Lumbering Falls enters the battlefield tapped.
: Add or to your mana pool.
: Lumbering Falls becomes a 3/3 green and blue Elemental creature with hexproof until end of turn. It's still a land.
|Want (2)||Teth , Bwearmp|
Combos Browse all
|Commander / EDH||Legal|
Lumbering Falls occurrence in decks from the last year
Latest Decks as Commander
Lumbering Falls Discussion
2 weeks ago
At Nava's request i'm posting suggested changes, additions, cuts, and my thoughts on them. She requested that I not stick to only budget, but keep the max single card value under $30 (I kept it under $20 for the most part and largely even lower than that). As such, here are my thoughts and recommendations.
Courser of Kruphix- Ramp, pulls cards off the top of your deck so you are more likely to draw useful cards and just directly drop your lands onto the battlefield
Living Lightning- a useful elemental that allows you to recast your instants/sorceries
Multani, Yavimaya's Avatar- A very powerful card that also allows you to bounce your lands so you can replay them for more effects
Nyxbloom Ancient- Triple mana on an elemental.
Overgrowth Elemental- A useful elemental that pumps your creatures and gains you life.
Ramunap Excavator- Replay your sacrificed and destroyed lands. Fantastic in a lands deck. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Roil Elemental- A fantastic landfall ability that allows you to grab key pieces from your opponents and use them against each other
Seedborn Muse take full advantage of your lands and abilities without worrying about being tapped out
Titania, Protector of Argoth- land recursion, elemental generation.
World Shaper- land recursion
Birds of Paradise- One of the best dorks in the game
Sylvan Caryatid- Fantastic dork
Brighthearth Banneret- You are a lands deck. You have more than enough mana and this simply doesn't do enough for you.
Chandra's Embercat- This will be a recurring comment from me. You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Embodiment of Insight- Too expensive for the effect. Also, personally I don't like turning lands into creatures as it makes them incredibly vulnerable without giving enough benefit.
Embodiment of Spring- Too expensive and not nearly good enough.
Generator Servant- The haste isn't important enough for your creatures as you very rarely have anything massive enough or has a useful enough tap effect that is being cast from your hand to require it. Furthermore, you are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Grove Rumbler- This card is terrible. Four for a 3/3 trample that has an effect that will pump it slightly for one turn. This is awful. It feels like this card was only put in due to it being an elemental.
Lavakin Brawler- Rarely do you ever have enough elementals out for this to be worthwhile. Not that it's terrible, but there are so many better cards that can be put in its place.
Parcelbeast- Doesn't get enough value to justify the slot
Smokebraider- You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Tireless Tracker- This has nothing to do with your deck and you're better off finding other draw engines
Surrak Dragonclaw- No synergy with the deck and not nearly good enough to justify the high mana cost.
Field of the Dead
Bring your land count to 38 or so
Coral Atoll- This is terrible. I know you're going for the bounce effect, but this is far worse for several reasons. Firstly, it only gives you blue mana as opposed to multicolored. Secondly, it requires specifically an island to be returned as opposed to any land that you can then take advantage of. And thirdly, it requires the land to be untapped which means that not only does it come in tapped, but it requires an untapped island which means you can't even use that land and then return it for value. This is awful. I don't love the bounce lands either, but I understand what you're going for and their value. This has neither.
Lumbering Falls, Raging Ravine, Wandering Fumarole- These man lands are in here entirely because they can become elementals, but really aren't worth running. They are come in tapped, cannot be fetched, and cost 4 mana to turn into a creature, largely negating any benefit. They're really bad and I highly recommend cutting them for more basics.
Unclaimed Territory- Not really worth the value. It's colorless more often than not and another basic land will give you more value than that more often.
Mana Vault- Nava already owns a copy of this in her Nekusar deck, so it can be added here without issue.
Strionic Resonator- Copy all of your ETB triggers, as well as any other triggered abilities. Fantastic
Chaos Warp- Removal on your own pieces or an opponents. Bypasses indestructible and often is allowed through without being counterspelled due to the fact that it's usually replacing a piece that people agree is a fair target rather than outright destroying or removing without replacing. A fantastic card overall
Constant Mists- Great protection when you need it, plus it can be bought back if needed. Lands can be recovered through multiple means.
Disallow- A must have for counterspells. It covers all possible basis and is fantastic.
Heroic Intervention- Hexproof and indestructible at instant speed for 2. Amazing.
Krosan Grip- Split second artifact/enchantment destruction. Among the best removal for them there is.
Force of Vigor- Free artifact/enchantment removal with multiple targets.
Swan Song- 1 drop counterspell that hits everything but creatures. A great counterspell to have on hand.
Counterspell- There are better cards to replace this with that are still very cheap/budget and are overall better
Growth Spiral- A decent card but we can do better given the range of cards available in commander
Inspiring Call- See Growth Spiral
Return to Nature- There are so many better versions of this for an equal if not lesser cost. Or, for one more there are better cards which I will be recommending.
Struggle / Survive- Too limited, not enough value, not powerful enough.
Tale's End- This is just a bad version of disallow that very rarely gets any value.
Withstand Death- This is a bad version of other similar cards.
Wrap in Vigor- Very rarely do mass destruction effects happen, and when they do the usually say "cannot be regenerated". This seems really good but i've never really seen it get any value and will typically be a dead card most of the time.
Genesis Wave- Drop all the permanents (lands included) that you can afford.
Life from the Loam- pull lands from your graveyard and keep your engine going without running out. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Nature's Lore, Three Visits- Pull forests (basic and non-basic that are forests) from your deck. Very helpful at any time.
Scapeshift- Grab all the lands you want, plus trigger your landfall and other such triggers
Splendid Reclamation- Pull all the lands from your graveyard. Nuff said.
Tempt with Discovery- If one person takes it then it's a better Explosive Vegetation. If more then it's an amazing card, but even if no one else does you get to pick your land and in a lands deck you will get more value.
Windfall- Refills your hand, interferes with opponent's plans, dumps lands in graveyard for later use.
Ground Assault- very limited and not worth running. There are better cards with similar if not stronger effects available to you
Hull Breach- There are better cards with similar if not stronger effects available to you
Quasiduplicate- no real apparent benefit to this over other cards that can more directly further your end goal.
Sylvan Awakening- I don't recommend turning your lands into creatures, especially enmass. It's just asking for all your lands to be mass removed. Very dangerous and will rarely get the payoff you need. Limited and will be a dead card in hand except in very specific scenarios.
Burgeoning- land Acceleration
Trade Routes- Bounce lands for more triggers and value, and in a pinch you can pitch them for more cards. Mana swamped becomes a thing of the past.
Exploration- Land acceleration
Domri, Anarch of Bolas- It seems like the main reason this is being run is for the +1 ability, which is really not worth running a card like this for. Not enough value.
Nissa, Steward of Elements- Without a large number of counters on her she gets minimal value, and if you do pay enough mana to make her viable there are already better cards you can run for those costs.
Eternal Witness- Unless you find your creatures or important cards dead often, or have a real way to take advantage of the cards in your graveyard, this is unnecessary and doesn't do enough for the deck.
Fertilid- A decent card but i've never found it gets enough value for the cost. it's a minimum of 5 mana for 1 basic land. You need to do this at least 3 or 4 times to really get enough value to be worth running over a land fetch.
Leafkin Druid- This is okay as a dork and an elemental, but I've found with tribal decks that you are better off running other creature and card types that better fuel your deck as a whole and really allow the tribe to shine, rather than forcing the tribe everywhere.
Tectonic Giant- Not good enough.
Animar, Soul of Elements- Unnecessary.
Zendikar Resurgent- Largely unnecessary due to the high number of lands in the deck, but can be kept if you feel it worthwhile
Frontier Bivouac- decent but comes in tapped and cannot be fetched. In a lands deck you will rarely be hurting for colors and the fact that this comes in tapped slows you down.
Simic Growth Chamber, Izzet Boilerworks, Gruul Turf- While I see what you are going for with these, they overall do slow you down and you have enough lands (once you bump up to 38 or so) that you shouldn't have any issue with them. I'd swamp these for basics as you have far more ways to grab those.
1 month ago
Very nice. Just before I start talking about cuts and edits, I want to say that your land count is WAY too low. I usually play 35-36 lands, with about 5-10 other mana producers. Only CEDH decks run such a low land count, because they need to play fast with cards like Mana Crypt and such. Add more lands to the deck.
I will start with talking about cuts, because there are a few cards that I feel shouldn't be in the deck.
Jace, Wielder of Mysteries is known for being a wincon in CEDH and strategies that want to mill themselves out. However, it's not right here. There is no real upside to adding it to the deck, so this is an obvious cut.
Thirst for Knowledge: I'm not sure why you put this one here. It doesn't work well due to you having such a low artifact count. Also, it's only a one time card draw, which isn't too good in commander. I guess Chemister's Insight goes in this section as well.
Finale of Revelation can be a good card, but it's mainly used as an infinite mana sink. I would not recommend this in a deck that doesn't go infinite and focuses on creatures.
Nyx Weaver is getting worse and worse. It has gotten to the point where it's nigh unplayable. Cut.
Clone, despite being the original clone, is considered to be one of the worst. I would definitely cut this one out.
I know Nascent Metamorph is a fun card, but people overestimate what this card can do. Don't play it in any non-chaos build.
Mirror Shield? Just don't run it.
Ok, so those are the 10 cards I would cut. Now, adding cards is a bit harder. In my suggestions for the forum for this deck, I suggested a reanimator theme, but it looked like you didn't take it, so I won't add too many cards from reanimator strategies. Also, it looks like you are working on a "budget", so I won't suggest anything over ~$20.
Just a quick note; When people are making these clone strategies, they often forget to put enough creatures to copy. This is a common deck building mistake, but something that will cost you games.
As Jimmy showed in the latest "Game Knights" episode, Solemn Simulacrum is crazy in clone decks, and seconds as ramp and card draw.
Finally, speaking about ramp, Rampant Growth is still one of the best ramp cards in the game.
Now, you may have noticed I only suggested 5 cards when I cut 10, and that's because you need to raise your land count. Below are some budget but good lands you should work with. Also, try not to work with too many tap lands, as they slow your game down.
Zagoth Triome: A bit pricy but it's fetchable or can be used to dig through your deck.
Finally, I will recommend my favorite cycle of lands, the pain lands. Llanowar Wastes, Yavimaya Coast, and their more expensive sibling Underground River enter untapped and add any of the two mana you need.
Just cut some basics to add these lands in. But don't cut too many basics! You need about 12 basics at minimum in a casual deck!
If you want to look any further into the clones strategy, take a look at EDHREC's page for clone strategies. (https://edhrec.com/themes/clones)
I like how you chose some interesting cards I have never seen before, and this deck looks fun to play. I hope these suggestions were of some help to you.
4 months ago
Poor merfolk. All those lords and they still die to 6-pack plastic rings. My hope is that you don't take this the wrong way, but shouldn't you cut a few creatures for some additional lands? Perhaps -1 Angler Turtle for +1 Hinterland Harbor or even a Lumbering Falls if you're concerned about cutting any creatures. Definitely earned your plus one from me though. Cheers!
4 months ago
DeinoStinkus true, but remember that Truth cannot hit manlands like a Fatal Push or Settle the Wreckage could, which is particularly important in a format of Lumbering Falls, Mishra's Factorys, and Celestial Colonnades.
5 months ago
Secure the Wastes is a bomb, abuse it ;)
The best dual tapped manlands are really Celestial Colonnade, Lumbering Falls, and Creeping Tar Pit, abuse the heck out of them! Mishra's Workshop, Inkmoth Nexus, Blinkmoth Nexus, and Mutavault are also all amazing, so do as you wish with those! Otherwise Treetop Village, Faerie Conclave, and perhaps even Frostwalk Bastion are good enough to test ;)
5 months ago
Blue is the key interaction color, black is good too, but green is effectively a mandated color. Loam is the best grindy value engine, and effectively says "permanents" instead of lands in this format. On it's own that is op, dredge makes it beyond busted. Scapeshift is a strong wincon too, but manlands, Field of the Dead, and Dark Depths/Thespian Stage all work.
Remember unlike legacy where that's a 1 hit win, in this format it does take two hits. I enjoy Awakening of Vitu-Ghazi, but I enjoy it because it can hit hard on end-steps and just has the haste value. Against Field of Ruin you can toss it on a basic, but putting it on a Lumbering Falls or Raging Ravine, maybe even a Celestial Colonnade, so if you activate them they get really buff.
Secure the Wastes, Sylvan Awakening, Finale of Glory, etc. Can win as well, trust that a lot of decks have numerous wincons they can run, and while when entering the game without creatures it seems hard, its certainly not impossible. The goal is to build around the card advantage of the game.
Life from the Loam is overpowered because of this, and the fact countering it doesn't stop the engine. There aren't a ton of these type of card advantage engines without most permanent types, and that's why the few we have are valuable, and while Ponder, Brainstorm, Preordain give card selection, advantage is hugely in need, so when looking through what you want, here are the following pieces of card advantage:
Hymn to Tourach and Gerrard's Verdict both are cheap ways to grind out value by 2 for 1ing an opponent from cards, it's no engine, but it functions well to disrupt whatever your opponent has going on. Be scared of Misdirection or Divert as they can blowout this style of card advantage, and are highly valuable pieces of "anti-interaction", but even a Veil of Summer can be a seriously bad turn for this card.
Sorry, started writing this I need to follow up later, hope this gives a brief intro!
5 months ago
Okay, did the geometric testing, I was done 6 minutes before writing this comment, which I started at 10:28, that means I think I solved the base of the format in 7 hours and 5 minutes.
I tested the shells against eachtlother, the most consistent was the GU list, after tuning the other lists against it, it was easy to break the simple Life from the Loam, Growth Spiral, Field of the Dead list. All you needed was a Cling to Dust or Surgical Extraction Luckily Extraction meant every color had the option. Both also got around Veil of Summer, which is huge in the format. What else gets around it? Divert and Misdirection, who cards that break the Thoughtseize, Inquisition of Kozilek, Hymn to Tourach, Sinkhole piles that were beating UG the most, and were a Golgari Depths list. Before Divert, Golgari lists basically just had to fight Veil of Summer, often with Mental Missteps.
This meant UG could side in the redirects and crush the Black lists. I tried Sultai, so Flusterstorm, Miscast, etc. could disrupt the combo, but sadly they couldn't hit the mana consistently enough anymore. Even when they did the deck was sloppy. A countered Crop Rotation was really bad, and Mental Misstepping one was such a tempo swing, it was almost game over. Most lists could use mana on end steps pretty easily, UW control could at least Brainstorm, UG could Growth Spiral or crack a Waterlogged Grove to dredge a Life from the Loam. Black builds could Cling to Dust to draw. Decks had the means to use tempo, easily turning tempo into massive swings. Mystic Sanctuary is huge for UG and UW builds, Entreat the Angels needs it to function, and Cryptic Command/Deprive loops are big.
Muddle the Mixture let UG have too much redundancy, grab a Loam to grind? On it! Be a Echoing Truth to wipe a Dark Depths token or Field of the Dead army? On it. Use it to get a Living Wish to grab a Field of the Dead from your sideboard if your opponent Surgical Extractioned all of the ones in your deck.
Then all that is needed is backup for this stupid deck.
Mystic Sanctuary for Cryptic Command, opponent on Depths? Echoing Truth, want better? Why not steal it with Archmage's Charm. Stupid. The deck was considering without that upside. Field of Ruin, Miscast, Veil of Summer, a sideboard of lands for Living Wish and more choice cards. Gitaxian Probe, great to judge when to do anything, if you are ever afraid of a Veil of Summer, target yourself. Force of Negation can exile opposing Life from the Loams, Boseiju, Who Shelters All, Growth Spiral, etc.
Now onto if they have an answer to tokens, because at this point Lumbering Falls is our best backup. UW gets Celestial Colonnade, which straight up wins in a fight. So we play a Hallowed Fountain and run a couple Colonnade's ourselves. Easy. Plus, unlike UW, we have Loam to recur our Colonades.
Now Bant, with a light splash for colonnade just beat everything. I just found variation of it could be tuned to beat itself, but worse against the field. The deck was evil, super gross to pilot against, felt even worse to play.
It was perfect. I'll write it up and post it.
8 months ago
Balaam_ Welcome back to Magic! There are great budget and non-budget options for lands, I will list good lands below.
The best lands for this would be man lands, land that can turn into creatures, because you can sacrifice them to Jalira's ability. These include... Lumbering Falls, Mutavault, Faerie Conclave and Treetop Village.
Try not to add too many man lands!
People think blue is only a control colour, but blue is more than that. It is a combo colour, one that doesn't like winning through regular creatures and attacking. It gives you card advantage, and you managed to showcase that perfectly. Only counter things that could be problamatic to your gameplan! (or if that thing will kill you on the spot.)
I will write another comment on a sideboard suggestion.