Land Tax

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Oldschool 93/94 Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

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.

Profet93 on Play EDH they said, it will be fun they said

1 month ago

Karn, the Great Creator > Kataki - One sided null rod with ability to animate artifacts and recur some of yours.

Mother of Runes - Protection

Mentor of the Meek - Draw. Don't necessarily need but I don't see a lot of draw in your list.

Land Tax - Lands/"Draw"

Darksteel Mutation > Mandate - Commander removal

Archivist of Oghma - Draw

Mangara, the Diplomat - Bit expensive but potentially worth it depending on meta

Aura of Silence - Fits perfectly into the deck

Generous Gift - Sometimes permanents just need to go away.

NV_1980 on Angel tribal EDH

1 month ago

Fun Angel-tribal deck! I like how you've gone all in with this strategy :) I have some suggestions but I'm not sure how much you want to spend on this, so just let me know if I'm going over the top.

Let's start with your mana. Right now, you've got 31 lands and one ramp-artifact. This is really on the low side, consdering the average amount of mana you need to spend for most of your creatures. I'd really recommend some mana-rocks like Arcane Signet, Caged Sun, Gilded Lotus, Pearl Medallion and definitely Sol Ring. Some more ramp like Archaeomancer's Map, Land Tax and Weathered Wayfarer. Lastly, I know it's expensive, but if you can get a cheap Urza's Incubator somewhere, go for it; would be awesome in here. Any of these suggestions (and there are cheaper alternatives to most) would increase the speed of your deck.

Next, let's talk opportunities this deck offers to draw additional cards. You've got five options, of which three are repeatable (because they're permanents :)). Some additional ideas on this: Archivist of Oghma, Endless Atlas, Mind's Eye and Smuggler's Share. Like with the stuff mentioned for mana, all of these would increase your deck's pacing.

To strengthen your angelic forces, you could consider Adarkar Valkyrie (which is awesome at resurrecting any Angels you lost during combat or even better, an opponent's creature lost in battle!), Angelic Arbiter (cast or attack, your opponents must choose), Battle Angels of Tyr (expensive card but insanely powerful balance-bringers in case you're behind with card-draw, mana or life) and Platinum Angel (as long as it's got indestructible and hexproof, opponents will have a very hard time snatching victory from you).

In case you're looking for more ideas, here's my Angel tribal deck, enjoy!

MTGBurgeoning on Linvala, Giada & Akroma

1 month ago

Thank you for the suggestions! Land Tax, Smothering Tithe and Urza's Incubator are great recommendations and will be slam-dunk inclusions once copies of them become available. Adding Starnheim Aspirant and Youthful Valkyrie are also strong considerations, especially Starnheim Aspirant. With SOOO many Angels from which to choose, Youthful Valkyrie got squeezed out during the initial construction of this build, opting instead for Angels the provide more versatile abilities, which applies to Starnheim Aspirant. Revisions may be on the way! Thank you and happy brewing!

Ukon on For the Emperor

2 months ago

Thanks for the feedback! It's tough making choices to add more lands, but I brought up the land count to only 34 for a few reasons. Smothering Tithe, Phyrexian Alter, and the newly added Land Tax should give me more versatility with my mana pool in addition to the mana rocks.

Since the majority of my deck runs off of 4 CMC cards, with some higher mana spells for more of a win more option like Finale of Glory, I think the tempo on it should be on par.

I've done some testing of the deck before these changes, and I can say that so far I haven't had a big issue with mana.

Reconnaissance was a much needed addition! Many times I was wishing I had this card in here while playtesting.

SufferFromEDHD on S U P E R F R ! E N D S (Djeru)

2 months ago
  1. I run Land Tax/Scroll Rack in EVERYTHING. My thinking for this list was deck thinning and a guaranteed land drop a turn would better help a permanent based strategy in the end. Time will tell.

  2. Definitely struggling. Definitely worth considering.

  3. MLD is deliciously evil. I use that in my version. Catastrophe was cut for Farewell.

Profet93 on S U P E R F R ! E N D S (Djeru)

2 months ago

SufferFromEDHD +1

Reprieve - Counterspell cantrip

Moat - If budget / proxies allow

Cloud Key/Semblance Anvil - Ramp

Land Tax - Ensure land drops

How are you doing on draw? Options to draw include Alms Collector and Archivist of Oghma

Teferi's Protection - Super protection

Smothering Tithe - Ramp

Worrad75 on Pia-tiful Impulse Control

3 months ago

Keeping a record of the changes I make here.

took out Surge of Salvation for Island Sanctuary

This deck can take some time to assemble a lethal board, and we need a way to dissuade attackers. Surge is a fantastic 'gotcha' combat trick, but it doesn't do much for us if we exile it at sorcery speed. Island sanctuary allows us to trade our card for turn for security; it blocks ground creatures, we print fliers like crazy so flying attackers dont typically scare us, and islandwalk will never matter for us. The card disadvantage isn't nothing, but this deck has plenty of ways to generate advantage from exile.

took out Faithless Looting for Dragon's Rage Channeler

This is simply too much value to ignore. We have 50(!!) noncreature spells in our deck. FL is in there to help generate velocity when we get stuck with our hand, but DRC simply blows it out of the water in terms of card selection. Filling our graveyard is also semi-relevant, as we run Reconstruct History, and having an extra 3/3 flier certainly contributes to our gameplan of smacking our opponents repeatedly.

took out Cursed Mirror for Loran of the Third Path

This swap is somewhat based on goldfishing impressions, which means there's a chance it gets reverted with more reps in a real pod. Cursed Mirror gives us velocity as a ramp piece (albiet at 3 mana), while offering incredible upside to copy something like a Professional Face-Breaker, not to mention your opponents creatures. The issue lies in the makeup of our deck; as currently constructed, we have only 18 creatures, and 10 of them are legendary. This makes the Mirror's upside more of a "hope your opponents have something cool to copy" rather than it's more powerful use of "get one of your effects doubled temporarily" due to the lack of available targets on our own board. While Loran doesn't ramp us, she gives us both interaction and non-exile card draw, both areas that this deck is a bit light on.

took out Cosmic Intervention for Boros Charm

Cosmic intervention was initially included due to Pia's natural synergy with fortell cards. However, the closer you look at situations in which you are likely to need Intervention, you start to realize how next-to-useless that extra Thopter is. Additionally, one of the massive upsides to Intervention is re-enabling ETB effects, which we currently only have 2 of in the deck. Boros Charm on the other hand actually manages to save our board from damage/destroy effects, while also giving us more flexibility. We have a handful of large creatures/effects that benefit from double strike (14 points of lifegain off Sephara, Sky's Blade, anyone?), and if all else fails the 4 life can be meaningful, as this deck tends to deal death by 1000 cuts. Exiling CI off the top at sorcery speed feels like a whiff; exiling BC feels the world is your oyster.

Dropping a Mountain for Land Tax

This is a bit of an experimental swap, as it's possible we actually want to leave more lands in the deck so they can be exiled off the top. This will mean in games where we have LT in our openning hand (the ideal start), we will exile fewer lands and more nonland cards. We'll be playing the lands every turn to be able to play the extra spells, but we'll also miss out on the value of playing lands from exile. That being said, there is undeniable value to be had by being a bit greedy here.

Load more