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Oran-Rief, the Vastwood
Land
This enters the battlefield tapped.
: Add .
: Put a +1/+1 counter on each green creature that entered the battlefield this turn.
Eilel on Selvala, Heart of the Wilds
1 day ago
RAMP:
Quirion Ranger (commander untap)
Scryb Ranger (commander untap + flying en prod blue)
Awaken the Woods (mana sink)
Archdruid's Charm (ook removal)
Goreclaw, Terror of Qal Sisma (ook trample enabler)
Nyx Lotus (late game super ramp wss)
Lands:
Oran-Rief, the Vastwood (ik vind niet super maar ik ken genoeg mensen die m dat wel vinden)
Myriad Landscape (niet te veel tap lands spelen maar denk dat deze wel kan)
Card draw / advantage
Vivien, Monsters' Advocate (buiten de ability ook tutor op de -2)
Garruk's Uprising (ook trample enabler)
Battle Mammoth (creature en soort ward voor alle creatures)
Disciple of Freyalise Flip (kan je als een landslot spelen, dus eigenlijk gratis include. als je niet nodig hebt als land heb je carddraw en lifegain)
Regal Force (creature)
Tutor
Finale of Devastation (ook haste enabler)
Recursion / Graveyard
Bala Ged Recovery Flip (ook een land)
Long Rest (kan elk type kaart terug pakken, mass recursion)
Enablers
Concordant Crossroads (haste)
Surrak and Goreclaw (trample + haste)
Temur Sabertooth (combo kaart, alles met etb kan je opnieuw spelen, ook voor meer carddraw etc)
Ulvenwald Oddity Flip (Trample + haste en +1/+1 enabler als die geflipt is)
Thousand-Year Elixir (geeft je commander soort van haste en kan untappen)
Removal
Scavenging Ooze (graveyard)
Rampaging Yao Guai (ook mana sink)
Beast Within (raakt practish alles)
Terastodon (super goed)
Khalni Ambush Flip (fight spell die je als land kan spelen)
Bridgeworks Battle Flip (fight spell die je ook als land kan spelen)
Protection
Tyvar's Stand (of een mana sink)
Lightning Greaves (haste voor je commander met 0 equip)
wincons
Goldvein Hydra (mana sink en eventueel super late game extra ramp)
Ochre Jelly (mana sink + trample + moeilijk vanaf te komen)
Silverback Elder (removal / card draw / lifegain)
Alternative wincons
Triumph of the Hordes (als je een teringlijer wilt zijn)
SufferFromEDHD on Jungle Rot
2 months ago
Collector Ouphe it steps on 100% of your artifacts (all 3 of them) but I suspect it will be much more punishing to your opponents.
Seedborn Muse I find myself appreciating this card more and more as the card pool expands. Might be useful in this mono green deck.
TheoryCrafter on The Madness of Fractal Being Manifested
1 year ago
The biggest threat to your deck is Solemnity. I'd recommend some counterspells including, but not limited to, Decisive Denial, Quandrix Command and Voidslime.
If you can't prevent Solemnity from entering the battlefield, Fecundity and Soul Net will turn your 0/0 Fractals into a boon until cards such as Fade into Antiquity and Naturalize can be used. Your commander's static ability will also feed into it.
You may also wish to consider cards that affect or are affected by +1/+1 counters. These include, but not limited to, The Ozolith, Swarm Shambler, Bramblewood Paragon, Herald of Secret Streams, Vigean Graftmage, Experiment Kraj and Plaxcaster Frogling.
Scavenging Ooze can give your deck some much needed graveyard hate.
Have you considered Simic Ascendancy with all these cards creating creatures with +1/+1 counters on them? You can move growth counters from Simic Ascendancy to Paradox Zone by means of Nesting Grounds.
Other lands to consider for the deck are Cave of Temptation, Forge of Heroes, Littjara Mirrorlake, Llanowar Reborn, Novijen, Heart of Progress, Opal Palace, Oran-Rief, the Vastwood, Temple of Mystery and Tyrite Sanctum.
Other cards to consider for your deck are Altered Ego, Bioshift, Clone Legion, Hardened Scales, Jiang Yanggu, Wildcrafter, Kiora, Behemoth Beckoner, MirrorBox, Repudiate / Replicate and Slippery Bogbonder.
I hope this helps. Thank you for reading me out. Happy Hunting!
Tur on Hidden Power - Crop Rotation
1 year 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:
Utility Lands:
- 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
Theme Lands:
- 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)
Ramp Lands:
- 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
Color-Fixing Lands:
- 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.
Max_Hammer on Instant Lottery
2 years ago
I have some land suggestions for you! Not all of them are great, but some of them could be pretty snazzy.
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Vivid Grove, Vivid Meadow, Vivid Marsh and Vivid Creek are all any color lands that just need you to proliferate every once in a while.
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Peat Bog, Hickory Woodlot, Saprazzan Skerry, Remote Farm, and Throne of Makindi are all two-for-one mana sources, so long as you proliferate.
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Saltcrusted Steppe, Dreadship Reef, and Calciform Pools are all dual color storage lands and could all be big pay offs late game.
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Novijen, Heart of Progress, Hall of Oracles, Oran-Rief, the Vastwood, Animal Sanctuary, Tyrite Sanctum, Nesting Grounds, Llanowar Reborn, Gavony Township, and Karn's Bastion are all just cards that relate to tokens on your creatures.
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Hostile Hostel Flip lets you get a big, mean creature in exchange for sacrifices one small dude.
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Crawling Barrens can get activated once, forgotten until someone doesn't have blockers, then swing with an absolute tank.
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Fountain of Cho, Icatian Store, Subterranean Hangar, Bottomless Vault, Rushwood Grove, Hollow Trees, Saprazzan Cove, and Sand Silos are the same as the above, but inarguably worse. Idunno, could be even snazzy late-game, but like, ehhh, nah, probably not.
Slashdance on Don't Let Em Breathe (Quick)
2 years ago
Thank you so much for the speedy reply!
I did pull Narnam Renegade's for some Young Wolf already in my list, simply because I had Young Wolf already, so now I feel better about trading in the fetch lands for some forests. That was good tech that I didn't even see, lol. I do have some fetch lands I was planning on possibly adding to thin the deck if I felt I needed it, but now I'll consider Narnam more seriously for his ability than I did before and think about it all together.
To replace some of the land, I'm thinking of 2x Llanowar Reborn, 1x Oran-Rief, the Vastwood, 1x Pendelhaven since I had them. Right now I'm unsure, because some come into play untapped and feels slow for this deck, but I see your recommendations also have some that come in tapped.
Thanks for the ideas on the sideboard!
I'll take all of that into consideration as I tinker with the deck. I hope you don't mind, I listed my own version here but linked back to you and this deck for credit, so I hope more people find yours. =) Woodland's Wrath
AromontTheDruid on Kodama’s Tinker Shop
2 years ago
Grind if I can find Oran-Rief, the Vastwood most definitely will be replacing Cave of Temptation! Thank you for the suggestion
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