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Legality
Format | Legality |
1v1 Commander | 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 |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Vintage | Legal |
Nissa of Shadowed Boughs
Legendary Planeswalker — Nissa
Landfall — Whenever a land enters the battlefield under your control, put a loyalty counter on Nissa of Shadowed Boughs.
+1: Untap target land you control. You may have it become a 3/3 Elemental creature with haste and menace until end of turn. It's still a land.
-5: You may put a creature card with converted mana cost less than or equal to the number of lands you control onto the battlefield from your hand or graveyard with two +1/+1 counters on it.





Polaris on How would Shifting Woodland interact …
5 days ago
Shifting Woodland becoming a copy of a card doesn't involve it entering the battlefield. It gains the card's copiable characteristics as soon as the ability resolves. With that in mind:
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Shifting Woodland will become a Nissa of Shadowed Boughs with no loyalty counters on it (as it didn't enter the battlefield), and immediately after the copy ability resolves it will be put into your graveyard as a state-based action. This happens before you gain priority, so you will not be able to activate any abilities.
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By default, the rooms on a Room card are locked. When you cast one side of the card, that room unlocks as it enters. Since Shifting Woodland isn't copying a spell, it will become a copy of Walk-In Closet / Forgotten Cellar with both rooms locked. You have to pay the cost to unlock each room you want to use. See the Oracle ruling: If a Room enters from any zone other than the stack, it will enter with both halves locked. (This isn't entering that way, but it's also not entering at all.)
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Yes, you can level up a Class card that Shifting Woodland becomes a copy of. It won't keep the levels once it stops being a copy, but it does gain all the abilities of Scavenger's Talent including the ability to level up for the turn.
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No abilities. See the Oracle ruling: If you somehow control Barrensteppe Siege and no choice was made for it (perhaps because another permanent on the battlefield became a copy of it), it has neither of the two abilities.
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You don't get priority during the untap step, but you do gain priority during your upkeep. At this point, you can activate Shifting Woodland and make it a copy of a Saga like Battle for Bretagard. After the upkeep step is your draw step, which will trigger the Saga as usual. At the end of the turn (during the cleanup step), Shifting Woodland will stop being a copy, but the lore counter will remain—if you do this again, you will get the II ability of Battle for Bretagard, and if you do it a third time it will trigger the III ability and then sacrifice itself.
DeathBySprnkles on How would Shifting Woodland interact …
5 days ago
Sorry in advance for all the questions
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I have Shifting Woodland with the Delirium ability available on the field. Say I choose a Planewalker like Nissa of Shadowed Boughs from the graveyard, does it become Nissa with Loyalty counters? Would I be able to do the {{+1}} Loyalty or would Shifting Woodland be destroyed because it had no loyalties to begin with?
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I have Shifting Woodland with the Delirium ability available on the field. Say I choose the enchantment Walk-In Closet / Forgotten Cellar, do I get one or both sides? Do I choose if it's only one? Does the door unlock if I would choose the Cellar?
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I have Shifting Woodland with the Delirium ability available on the field. Say I choose the enchantment Scavenger's Talent, can I level it up to get the benefits for the turn?
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I have Shifting Woodland with the Delirium ability available on the field. Say I choose the enchantment Barrensteppe Siege, do I get to choose what mode it has or is a dud because it never entered thus not allowing me to choose?
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I have Shifting Woodland with the Delirium ability available on the field. Say I choose an enchantment saga like Battle for Bretagard before my draw step, would I be able to get the first lore counter of the card for the turn before it reverts back to the standard Shifting Woodland.
xraider on
Land matter omnath better
1 month ago
The first thing I notice is that you have very few land searchers. In a landfall deck like this, I would remove Sol Ring and Arcane Signet in favor of land searchers. I’m missing cards like Crop Rotation, Sylvan Scrying, or Expedition Map to help you find key utility lands. Other searchers like Harrow and Springbloom Druid not only fetch lands but also fill your graveyard, which synergizes well with land-based abilities. And where is Rampant Growth?
Your land base looks solid, but I would also recommend incorporating more land-based strategies into your deck. Consider adding lands like Dark Depths, Vesuva, Thespian's Stage, Maze of Ith, Strip Mine, and Terrain Generator. You’re playing Valakut, the Molten Pinnacle, but do you have a reliable way to get at least five Mountains in play to maximize its damage potential?
Your collection of land-matters creatures is very impressive! A few Planeswalkers that could fit well are Nissa of Shadowed Boughs and Lord Windgrace.
I also notice a lack of removal, card draw, and tutors. Be sure to include options that align with your strategy, such as lands that can remove artifacts or enchantments (Boseiju, Who Endures) or lands that provide card draw (Geier Reach Sanitarium).
Best of luck and happy playtesting!
jamochawoke on
Uurg eats everything
1 year ago
This is a super fun little combo deck! But it can get shut down pretty easily. I'd suggest putting some key Commander pieces in that you're missing... and thankfully there's a TON of things that work with a land-based deck archetype like this in those colors.
First off, you need to complete your Cultivator combo with Splendid Reclamation for getting all those lands out of your own yard in a very big way (Cultivator probably becomes the biggest thing in your game at this point)!
Centaur Vinecrasher or Multani, Yavimaya's Avatar are superb alternate or additional beatsticks for Cultivator with tons of synergy with your commander that also dig themselves out of the graveyard after they get immediately removed like in my games!
Terravore is nice if you never hit Cultivator in your games (or it gets hated out).
Constant Mists basically you get eternal fog in a deck like this whenever you want if it doesn't get countered.
Entish Restoration, Dig Up, and Beseech the Queen for synergistic tutors.
Kagha, Shadow Archdruid, Elvish Reclaimer, Grisly Salvage, World Shaper, Circle of the Land Druid, Stinkweed Imp, Winding Way, Life from the Loam, Scapeshift, and Satyr Wayfinder for digging through the deck faster while also rotating lands. Life From the Loam is ESPECIALLY GOOD for its dredge ability in this deck so you can keep casting it. Scapeshift is the single most powerful cycler you could run but it's very $$$ and doesn't synergize completely with this deck (it's more for landfall decks, but it can still work with this too).
The utility lands Witch's Cottage, Mortuary Mire, Memorial to Folly can help get your creatures back out of the 'yard.
The utility lands Witch's Clinic, Rogue's Passage, Ghost Quarter, Strip Mine, Wasteland, Field of the Dead, Thespian's Stage, Restless Cottage, Boseiju, Who Endures, and Takenuma, Abandoned Mire would all help your deck's overall resilience and ability to deal with threats.
Either Abundance or Rishkar's Expertise could be a game-ending bomb for you. Rishkar's is great if your commander has enough power. You can draw a ton of your deck, likely hit a tutor you cast for free, then if your hand is flooded with lands you discard down to 7 putting all those lands in your 'yard making your commander even bigger! Abundance isn't as synergistic, but is basically a creature tutor spell for Cultivator Colossus if you decide to not run any other beaters or utility creatures.
Assassin's Trophy for instant-cast targeted removal of EVERYTHING.
Tear Asunder and Abrupt Decay are less-good Assassin's Trophy but at least Decay can't be countered.
Casualties of War for when you need to get rid of a lot of different pests that turn.
Return to Nature for instant-cast targeted removal of Enchantment/Artifact or Graveyard card.
Drown in Filth for a land-synergistic targeted removal that gets around indestructible.
Terror Tide for land-synergistic boardwipe that also gets around indestructible.
Nurgle's Conscription, Froghemoth, and Bojuka Bog for some enemy graveyard hate.
Rain of Filth for a MASSIVE spike in mana for that turn.
Worm Harvest for generating a TON of tokens off of the lands in your 'yard.
Titania, Protector of Argoth or Rampaging Baloths for much, much bigger tokens.
Gitrog, Horror of Zhava and The Gitrog Monster for super frog-land-pseudocycling synergy!
Brawn since you're putting things in your 'yard anyways you might as well give your commander and other beatsticks Trample for free! Trample has saved me so many times in games. No reason not to run it in this deck tbh.
Erinis, Gloom Stalker, Ayula's Influence, and Old Rutstein for more synergy with your commander's ability.
Life / Death for making an army out of your lands or pulling something out of your 'yard.
The planeswalkers Nissa of Shadowed Boughs and Vraska, Golgari Queen can give you alternate win-cons while also being synergistic with your commander.
If you don't need more combo stuff and just need another big beatstick alternate for the Colossus it's hard to go wrong with Yargle and Multani's power (plus the stained glass alt-art is sick!). But unfortunately it doesn't come with the cool yard recovery abilities of the other beatsticks I mentioned and doesn't have trample or evasion, but it does have more power than Emrakul!
legendofa on Card creation challenge
2 years ago
Dance of the Sprites
Enchantment
Whenever a land enters the battlefield under your control, you may pay 3 life. If you do, search your library for a creature card with mana value less than or equal to the number of lands you control, reveal it and put it into your hand, then shuffle. Otherwise, mill two cards.
Oathbreaker Show
Commander Show
Same challenge. I want to see what other people come up with.
multimedia on
Muldrotha: Budget Elemental Tribe!
2 years ago
Hey, just saw your update. Something to think about for gameplay, is it more important to you to have Muldrotha on the battlefield or many Elementals? Having both is asking too much because Muldrotha requires much setup and Elementals don't provide that setup. Muldrotha is a go-tall Commander, but you're playing as go-wide with many small Elementals. This conflict of what Muldrotha wants and what the rest of your deck is doing is most likely hindering gameplay.
Your deck is not built to go-wide with Elementals because you don't have any Elemental tribal lords, anthem effects and no early game Elemental token sources to flood the battlefield with Elementals. Lords are needed to make little Elementals actual good attackers so that you can swarm opponent. You're best attackers other than Muldrotha when it has evasion are the Elementals who can grow themselves. These Elementals are go-tall strategy not go-wide, having a large power/toughness Elemental for an attacker, instead of many little Elementals.
You're not going to like my next suggestions, but now that you've seen that your deck is struggling, some changes could help? My advice is build your deck first to maximize Muldrotha and second add in Elementals after doing so? Cut the weaker Elementals for more Muldrotha synergy especially draw/self-mill, ramp, protection and removal? Just play the better Elementals? I'm not suggesting to change your deck strategies, keep Elementals, +1/+1 counters and proliferate, but tone them down in favor of Muldrotha?
An example of a streamline Elemental base using current Elementals (by CMC):
- Embodiment of Spring: ramp.
- Skullbriar, the Walking Grave: beater or blocker.
- Omnath, Locus of Mana: ramp, beater or blocker.
- Risen Reef: draw, Elemental tribal synergy.
- Splinterfright: self-mill, beater or blocker.
- Forgotten Ancient: counters engine.
- Bloom Hulk: proliferate engine.
- Foundation Breaker: removal.
- Cavalier of Gales: draw, beater or blocker.
- Cavalier of Night: sac engine, removal, blocker.
- Mulldrifter: draw.
- Night Incarnate: removal, creature board wipe.
- Shriekmaw: removal.
- AEthersnipe: removal.
- Zendikar's Roil: Elemental tokens.
- Nissa of Shadowed Boughs: Elemental lands.
I left Slitherwisp off the list because you don't have any other cards with flash? Without other cards with flash, Slitherwisp isn't worth a deck spot. Now you could add cards to give spells flash, but even so Muldrotha doesn't work with flash since you can only during your turn cast permanents from your graveyard.
Flash doesn't get around this Muldrotha restriction. You can flash at any point during your turn, but not on opponent's turns which defeats the purpose of flash. Spending your mana in the early turns for ramp, evoke Elementals, self-mill and draw is better to setup Muldrotha then having many Elementals on the battlefield.
Just adding a small package of nonElemental budget creatures that have excellent interaction with Muldrotha and Cavalier of Night could help gameplay.
- Eternal Witness: recursion.
- Sakura-Tribe Elder: ramp.
- Satyr Wayfinder: self-mill.
- Siren Stormtamer: protection.
- Dockside Chef: draw and sac outlet.
- Plaguecrafter: removal.
- Haywire Mite: removal.
immakinganezehaldeck on
4c Pile / Bant Loam
2 years ago
IN - Crucible of Worlds - Why wasn't this included the first time??? - Orcale of Mul Daya - Exploration effect, and playing with the top revealed helps thrasios. - Wrenn and Seven - Helps w/ Lands - Nissa of Shadowed Boughs - Untaps slow fetches as a plus ability + graveyard reuse. - Pact of Negation - Needed another counter, plus no downside if winning
OUT - Cultivate - Whiffs 100% of the time as there are no basic lands in this deck. - Parcelbeast - Expensive effect that exists in the command zone with Thrasios.
Thoughts
In a later edit i'd like to get rid of Nine Lives + Solemnity combo. It is nice but I'd hate to die cuz of an enchantment getting sniped. Solemnity is a combo with Dark Depths, but a non-bo with Aetherflux Marvel. Probably better overall to remove that combo in favor of some other proactive plan.
Slashdance on
Land of the Lost
2 years ago
Update!
Removed: Bloodtracker, Xantcha, Sleeper Agent, Chain Reaction, Ruinous Path, Gaze of Granite, Flameblast Dragon, Loyal Guardian, Temple of the False God
Added: Nissa of Shadowed Boughs, Retreat to Valakut, Oran-Rief Hydra, Lotus Cobra, Titania, Protector of Argoth, World Shaper, Mina and Denn, Wildborn, Riveteers Overlook
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