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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
: Gain .
: Gain . Activate this ability only if you control an Island.
: Gain . Activate this ability only if you control a Plains.
1 month ago
WotC usually prints dual lands in cycles of ten, one for each two-color combination, but does not always do that, which leaves several cycles of dual lands that I would like to see completed.
The two cycles that I would most like to see completed are the cycle of "battle lands" (i.e., Cinder Glade, Canopy Vista. and so forth) and the "horizon lands" (i.e., Horizon Canopy, Silent Clearing, and so forth). Nimbus Maze is a single card, but I definitely would like to see it be expanded into a full cycle, as well.
What does everyone else say about this? Which dual land cycles would you like to see be completed?
6 months ago
Pip percentages all the way. I start off with "5-color basics" in play testing; I use tokens or off-color lands or other generic cards to fill land slots and pretend they enter untapped and tap for any color, no downside. So play testing with perfect mana. All nonland ramp and fixing should be in place at this point. Lands are the last thing I work on.
Once I get the main deck in a good spot and start looking at color balancing, I count the total pips and pips of each color, and divide them proportionally into basic lands, including hybrids as full pips. Let's say I'm putting together a EDH deck and have landed on 38 land slots. I count the green pips and get 50, blue pips are at 66, and white pips are at 45, for a total of 161 pips. I want at least 50/161 of my mana base to be green, 66/161 to be blue, and 45/161 to be white. That's 31% green, 41% blue, and 28% white.
The next step is to put that into the 38 land slots. I start with basic lands to ensure the balance. Using the percentage above, that's 12 Forests, 16 Islands, and 11 Plains, for a total of 39 lands. Cut one from the highest (rounding error), dropping Islands to 15. Next, check if any colors are overrepresented at mana value 1-2, and take 1-2 from the highest and give it to that color. In this example, let's say I loaded up on low MV green cards for ramp, so cut one more Island for a Forest. Final basic land totals are 13 Forest, 14 Island, and 11 Plains.
Finally, because I want multicolor lands in there, I switch basics out for nonbasics, keeping the colors as proportional as possible. So I'll take out a Forest and and Island for a Breeding Pool and Yavimaya Coast, a Forest and a Plains for Bountiful Promenade and Overgrown Farmland, a Plains and an Island for Port Town and Nimbus Maze, one of each for Seaside Citadel, Treva's Ruins, and Spara's Headquarters, and so on. Fetchlands are treated as lands that can add mana of the colors it searches for, and single-color lands like Eiganjo Castle are switched out one for one with their basic lands.
I always try to keep enough basic lands to cast any spell in the deck off basic lands alone. If I have cards that cost and in the deck, I will keep at least five basic lands. At least two of those will be Islands, and at least one will be a Forest and a Plains each. You never know when a Back to Basics or Ruination will come by to mess up your day.
Finally, colorless lands. I add these on a case by case basis, usually skimming from the color I have the most sources for.
So it's a process, but I've found it to be very reliable in the long run.
10 months ago
Last_Laugh, Masters sets are only reprints, which I like, but I also hope to see the remaining two "swords of X and Y" at some point, as well, and I also would like to see the Nimbus Maze, Horizon Canopy, and Canopy Vista cycles of dual lands finished, as well.
10 months ago
Hey, well done so far on a budget.
Unfortunately, Ranar has been errata to instead say, "Whenever one or more cards are put into exile from your hand or a spell or ability you control exiles one or more permanents from the battlefield, create a 1/1 white Spirit creature token with flying". This change means Ranar + Samurai of the Pale Curtain + Blasting Station isn't an infinite combo anymore. The act of sacing a Spirit with Station is a cost not a spell or ability. Ranar now cares about the source that originally made the permanent leave the battlefield and the original source has to exile the permanent which Station doesn't do.
Samurai of the Pale Curtain's ability to exile opponent's permanents is also hindered by this errata because now Ranar cares about the source that removed the permanent from the battlefield before Samurai exiles that card. For example, if you destroy an opponent's artifact with Disenchant that permanent is destroyed and then Samurai exiles that permanent when it goes to the graveyard, but you don't create a Spirit by Ranar. The original source that made the permanent leave the battlefield is a spell, Disenchant, but Disenchant doesn't exile and it must to create a Spirit. Swords to Plowshares still works fine since it exiles the creature as the original source doing the exile.
30 lands is a low amount with only 5 sources of ramp. Consider 5 more budget lands and ramp?
- Nimbus Maze
- Port Town
- Skycloud Expanse
- 1x Island
- 1x Plains
- Stoic Farmer
- Strixhaven Stadium: can be a win condition with lots of attacking flying Spirits and Spirits can defend to not lose point counters.
- Azorius Signet
- Heraldic Banner: could replace another anthem since this one is also ramp.
A excellent budget interaction with blink is Palace Jailer since when Jailer is blinked the exiled creature doesn't return to the battlefield, that only happens when you lose the monarch not when Jailer leaves the battlefield. This makes Jailer when blinked an engine to exile opponent's creatures which also creates Spirit tokens by Ranar. Jailer also gives you the monarch when it's blinked for a repeatable draw source at your end step. Spirit tokens help to defend as blockers to keep the monarch since the only way you lose the monarch is by an opponent doing combat damage to you or an opponent plays a card that makes them the monarch.
If interested I offer more advice including cuts to consider. Good luck with your deck.
1 year ago
Likewise, Nimbus Maze is less than $0.75
I'd recommend trying to get those now, while they're still cheap
1 year ago
Ok, here's a landbase to try out (tried not to change too much and make it work a little better life-wise while still maintaining the ability to get most any color combination by the turn you need it):
1x Reflecting Pool
1x Yavimaya, Cradle of Growth
1x Ketria Triome
1x Zagoth Triome
1x Breeding Pool
1x Stomping Ground
1x Temple Garden
3x Windswept Heath
3x Wooded Foothills
1x Misty Rainforest
Below can be 4 of anything from fast lands like you have now to vivid lands etc. I'll just list a few + lesser options in case you like any, but the core is above. You should concentrate on having access to then / then then lastly (couple exceptions which I explained). I tried to put them in order of relevance.
Vivid Grove (there's other vivid lands, this is the green one though, and you don't want many tapped lands)
Fire-Lit Thicket (there's other of this cycle, but this is first choice because it will help with your costs)
Barkchannel Pathway Flip
Branchloft Pathway Flip
Temple of Mystery (lots of temple options, sometimes the scry is worth the tapped land)
Hengegate Pathway Flip
Cragcrown Pathway Flip
Grove of the Burnwillows
Lair of the Hydra (manland that you could transform at low cost, or large beater for endgame)
Simic Growth Chamber (maybe it is worth waiting a turn to reuse a land, but probably not in most cases)
River of Tears
Pillar of the Paruns
1 year ago
Ideas for my version of this deck
1 year ago
I'd like to see a second wave of foretell cards. Innistrad is a spooky realm and foretell would be great in terms of suspense and surprise. It would also work really well with werewolf flip mechanics as you can turn multiple cards in hand face down without actually casting anything just to flip your werewolves.
I would absolutely love to see a complete set for Nimbus Maze or even Grove of the Burnwillows , but I'm willing to bet they're going to complete the Lorehold Campus cycle just under a different naming scheme for ally lands.
Also can we please get a Slender Man EDH commander? Seriously, what is that thing in Certain Death ?