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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Oboro, Palace in the Clouds
Tap: Add (Blue) to your mana pool.
(1): Return Oboro, Palace in the Clouds to its owner's hand.
Tur on Hidden Power - Crop Rotation
3 months ago
Hello everyone! This will be a trial forum post for a "Commander - Hidden Power" series. My goal is to show relatively inexpensive cards which are often overlooked by commander players in semi-competitive and casual play. (This post is not designed for competitive play.) If you enjoy the topic, please provide positive feedback and I will consider creating similar posts.
The powerful card I plan on discussing here is Crop Rotation.
This card under five dollars and is one of the most powerful mono-green tutors. Period. Yes, I'm counting all mono-green tutors. This includes: Worldly Tutor, Finale of Devastation, Green Sun's Zenith, Survival of the Fittest, Chord of Calling, Natural Order, Tooth and Nail, Sylvan Tutor, Time of Need, Scapeshift, Hour of Promise, Tempt with Discovery, Reshape the Earth, Boundless Realms, Traverse the Outlands, Rampant Growth, Harrow, Cultivate, Harvest Season, Explosive Vegetation, etc.
It's one color, one mana, instant, searches for any land, you can sacrifice a tapped land, and puts the land onto the battlefield untapped (unless otherwise specified).
Although, Crop Rotation is often overlooked by players because of the very expensive cards it can search and not being "flashy" enough. Yes, Crop Rotation is ideal with any of the following cards: Gaea's Cradle, Mishra's Workshop, The Tabernacle at Pendrell Vale, Serra's Sanctum, Bazaar of Baghdad, and Diamond Valley. However, suppose we don't have a one thousand dollar mana base and cannot play the land cards above. Is Crop Rotation worthless? No. It is still one of the best mono-green tutors. There are so many utility and theme lands which are excellent targets. Ramp lands and color-fixing are also viable options. Here are a few categorized ideas:
- Command Beacon / Sanctum of Eternity
- Reliquary Tower
- Scavenger Grounds / Bojuka Bog (B)
- Field of the Dead
- Rogue's Passage / Access Tunnel / Shizo, Death's Storehouse (B)
- War Room / Bonders' Enclave / Castle Locthwain (B)
- Emeria, The Sky Ruin (W) / Valakut, the Molten Pinnacle (R)
- Mystic Sanctuary (U) / Witch's Cottage (B)
- Hall of the Bandit Lord / Flamekin Village (R) / Hanweir Battlements Meld (R) / Slayers' Stronghold (WR)
- Hall of Heliod's Generosity (W) / Academy Ruins (U) / Volrath's Stronghold (B)
- Strip Mine / Wasteland / Dust Bowl / Ghost Quarter
- Maze of Ith / Mystifying Maze / Labyrinth of Skophos / Kor Haven (W) / Glacial Chasm
- High Market / Miren, the Moaning Well / Phyrexian Tower (B)
- Witch's Clinic / Vault of the Archangel (WB)
- Homeward Path
- Cavern of Souls / Boseiju, Who Shelters All
- Thespian's Stage / Vesuva
- Winding Canyons / Emergence Zone / Alchemist's Refuge (UG)
- Mikokoro, Center of the Sea / Geier Reach Sanitarium
- Castle Ardenvale (W) / Kher Keep (R)
- Castle Vantress (U) / Memorial to Genius (U) / Cephalid Coliseum (U)
- Inventors' Fair
- Karn's Bastion
- Dark Depths
- Urza's Power Plant / Urza's Mine / Urza's Tower
- Sunscorched Desert
- Windbrisk Heights (W)
- Idyllic Grange (W)
- Ghost Town / Oboro, Palace in the Clouds (U)
- Riptide Laboratory (U)
- Minamo, School at Water's Edge (U)
- Tomb Fortress (B)
- Den of the Bugbear (R)
- Goblin Burrows (R)
- Castle Embereth (R)
- Wirewood Lodge (G)
- Castle Garenbrig (G)
- Oran-Rief, the Vastwood (G) / Gavony Township (WG)
- Mosswort Bridge (G)
- Kessig Wolf Run (RG)
- Sunhome, Fortress of the Legion (WR)
- Grim Backwoods (BG)
- Nykthos, Shrine to Nyx
- Urza's Saga
- Cabal Coffers (B) / Cabal Stronghold (B) / Crypt of Agadeem (B) / Lake of the Dead (B)
- Temple of the False God / Ancient Tomb
- Myriad Landscape
- Blighted Woodland (G) / Krosan Verge (WG)
- Treasure Vault
- Command Tower / Path of Ancestry / Reflecting Pool
- City of Brass / Mana Confluence / Forbidden Orchard
- The World Tree (WUBRG)
- Yavimaya, Cradle of Growth
- Urborg, Tomb of Yawgmoth
There are many more unlisted cards in each category which could fit your specific deck.
Some of the cards listed above have some pretty cool synergies with Crop Rotation here are a few:Urza's Saga, you can let the saga get to chapter III, then with the ability on the stack sacrifice it to Crop Rotation to get both the artifact and land. Field of the Dead is ideal in every two or three color commander deck with a sufficient mana base (in fact some of my win conditions are given by Field of the Dead). You can also use Field of the Dead as a combat trick. Scavenger Grounds and Bojuka Bog are fantastic for graveyard combo disruption. Maze of Ith and Glacial Chasm will hurt your lands, but sometimes it is needed to stay alive.
Simply having the ability to greatly effect the board state using a one-mana instant speed spell is impressive: life gain, damage prevention, removing steal effects, getting around blockers, denying counterspells, combo stoppers, unlimited hand size, sacrifice engines, haste, recursion, ramp, creating token blockers. The list goes on-and-on-and-on. If fact, if you're playing 3-4 of the lands listed above you should really consider Crop Rotation in the ninety-nine.
All in all, I'm always surprised the number of deck lists which do not play Crop Rotation. This is a fantastic card and one of the best mono-green tutors. It has so much hidden power. Ask yourself if there is a nonbasic land which you are playing (or would play) that would do well with Crop Rotation.
hiddengibbons on Trouble at the Old Mill!
3 months ago
I like how Oboro, Palace in the Clouds works with the crabs. Not knowing of that card’s existence, I always used Deprive and fetch lands in conjunction with the crabs
Chasmolinker on UTron - The best Tron version
4 months ago
Nice deck +1
SufferFromEDHD on Niambi Legendary Reanimator
4 months ago
Been meaning to build Niambi all year but I keep getting distracted by other commanders. I really like your take on Azorius reanimator. Death or Glory is a pet card of mine and it really shines in this build. I also like how you snuck in the legendary sorceries to feed to Niambi. However, I'm confused by the lack of legendary artifacts!
Helm of the Host seems prime for abuse in this list.
Mox Amber suddenly pricey but very appropriate in this list.
Sword of the Animist ramp value. Cut Burnished Hart
The Immortal Sun your list is low on planeswalkers so this is powerful value.
Umezawa's Jitte swiss army knife.
Oboro, Palace in the Clouds an island that you can feed to Niambi in the late game.
Academy Ruins low on artifacts but worth it.
Hall of Heliod's Generosity really low on enchantments but probably worth it.
Conjurer's Closet/Teleportation Circle the etb effects in this list are worth recycling over and over.
Icbrgr on The Meathook Massacre, keep or …
6 months ago
DISCLAIMER I'M A HYPOCRIT
My thoughts are if you know a card is worth some money...and could use some money for other things... no real thought out plan to use the card... sell/trade it for something that makes you happier.
I have lots of cards that I dont/havent followed this advice on... for example I have Oboro, Palace in the Clouds from when I built a janky mill deck years ago... only reason it hasnt been sold/traded is because im lazy so it sits in a shoebox with a bunch of other cards.
wallisface on Lantern Control with Land Destruction
6 months ago
One more idea that could work in a more traditional Lantern build would be to include 1x Quicksilver Fountain alongside 3x Oboro, Palace in the Clouds (to keep your own lands safe, and the opponents stuff islands forever), and 4x Whir of Invention (as a way to search for the fountain, or other pieces).
^ I think this would perform similarly-well to the W&6 idea I posted before. This one is probably more consistent from having the added search options in Whir.
Icbrgr on Trouble at the Old Mill!
11 months ago
This is kinda a stretch but what about that counterspell that returns a land to the hand to trigger landfall from the mill crabs? Hedron Crab/Ruin Crab with Deprive? Maybe Oboro, Palace in the Clouds?
zapyourtumor on Esper Mill Control
1 year ago
Why the maindeck leyline? If your meta isn't 80% burn and belcher I'd cut it.
Similarly, you're trying to do too much with the vampire stuff. It just doesn't fit, so I'd cut both vampires, and the Elixir which doesn't really do anything here and also is a nonbo with Snapcaster Mage.
Another major problem is 16 lands. Even burn runs more than 16, thats just insane. You will be manascrewed every game. I assume budget isn't a problem if you're running Snappy, so I'd go look at some esper mill manabases online and draw inspiration from those. Notably, you should be running a lot more fetches and shocks and no Arcane Sanctum, Sejiri Refuge, Orzhov Guildgate etc.
The 8 crabs Hedron Crab + Ruin Crab are some of the best mill cards in the game, since they only cost 1 mana, can block creatures, and usually mill 12 or more cards each with fetchlands. Add in 1 Oboro, Palace in the Clouds and you'll be triggering landfall every turn ez.
Drown in the Loch should be 4 of maindeck, no questions asked. Basically counterspell but it can also remove creatures.
Prismatic Ending is one of the main reasons to splash white in mill, I'd run 4 over Path to Exile which isn't as good right now.
Mill typically doesn't run targeted discard, which you may think is odd because its "controlly" but it really wants to mill the opponent out as fast as possible while removing and countering potential threats. I'd cut the Thoughtseizes and Serum Visions. To replace Visions I suggest 4x Visions of Beyond, which is basically Ancestral Recall (the best card in magic).
The last mill spell I suggest is Tasha's Hideous Laughter which mills around 25 cards versus hammer and other low cmc decks.
Crypt Incursion is a good one of against aggressive decks. I've lost to this card multiple times.
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