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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Elemental
, Discard a land card: Living Twister deals 2 damage to target creature, player or planeswalker.
: Return a tapped land you control to its owner's hand.
1 year ago
Living Twister can take your deserts back to hand to replay them, Ruin Ghost can flicker them, Crucible of Worlds/Ramunap Excavator/Splendid Reclamation+Sylvan Safekeeper to return them from graveyard, Ancient Greenwarden to make more tokens per desert drop. Hour of Promise finally to be used as intended.
Grind on Borborygmos
1 year ago
Would you consider Gamble to help you get life from the loam?
Maybe Hunter's Insight over keen sense?
Also Living Twister seems like a cool combo with splendid reclamation.
It can be helpful to have lands in your graveyard, some budget friendly options are Naya Panorama, Ash Barrens, jund panorama, etc.
Also curious if you would be interested in crucible of worlds or Ramunap Excavator.
Anyway just some thoughts, cheers and have fun!
1 year ago
The Tabernacle at Pendrell Vale en volada pa mantener al resto mas piola.
en mi opinion sacaria: Glint-Horn Buccaneer (mas q nada por q no me gusta mucho noma),Living Twister, sacaria 1 o 2 de cualquiera de los encantamientos q cuestan 5/6, Bag of Holding en volada tmb, Dragon Mage, Krosan Grip y/o java
podrias poner cartas con cycling o retrace, tmb Rites of Spring esta wena pa ponerla y Treasure Map Flip le puede dar un poco de mas seleccion de cartas. hmmm le dejaria igual Mulch y añadiria Winding Way por lo mismo.
1 year ago
on Land Twins
2 years ago
Alright, let's do this.
Good day to you, FacetiousFanboy. Now, I have a mere one lands-matter deck, whereupon 'tis the extent of my knowledge upon the strategy, but 'tis something I have meticulously tinkered for quite the meiny of years. Therefrom, I may offer my enlightenment.
Upon the very intrinsic parts, we have the categories of a commander deck: removal, wraths, card draw, ramp, lands, recursion, and engines. Being a legendary creature in the modern era of Magic, Mina and Denn grant a splendid engine from the command zone. Allow me to touch upon the basics within the decklist.
In order aforesaid, removal:
I mayn't have ever seen Relic Crush, but I do not like it. Five mana to kill two things is far too inefficient, thus I would recommend you take this out of the deck. Force of Vigor is better on most accounts.
Storm the Citadel requires you to have a board state, and requires a sorcery-speed deployment. Removal is best utilized in surprise, and being a sorcery negates such a factor. I do not like this card.
I have noted a supreme lack of wraths. I have also noticed some inefficient X-spells for which you intend to use twelve or so mana. Try removing Banefire, Clan Defiance, Spitfire Lagac, Tunneling Geopede, and Living Twister. The pinging effects matter little until the opponents are sitting at seven life. Living Twister is one I have tried and disliked. Banefire and Clan Defiance hit the opponents' face, but do near to nothing in terms of furthering your board state. These are great when you are ahead, but you currently have no options for when you are behind.
Upon card draw.
If you so desire X-spells to utilize, I would add Commune with Lava. It may be cast upon the endstep before your turn, and thus offers many more option without requiring you to tap out.
Escape to the Wilds offers a new hand and an additional land drop, whilst being a mere $0.25.
Similar yet potentially better, Tireless Tracker. Clues are fantastic, and are a splendid devotion of mana for use at any time. By this argument, I would kill Seer's Sundial. I have attempted the Sundial, but it requires a mana dump immediately as averse to any time.
Ramp, of course.
As to what should be removed, Rootweaver Druid ramps you for one and an opponent for two. It could ramp you for two and your opponents for four. You always come out behind in this exchange, and thus I would see this fit for exclusion. Far Wanderings is great, but best if you have a full graveyard. This deck cannot achieve Threshold too easily, thence this effect may be improved.
Returning from the grave, recursion it shall be.
This is an optional field, but it is nice to have an option or two. I see but Seeds of Renewal. Seven mana for two things returned? I nill. Bala Ged Recovery Flip serves as a land early and a win condition late. Eternal Witness is just always fantastic.
Start your engines.
What in heck is this Sporemound Nonsense? A five-mana 3/3 that spawns 1/1s. Quite lacking indeed. I do not see any justification for having this in the deck.
Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.
Given the number of tokens you create Purphoros will drain the opponents' life apace. In the same avenue, Evolutionary Leap can offer defense if someone attempts to kill a creature, or it can find a better use for your tokens.
Comet Storm is a far more efficient version of the X-spells you had opted to include, for it can remove problematic threats or multiple problematic players.
Unto finality, Genesis Wave can plop out most of your deck upon the table, and it is difficult to lose from there.
Thus is the end of my babbling. Pardon the overlong comment, but I do hope it was of some aid.
I do have my own list, as forementioned, built around the lovely Hazezon Tamar. If you would so deign to peer upon its glory, that would be splendid.
Fare thee well.
2 years ago
2 years ago
I'm playing a deck with possible infinite landfall combo's that has more pieces interacting with Retreat to Coralhelm, maybe not from turn 3, but still, redundancy is key in commander:
Lotus Cobra will help you make all the mana you need. Knight of the Reliquary + Retreat can put all your forests and plains into your graveyard for a big Splendid Reclamation. Tunneling Geopede / Spitfire Lagac will kill your opponents even if they'd play an Eldrazi Titan that shuffles back their graveyard. I'd also include a few ways to give haste to a creature, so you won't have to wait a turn before you can combo.
So the best tip I can give you with this combo: breach out to more colours than just Blue and White. Landfall decks just work best with Green included, because Green can get you a lot of lands into play, even when you're not going infinite. There's more landfall pieces in existence than alternatives to Retreat to Coralhelm, so that might improve the consistency of the deck, making it more enjoyable to play, even if you're having a hard time assembling the combo.
Unless you want to challenge yourself and make a Landfall deck without green. In that case I'm all for it and wish you the best of luck!
2 years ago
Cards that don't make sense for you:
---- you currently have all of 3 cards that can produce colorless mana, and it's a 4 color deck, so the premium is on hitting colors, not odd utility lands. Not to mention that they're another means of ramping in the deck, which would be the priority.
---- I've played with and replaced it in Mina and Denn. 2 hard pips of red for what it provides isn't worth it. You'd be better off running Trade Routes for the effect. you're not likely to want to pay to throw lands, so the pay to bounce isn't ideal for a hard green each time.
---- For the cost it should just be something like Boundless Realms, cheaper to cast and gets you more lands.
---- This one is just real bad; you have all of 7 potential legendary permanents to hit, add that to the lands and that leaves 44% of the deck as a viable hit from starting. It's always going to be below 50%. For the effect, you would be better off with Genesis Wave since most of your permanents aren't legendary.
Cards to Consider: