more than playable. Bonus points for triggering Seeker of the Way for free.

In terms of mana base, I would try to minimize the number of tap lands as much as possible. You're probably not going to want two copies of Alpine Meadow in play at once, so cutting to one and fetching it when necessary seems fine. I would also cut Sejiri Steppe down.

Bounce lands seem like they could be great for you. Gruul Turf and Selesnya Sanctuary are good at providing extra land drops on their own and they make great targets for an early Crop Rotation to keep hitting land drops.

Maybe just a matter of preference, but I would do a 4:2 split of Journey and Cannonade instead of 3:3.

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