: Gain .
, , Sacrifice Naya Panorama: Search your library for a basic Mountain, Forest, or Plains card and put it into play tapped. Then shuffle your library.
|Want (4)||Lastexile0 , jgtanq , Stargaizer , KlairVoyance|
Printings View all
|Commander 2019 (C19)||Common|
|Commander 2013 (C13)||Common|
|Shards of Alara (ALA)||Common|
Combos Browse all
|Commander / EDH||Legal|
Naya Panorama occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Naya Panorama Discussion
1 day ago
Great list especially considering the budget! You might consider these: Scryb Ranger, Quirion Ranger, Chakram Retriever, Patron of the Moon, Tomorrow, Azami's Familiar, Myriad Landscape, Bant Panorama, Jund Panorama, Esper Panorama, Naya Panorama, Grixis Panorama, Risen Reef, Well of Lost Dreams, Scaretiller, Path of Discovery, Springbloom Druid
4 days ago
I am a strong believer in theme, and I approve your 100% creature build.
However I see you are tempted to go the way of adding a few ramp spells, so I tought you may want to consider Skyshroud Claim . In my opinion however, the two cards you definitely need to look at if you are going to move away from creatures are Lurking Predators (already suggested in this thread) and Rhythm of the Wild .
Suggestion for your mana base: If you don't have budget for the big fetch, you can still add Fabled Passage , Bant Panorama , Jund Panorama or Naya Panorama . Then you can play them from the graveyard using Ramunap Excavator and the upcoming Dryad of Ilysian Grove. You could also use a Budoka Gardener .
DrukenReaps made some awesome creature suggestions in this thread that I agree with and you have not added, I recommand taking a second look.
2 weeks ago
I think the best way to play Atla is not to lock yourself into a creature type but to play the best Naya creatures you have. Some dinos, some eldrazi, a Godsire if you have one, etc. Atla definitely has dino flavor to her but she doesn't support any particular tribe. You'll be happier with a tuned but not competitive deck in general too.
I would normally say Abolisher over Dromoka but for Atla I think pulling a Dromoka out of an egg is a much better pay off.
I like Reliquary Tower and think every deck should be drawing enough cards to where you will discard cards. It can be nice to have but I wouldn't put it in every deck. If you find yourself discarding a lot put it in later if at all.
You will pretty much never get the urza lands into play together. The number of cards you need to use to get all three consistently just isn't worth it to me outside of a land based deck like Lord Windgrace
Some cards I do recommend for Atla are Nesting Dragon , Goblin Bombardment , Thornbite Staff , Ashnod's Altar , and Seedborn Muse . Though if you want to avoid infinite do not include Thornbite Staff.
3 weeks ago
If your just using this for casual games at your lgs I'd stay away from the more broken eldrazi and prob go with dino tribal. I would not recommend the tron lands unless your deck has a ton of colorless stuff to make them really worth it.
Reliquary tower is only good if you plan on drawing a lot of cards. If you have fabled passage use it otherwise dont spend the $20 on it. Evolving Wilds Naya Panorama are good enough replacements for it.
I'd say use the dragon but stay away from the abolisher
1 month ago
Tzefick: I read through the original post, but I want to circle back to it later. And you will have to excuse the order in general, I was responding to this across the course of a day.
On artifact removal
There are a few points to unpack here. The first, and most importantly, is that removal is a big part of Magic, the Gathering and honestly, is what makes games (and deckbuilding) interesting. IF MtG was just about amassing board states and then slamming big creatures into other big creatures, the game would be much more boring (not to mention take much longer). But your argument here basically boils down to "artifacts are bad because they die to removal". I get that there are a bunch of good artifact removal cards, but that doesn't mean that we should stop leaning into artifacts because of it.
As for dealing with removal (especially mass removal) - there are still many options that white already has access to which does actually allow them to ramp. Wayfarer's Bauble , Burnished Hart , Solemn Simulacrum , Kor Cartographer , Knight of the White Orchid are all perfectly valid land ramp cards. Sure, the average CMC of these spells is higher than their green counterparts, however green is THE ramp colour, so it would be expecteded that there would be hihger costs/more contitions to be met for other colours to do a similar thing. And that's without even touching on cards like Sword of the Animist or Explorer's Scope which are both equipment and what white excels at.
In addition to this, while not ramping, white already has access to cards like Weathered Wayfarer , Land Tax , and Tithe which allow you to consistently hit your lands. While not as good as outright ramping, if you're hitting your lands each turn, you're genereally not doing too badly. And when combined with other ramp effects, by mid to late game you still end up with as much mana as most players.
Now onto the artifacts. Yes, there are a lot of good artifact removal effects which can slow players down. But I would also point out a few things here too.
Mana dorks are a very common form of ramp in commander. Most green decks will run a bunch of them and there are even strategies (elf ball) which almost solely relies on them. But just as artifacts can be hated on, white has some of THE best creature removal in the game. This includes both single target but also mass removal, which can severely hamper your opponents with regards to ramp. And unlike green (who is the main comparison point here), white doesn't rely on mana dorks, leaving you relatively unaffected from a mana standpoint.
In addition to this, white has a lot of ways of protecting your stuff from being destroyed, whether it's indestructible, hexproof, just an outright Teferi's Protection (which yes you did mention), or more importantly shutting down an opponent's removal source using Torpor Orb effects, of which white has many. Sure, this doesn't stop everything, but it can shut down a lot of (especially green) big bad ones. We are seeing a lot of these printed in new sets, to the point where WotC are really trying to drive home the point that "this is what white does".
Ok, now circling back (And I will do this more than once) and picking up on my previous paragraph. On the topic of land ramp - white is very good at shutting down this. between all of the MLD, Balance type effects and library shutdown effects like Aven Mindcensor , white hating on green's land ramp is to green hating on artifacts (i.e. white's main ramp source). Again I reiterate, this is what white does. It has been made abundantly clear, since we have time and time again seen printing of cards that equalise the board, to take away other players' advantages. So again I push the point that white is capable, however the issue here is that it's not the way you (or some other casule commander players) want it to be. But again, that's not white's shortfall.
On Graveyard Recursion
This topic follows on from the whole artifact removal thing. Yes, white is very strong in graveyard recursion. And just to touch on one of your points, even recently white got a bunch of graveyard recursion via cards like Daring Archaeologist and Restoration Specialist . Not repeatable sure, but still decent. And let's face it, any mono-white commander product is going to see Sun Titan reprinted. But back to the whole recusrion thing in general - while white is good at recursion, it's permanent based, not specifically land based. Yes, this overlaps (especially in the case of Sun Titan ) but here it's just a bit of nice value.
Land recursion is very much a green thing (I'm not even going to list the cards) and that makes sense. But for white, the recursion is generally symmetric if en masse. And again, this makes sense. White is good at wrecking stuff, so it's also good at bringing stuff back. But the point is that just because you wreck stuff and bring it back symmetrically doesn't mean that you can't exile a graveyard or two in the middle. Ok, but what's my concern with what you're recommending (both across the board but let's talk specifics)?
So, fundamentally I have no issues with the release of white cards which can return permanents from the graveyard to the battlefield, and fundamentally I have no issues with pairing these cards with any kind of fetchlands to ramp. As you mentioned, we have the new Sevinne's Reclamation and Brought Back alongside Sun Titan and Profound Journey .
Where I have issue in this case is not with the concept of having a cheaper spell that hits smaller stuff, but in this case your suggestion. Unforntunately, ther is a fine line between being able to be used early game for ramp purposes and just being broken. The card you proposed is similar in effect to Unearth , though it being able to hit any permanent for 2 mana (yes, even CMC 2 or less) is super good. That means that in legacy it can hit cards like Young Pyromancer , Snapcaster Mage (to get other spells even at sorcery, like itself for example), Thalia, Guardian of Thraben , Wasteland , etc. as well as potentially getting another permanent too. It just seems way too powerful. Sure, we could start tweaking the mana costs/effects but I think you would end up with effectively a functional reprint of Sevinne's Reclamation . And look, if that's what you're going for then that's fine. But that's the danger with working under the guise of returning permanents while focusing on lands.
As for the land sepcific recursion effect though, this just seems out of charater (and heavily moving into green's territory). Just because one card was printed, which again did a symmetric effect (almost seems good with Armageddon + Tormod's Crypt ...) does not mean that it's a shoo-in for more cards to be printed like that. Planar Birth was printed inthe same set as Catastrophe and it seems like those cards were designed to play well with each other. As for hitting land drops each turn, I have no issues with this (hell, I even mentioend it before) and to aid in the available "non-good fetch" fetches, you have Terramorphic Expanse , Evolving Wilds , Myriad Landscape , Grasslands , Flood Plain , Bant Panorama , Esper Panorama , Naya Panorama , Warped Landscape , Terminal Moraine and Thawing Glaciers . That's a pretty good collection of budget fetch effects that already exist. And between Scaretiller , Sun Titan , Sevinne's Reclamation and Crucible of Worlds (and in conjuction with other ramp) there are already options there.
Again, I will double down on my argument that if you look, these cards already exist and can be made to work together in a deck. Yes, Crucible of Worlds has ~$25 USD price tag (at the time of writing this) however that is not too exorbitant for a strong EDH card.
On Other Colours
I get that each colour has its strengths and weaknesses and that when you put all of them alongside each other there will always be a worst colour. But I don't think that's a bad thing. White is an incredibly powerful colour outside of commander, and as a second colour, white is still super good. But mono-white has to have a weakness. In this case, it's slow. Buat again, that's done for a reason - because white represents balance. White might be slow, but it will do a really good job of slowing you down with it. And again, I get that ther will be a group of players who don't want to play all of the stax cards for fear of getting other poeple's backs up. But what about the players who don't care about that? you've now just armed a bunch of people with ramp and draw with their existing supply of stax. Think of how much worse that will be.
Now onto red (since you touched on it) - yes, WotC have come up with a nice balance for red's card advantage (in that it matches red's ramp style) - momentary bursts of value. Rituals and exile - you use it or you lose it kind of effects, which makes sense (and which you pointed out). But it's all done within the bounds of the colour pie still. But everything about white screams that it's card advantage is making sure your opponents don't have cards.
While I believe that commander should be avaialble to anyone, there are some cold, hard facts: Some people can spend more than others, and, not everybody within a playgroup has the same budget.
The cards I listed before were budgetless and in most cases, the best of the best. And I understand that only a small portion of commander players actually own said cards. But there are always alternative cards at all budgets, they just may not be as desirable. But that's where my double standard comment came in, which is "if you want to play a colour that doens't have good ramp, but still want the best ramp then either pay the money to buy the good (read "expensive") stuff or deal with the fact that you can't/won't buy it." I don't think that's an unfair statement, and it's a slippery slope once you start pandering to it.
But again, if ther is a budget discrepency within a playgroup then I also don't think that it is WotC's responsiblity to fix it. This is something that the players have to own and is an entire discussion point in an of itself, so I will leave that there. But I think most players would agree with me on this.
On Other Players
Here's where we get to brass tacks (if we haven't already), I wouldn't agree with you on the comment that "a large portion of the commander community" thinks that mono-white needs fixing. Ther eare some poeple, sure. And those people might make a lot of noise about it, but that doesn't mean it's the majority of players. I know that most players who I interact with would agree wiht my viewpoint on it.
And don't get me wrong, I play both casual and competitive lists, I work full time and have funds available to afford nicer cards. A casual list for me sits in the $400-500 range. But before you discount my opinion becasue fo that, hear me out. I have looked at many, many, many lists on tapped out, ranging from <$100 to >$5000 and have learnt a lot over the years. Typically the things I notice is that the kinds of poeple who complain about a lack of XYZ have also employed a lot of bad deck-building practices (no, I'm not implying this on your lists). Really heavy mana curves, little ramp to begin with, high CMC ramp, lack of focused win conditions, all that good stuff. And I'm not saying that the decks are completely unplayable, but a lot of them are really clunky and slow. And I won't begrudge people for building those decks. But if your average CMC is 4.5 and then you're complaining that your deck is slow, that's becasue of the card choices you made. However bad deckbuilding is not WotC's fault.
So compared to those poeple, I will be a bit arrogant and say I undstand balance better than them, yes. But, and more importantly, so does WotC - because they seem to be printing more stax cards for white as sets come out, but not more ramp and card advantage which would fix the non-problem.
1 month ago
Hey, saw you're forum topic asking for help.
You have 21 deck spots left which should all go toward lands. You have $50 left in your budget which is plenty to finish a playable manabase with some left over. I see Farseek , but there's currently not a dual land that it can search for. You could add Temple Garden , Stomping Ground and Sacred Foundry , Farseek can search for one of these Shocks lands. Another direction that's less expensive is Canopy Vista , Cinder Glade and Sacred Foundry . The Battle lands like the Shock lands can be searched for with Farseek. Of course the better option would be to include all these lands.
Here's a land package to consider for $40:
- Exotic Orchard
- Ash Barrens
- Naya Panorama
- Contested Cliffs : Uril is a Beast.
- Battlefield Forge
- Canopy Vista
- Cinder Glade
- Sacred Foundry
- Stomping Ground
- Temple Garden
- Fortified Village
- Game Trail
Round out the rest of the manabase with basic lands.
As far as optimizing on a budget then Argothian Enchantress and Path to Exile combine for $20 which I think I can be better used because there's plenty of less expensive alternatives especially Enchantresses. Sterling Grove for example gives you something that's better than Argothian, an enchantment tutor that also protects from target removal for all your other enchantments. Sterling is an enchantment, it has other interactions in your deck which is really good for a tutor. Path is fine, but is less needed when you have Swords to Plowshares . Sigarda's Aid gives you something that your deck doesn't have, flash for auras.
Other cards to consider adding:
- Sterling Grove
- Sigarda's Aid
- Eladamri's Call
- Wild Growth
- Trace of Abundance
- Fertile Ground
- Enchantress's Presence
- Satyr Enchanter
- Nature's Lore : search for a Forest dual land (Garden, Ground, Vista, Glade)
- Beast Within
- Fellwar Stone
Cards to consider cutting:
- Argothian Enchantress
- Path to Exile
- Kodama's Reach
- Rampant Growth
- Faith Unbroken
- Vow of Wildness
- Scourge of the Nobilis
- Boros Signet
- Gruul Signet
- Selesnya Signet
Because of the Enchantresses I think land auras are better here than Signets and many land ramp spells that can only get basic lands. Good luck with your deck.
2 months ago
Hey, Eladamri's Call is one of the best creature tutors in Commander and it's budget. It could replace Gaea's Touch . Command Tower is one of the best lands for multicolored decks. It could replace Selesnya Guildgate or comparable price Sungrass Prairie . King of the Pride is a Cat lord and it could replace Cleansing Ray .
Beast Within is a versatile instant removal spell. It could replace Consign to Dust . Metallic Mimic could be cut to clear $7+ to help the manabase. Sunpetal Grove , Ash Barrens , Naya Panorama , Fortified Village , Scattered Groves , Rogue's Passage . Mimic isn't worth $7 unless you're comboing with it which you're not doing here. Good luck with your deck.
2 months ago
Hey, you're welcome.
With Korvold, Fae-Cursed King you may want more lands (36) because a land can be the permanent you sac to grow, attack and draw with Korvold. Fetch lands even budget ones: Evolving Wilds , Jund Panorama , Naya Panorama , Blighted Woodland are good if you add Nesting Dragon as these lands give you for more landfall. High Market is a sac outlet that's a land.
There doesn't have to be a big Dragon change with Korvold. Prossh should definitely be included in the 99. Dragon Broodmother and Nesting make a good Dragon team to fuel Korvold's sac. Vaevictis Asmadi, the Dire can sac, but Prossh is also a six drop Dragon and it's much better with Korvold than Vaevictis.
There's already several Dragons here that will be good with Korvold such as Broodmother (repeatable source of tokens and sac), Prossh (sac outlet and source of tokens), Utvara (repeatable source of tokens), Lathliss (repeatable source of tokens), Boneyard (good sac target since it can reanimate itself), Bladewing (reanimate another Dragon you saced).
The biggest change will be the support that Korvold wants. Korvold as General for Dragons needs more support than Prossh, but the trade-off is an increase in power level. However, an increase in power level isn't cheap. Many support cards you want with Korvold have expensive prices especially Dockside Extortionist , but even Nesting is expensive price. If this is a problem then Korvold might not be the change you want to make, but Korvold can do more than Prossh if you have the support.
If you choose to switch then these are cards to consider cutting:
- Explosive Vegetation
- Kodama's Reach
- Rampant Growth
- Furyborn Hellkite
- Fiery Confluence
- Door of Destinies
- Dowsing Dagger
- Dragonlord's Servant
- Moldervine Reclamation
- Descent of the Dragons
- Fearsome Awakening
- Hellkite Overlord
The support you want with Korvold are repeatable sources of permanents to sac, some sac outlets and different recursion.
- Dockside Extortionist
- Awakening Zone
- Tireless Tracker
- Orcish Lumberjack
- Greater Good
- Ashnod's Altar
- High Market
- Crucible of Worlds and/or Ramunap Excavator
- Eternal Witness
- Sakura-Tribe Elder
- Springbloom Druid
The ramp sources could be changed and the reason to change them is if you draw them after getting Korvold onto the battlefield then they will give you more value then just ramp. Examples of potential ramp changes: