Land Tax

Land Tax

Enchantment

At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle your library.

Latest Decks as Commander

Land Tax Discussion

DreadKhan on All Hallows' Eve: It's Harvest Time (Tuned EDH)

52 minutes ago

I'm not sure if Land Tax works in here without any Basics, maybe I'm missing something? You could use Weathered Wayfarer to find non-Basics if you have a low land count.

jamochawoke on I Stand for Yustice

1 week ago

Very true, but you could get one golem for say your Sunhome Guildmage (whose only other uses are extremely expensive mana-sink abilities), or a card that nets you tons of your other multicolor cards by drawing to get a lot of golems (Like you are running Losheel which is pretty fantastic for this in this deck but imagine if you had two card draw engines out and having more than one allows some redundancy to account for removal/wipes). Kalemne also doesn't synergize with most of your cards because you mostly have a lower curve than their ability triggers off of. To be honest I would replace either of those with Slate of Ancestry since you are going to be flooding the board with tokens. You are also running Sunforger which is great for getting things you need. Stoneforge Mystic, Steelshaper's Gift, Open the Armory or Stonehewer Giant can get you Sunforger faster or can net you other fun equipment that work well in this deck like Sword of Fire and Ice.

There's also some fun shenanigans like Land Tax and Scroll Rack which is basically a "draw three a turn" as long as you are behind in lands, which you will be if you are playing vs any deck with green in it. Or Mask of Memory and Teshar, Ancestor's Apostle since the majority of your deck would be considered Historic so anything you bin with the Mask would come back with Teshar every time you cast one.

I would at least consider changing some stuff out after extensive playtesting, but hey, if you like how this plays and don't see the need for tighter tuning than there's no reason to change. Best of luck in your games!

Foster_I_Am on Necronomicon | Teysa Karlov | Primer

1 week ago

Hi Masterful - cfost827 here on a new account I created :)

Out of curiosity, have you ever thought about running Academy Rector? He's a pretty solid card that cares about going to the graveyard. It could allow you to immediately put into play our strong Enchantments like Necropotence, Bolas's Citadel, Land Tax, Grave Pact, Bastion of Remembrance - whichever you need most at the given time.

Also, what are your thoughts on Ranger-Captain of Eos? He could tutor up Viscera Seer, Carrion Feeder or sac fodder if needed. He also can stop some of the annoying blue players from countering our spells if needed by saying him.

As always, I'm Looking forward to hearing your feedback! :) Thanks!

soulwarden11 on Archon Tribal

2 weeks ago

My first thought is “How does this deck manage to function on barely 31 Lands and a total of 5.5 Ramp spells and 3 Mana Rocks?!”

Archons are a VERY expensive tribe to run; I would be cramming as mana Land tutors and mana rocks into this deck as I could, along with at least 37 lands.

I tried running an Elf tribal deck with 30 lands and always found myself wanting more lands after the first board wipe, and Elves average 1-4 mana each—I bumped that deck up to 36 and it’s much smoother nowadays. The Archons here average 5.8 mana each.

Arcane Signet

Azorius Signet

Dimir Signet

Golgari Signet

Orzhov Signet

Simic Signet

Selesnya Signet

Urza's Incubator

Chromatic Lantern

Kodama's Reach

Farseek

Harrow

Dryad of the Ilysian Grove

Roiling Regrowth

Explosive Vegetation

Burgeoning

Exploration

Land Tax

Gift of Estates

Mirari's Wake

It’s not fun to sit there wishing you had more mana to play your big, bomb-y creatures while your opponents are doing stuff the whole game. I’ve been there more times than I care to remember.

If you don’t want to add more ramp and mana fixing, the other option is to go more heavily into stax and tax effects to slow down your opponents to give yourself more time to build up to your big spells. You have a couple in the deck already, but there’s tons of options, especially since you’re playing 4c and Archons just happen to be primarily in White and also just so happen to love creating stax effects of their own, AND they DO like Enchantments!

Authority of the Consuls

Ashes of the Abhorrent

Mystic Barrier

There’s obviously more than this, but I’m on my phone and these are what came to mind.

TypicalTimmy on New Format for EDH: Rule …

2 weeks ago

Over the weekend I'll make a "comprehensive rules list" for Rule: 0. I know it sounds silly, because it contradicts the very nature of the format in question, but there are certain elements of the game that can not be altered.

For example, you can't have a land as your Commander as a land is not cast.

You also can't give a creature who does not have Companion that ability, because you would be adding text onto the card that isn't there.

I should probably ban the Power 9, simply because if you want to play with those cards, just play Canadian Highlander and use the appropriate point-buy system.

I've also seen questions pertaining to "Partners" and "Partners With", asking if having two cards that are not Partnered up together adds to the deck's color identity. Why it does, I think it should be worth limiting this. Otherwise technically speaking you could run Sanguine Bond and Exquisite Blood. So I feel putting a limitation on this is important.

What I'm thinking is the following:

  • No lands as Commanders, including any card who's reverse side is a land, unless allowed by the Rules Committee for regular EDH.

  • No Power 9 - Just play Canadian Highlander

  • If you use Partners With, at least one must be a Legendary Creature

  • You may not Partners With any Legendary Creature who has Eminence: This includes, for the purposes of the rule, Oloro, Ageless Ascetic

  • Artifacts, Enchantments, Instants and Sorceries are OKAY but must be Legendary

  • All Planeswalkers are usable as Commanders

  • No rules change to Companion

  • Non-legendary creatures are okay to use as solo or Partners With Commanders (Oh Lord help us with Snapcaster Mage)

This expands the deck building opportunities by a LOT, without allowing it to be broken so frequently. For example, Winter Orb + Land Tax?? Jesus Christ, no. Lmao

jak0822 on Avacyn Board Wipe Deck

3 weeks ago

Less equipment, more rocks. The casting costs of your spells is huge, you're going to need a lot more rocks. Land Tax to make sure you don't miss a land drop.

DawnsRayofLight on Boros Angels

1 month ago

Wandering Archaic  Flip would be a good add, unless you have bonkers life gain, Angel of Destiny may not be all that good. Starnheim Aspirant: I can see being kind of funny for a T3 or T4 Aurelia, I feel like a lot of times it might not be all that great, it would be nice if the card had other things going for it. Tome of Legends: there are more consistent draw sources like Endless Atlas. I would say you would be better served by adding Esper Sentinel, Dockside Extortionist and Ragavan, Nimble Pilferer to speed the list up and give it some extra ramp and draw. Cursed Mirror could be fun and I have gotten a lot of use out of Archaeomancer's Map, though with Keeper of the Accord and Land Tax you may have enough.

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