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Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | 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 |
Nature's Lore
Sorcery
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Barguppis on
Helga Counters
2 weeks ago
Add Bloom Tender, it taps for 3 mana once you've played your commander. Replace Rampant Growth with Nature's Lore.
Consider adding Craterhoof Behemoth to help close out games quicker or take out a troublesome opponent. Consider adding Kiora's Follower, cheap untapper targets anything
NV_1980 on
Panty-loser....Sun Flavored?
3 weeks ago
Hi,
This looks fun, but if I may: it's not fast. There's a very simple reason for this. Your deck contains no additional mana sources other than lands and no ramp. On top of that, most creatures in your deck are very expensive to cast. Considering that you don't seem to be on a budget, I'd recommend the following cards:
- Add ramp cards like Burgeoning, Exploration, Topiary Stomper and Wayward Swordtooth. Being able to play more lands per turn will increase the deck's speed dramatically.
- Add some mana rocks like Arcane Signet, Chromatic Lantern, Patchwork Banner and Sol Ring to provide you with additional mana.
- Try to cheapen the casting of dinosaurs with cards like Herald's Horn and Urza's Incubator.
- Include some ramp sorceries that allow you to fetch good lands for a low amount of required mana, like Farseek, Nature's Lore and Three Visits
Aside from all the above, you can also increase the deck's speed by adding stuff that allows you to filter through your deck like Scroll Rack and Sensei's Divining Top. Last but not least, Monstrous Vortex seems to be very suitable to the deck's overall theme and strategy.
hyalopterouslemur on Testing brackets with Merfolk combos
4 weeks ago
I was lucky. I started playing back when duals were under $100. If I'd known Magic would be around this long, I would've invested in even more duals.
FWIW, you can just use pain lands or shocks or something like that instead of OG duals. The most important thing is that they don't enter tapped. Though with pain lands, you can't Nature's Lore, Skyshroud Claim or Farseek into them.
I have found that mana bases tend to be where most of my money goes. Well, if I had to buy OG duals and Gaea's Cradle and Serra's Sanctum and the like today, that would be where most of my money would go. I'll give you an example: My Ghave, Guru of Spores deck
https://tappedout.net/mtg-decks/ghave-guru-of-spores-aristocrats-1/?cb=1744497806
costs $3.2K at Card Kingdom. The mana portion of that costs some 40 times what the non-mana portion costs.
Austin_Smith_of_Cards on
Toughest Street in Town
1 month ago
I would try to eke out just a couple more ramp spells here with that average CMC of 3.5, Faeburrow Elder will tap for 3 mana at a time, Nature's Lore can grab nonbasic Forests like Mumuring Bosk for extra fixing.
Maybe a few more card advantage tools as well, Ulvenwald Observer and Abzan Beastmaster are creature options, otherwise Guardian Project and good old Harmonize would make solid inclusions as well.
Andramalech on
The Princess and the Frog
1 month ago
It just takes time and practice. don't forget that there is a play-testing function within the site! Good luck.
Mana dorks, ramp, and draw a card.
Explore,Nature's Lore,Farseek,Rampant Growth,Kodama of the West Tree,Sakura-Tribe Elder,Three Visits,Thirsting Roots, etc.
Consider lowering your 6 costs to about 4 total in the deck.
Consider lowering your 5 costs to about 7 total in the deck.
Consider lowering your 4 costs to about 9 total in your deck.
It's all about scaling, and when you effectively use ramp to push your late game, you do those things faster, and more consistently. the newly printed Abzan Monument is a cool example of how to consistently grab what you need if you do in fact want to keep casting those big costing spells. In order to do that, you must consistently ramp.
You mentioned that this was your first build all on your own so that was why I thought to give some feedback, I wish you the best of luck! +1
hyalopterouslemur on Ziatora, abusing dinosaurs Help!
1 month ago
Have you thought about Greater Good for a card draw effect? Disciple of Bolas can also work. So there are a few options for card draw.
On the mana front, I'd add in Nature's Lore and Skyshroud Claim. Don't know what I'd take out, though.
I would suggest getting rid of the reveal lands, though. Just replace them with the Blood Crypt cycle of lands, a.k.a. shocks (because they Shock you), if you have them. If not, maybe the Sulfurous Springs cycle of lands, called pain lands.
Mortlocke on
A Pulverizer? Perrie the Pulverizer?!
3 months ago
Hi Baron777,
Just responding to your post here. I hope you don't mind. Just for my own understanding, I think you need to clarify what kind of decks you want to play against. When you say "This is designed as a fun 6-7 level deck that..." This tells me nothing. When discussing your deck I suggest following this prompt:
- My deck has a budget of...
- My manabase has the most efficient lands available/most cheap and slow utility tapped lands and tapped fetches/a mix between the two
- My deck threatens to kill an opponent between turns x and y/The most important turns for my deck are between x and y when my deck can pop off when doing z.
Based off of the previously mentioned cards in your post - namely Solemnity and Torpor Orb it sounds like your meta has a lot of particularly nasty control magic that can absolutely one card you out of a game. Therefore I suggest adding both more ramp and more interaction - you're in the colors for it:
-
More ramp: Staples such as Nature's Lore, Rampant Growth, Kodama's Reach/Cultivate are missing
-
More tutors such as: Worldly Tutor, Sylvan Tutor and Enlightened Tutor
-
Try experimenting with proliferation: options as well Karn's Bastion, Inexorable Tide, or even Sword of Truth and Justice can keep Shield counters on your creatures making them continuously difficult to deal with
-
More removal: Adding spells like Naturalize, Voidslime, Farewell, Counterspell, Beast Within, Generous Gift, Mana Drain, Force of Will, Plasm Capture, Arcane Denial, Dovin's Veto
In summary, I think your deck doesn't match what it's playing against. You need to have more consistency if you are going up against opponents who are going to completely lock you out of a game. To get that, you need to make sure you can target problem permanents as often as possible.
Gidgetimer on How Good is Atalan Jackal?
3 months ago
Explosive Vegetation isn't a staple ramp card in commander. It is possible ramp in the lowest power of battlecruiser metas or a trap to inexperienced deck builders in any other meta. Even in commander you want your ramp predominately to be 2 or less mana with limited 3 mana ramp. Even then ramp at 3 should either: ramp multiple mana; be ramping you into something specific at 5 mana; or provide exceptional fixing.
This isn't to say that I have never run Explosive Veggies. I have and have also ran Skyshroud Claim. But most of the time there is no reason to run Veggies and the use case for Claim is decks with a mana dump in the command zone.
On the topic of Wood Elves; it may not be a worse Cultivate, but unless you are abusing the ETB or have a creature cast or ETB trigger you are also getting it IS just a worse Nature's Lore/Three Visits
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