(1), Sacrifice a creature: Search your library for a land card with a basic land type and put it into play tapped. Then shuffle your library.
Combos Browse all
- Amulet of Vigor + Omnath, Locus of Rage + Perilous Forays
- Lotus Cobra + Perilous Forays + Sporemound
|Commander / EDH||Legal|
Perilous Forays occurrence in decks from the last year
Latest Decks as Commander
Perilous Forays Discussion
6 days ago
Ivy Lane Denizen , Cryptolith Rite , Song of Freyalise , Druids' Repository , Perilous Forays , Settle the Wreckage , Thermopod , Death's Presence , Mikaeus, the Lunarch , Cauldron of Souls , Mycoloth , Ogre Battledriver , Goldnight Commander , Valor in Akros , Toski, Bearer of Secrets , Ohran Frostfang
1 week ago
Thoughts on these? Harvest Season , Perilous Forays , Settle the Wreckage , Cloudshift , Twinflame , Toski, Bearer of Secrets , Ohran Frostfang , Druids' Repository , Ogre Battledriver , Shefet Dunes , Eldrazi Monument , Panharmonicon , Conjurer's Closet , Angel of Condemnation , Emiel the Blessed , Galepowder Mage
2 weeks ago
Looks good so far. Personally I would make these swaps:
Deathbloom Thallid -> Keen Sense ; Keen Sense is super strong on Slimefoot, while Deathbloom is a pretty weak effect.
Yavimaya Sapherd -> Snake Umbra ; same as above. "Sapherd" is a cute name though D:
Tukatongue Thallid -> Perilous Forays ; Tukatongue is cheap but a one-time effect. Forays is a sac outlet and increases your sap production over time via ramp.
Jade Mage -> Illusionist's Bracers ; Bracers are a better cost-reduction of Slime's ability than Jade Mage.
Verdeloth the Ancient -> Second Harvest ; Harvest is cheaper and will likely give you more saprolings.
Korozda Guildmage -> Heartstone ; I doubt you would want to use Korozda's abilities that often.
Vitaspore Thallid -> Rings of Brighthearth ; the spore-storing thallids are pretty slow. I think Rings is a better option here for faster sap production.
Night Soil -> Song of Freyalise ; Night Soil's effect is pretty narrow and I doubt it will make you many saps, if any. Song of Freyalise is pretty strong here, allowing your saps to make more saps via Slimefoot.
Morbid Bloom -> Druids' Repository ; similar to above.
Sporeweb Weaver -> Black Market ; I doubt Sporeweb will generate many saps for you. Black Market definitely will.
Thelon of Havenwood -> Pitiless Plunderer ; Thelon isn't that impactful while Plunderer is super strong here.
Sporesower Thallid -> Smothering Abomination
Sporoloth Ancient -> Fungal Plots
Thallid Omnivore -> Priest of Forgotten Gods
Thallid Shell-Dweller -> Seedborn Muse
Druidic Satchel -> Species Specialist
1 month ago
Your list looks good so far. Personally I would forego the upkeep fungi and utilize Slimefoot + mana boosters to make saps. I recommend these swaps:
Sporesower Thallid -> Pitiless Plunderer
Thelonite Hermit -> Utopia Mycon
Metallic Mimic -> Keen Sense (this card is super strong on Slimefoot)
Rot Shambler > Snake Umbra (similar to Keen Sense, very strong)
Evolution Sage -> Fungal Plots
Muraganda Petroglyphs -> Illusionist's Bracers
Contagion Clasp -> Rings of Brighthearth
Umezawa's Jitte -> Heartstone
Death Mutation -> Seedborn Muse
Greater Good -> Perilous Forays
Sporoloth Ancient -> Druids' Repository
Sporecrown Thallid -> Wilderness Reclamation
Thallid Germinator -> Cryptolith Rite
Thallid Shell-Dweller -> Song of Freyalise
Korozda Guildmage -> Bear Umbra
Thallid Omnivore -> Black Market
Also I would definitely find room for Zulaport Cutthroat!!! Maybe take out Karn's bastion since you have plenty of other lands?
2 months ago
Hello, I have some suggestions for you. I don't know how cEDH competitive you want the deck to be but some of these are great cards:
Zendikar's Roil is an extremely baby version of Omnath, Locus of Rage and will produce elementals that will trigger the damage ability.
Springbloom Druid: It may only net you 1 land but it causes 2 landfall triggers when it ETBs.
Fertilid: Can also create 2 landfall triggers in the same turn. It's also an elemental for an Omnath trigger when it dies.
Ulvenwald Tracker: Repeatable fight activations is amazing. Especially if you get token creatures you don't mind losing.
Migration Path: Puts 2 lands into play tapped. And can cycle though for this deck that isnt any real value until very late game. Another good ramp card you may want to consider.
Myriad Landscape: Puts 2 lands into play from your library for more triggers.
Yavimaya Elder: Gets two lands into hand and can sac for a card draw.
Beast Within: Strict upgrade removal card. Would be better than your artifact/enchantment removal cards. And you don't care if someone gets a 3/3 given your decklist.
Kazuul's Fury Flip: The new Fling!
Vastwood Surge: Can get you both mountains and forests. The kicker is nice if it happens.
Journey of Discovery: Good modal card depending on how far the game has gone.
Perilous Forays: Provides a sacrifice outlet if needed for creatures and turns token/unneeded creatures into more land.
2 months ago
I haven't seen most of the discussion so I apologize if I retread anything covered, but I'll just chime in here and say that barring a few exceptions, pretty much every deck would be wise to run some sort of Strip Mine variant. I prefer Tectonic Edge but that is simply because I feel it's less mean. Regardless, I would estimate that close to 25-35% of the EDH games I play are decided by some sort of powerful land. Plus there is almost zero cost to swapping in a Strip Mine effect over another land. That's just my two cents though.
Speaking of two lands with low opportunity cost, Field of the Dead and Scavenger Grounds seem like an auto include here. Field plays well with the token/etb effects in the list and there are more than enough utility lands here to ensure that it will always be online. If you are still afraid that it won't trigger, you can always swap 1 Forest and 1 Mountain for their snow-covered variant and still keep the basic land count high for Perilous Forays. Scavenger Grounds just shuts down a huge percentage of EDH decks, and while it also hits our graveyard, that isn't as huge a deal for Omnath. I could see cutting two of the weaker fetch lands (i.e. Evolving Wilds and Myriad Landscape) for both utility lands.
2 months ago
Perhaps consider Perilous Forays for growing korvold big/ cheap sac outlet.
2 months ago
Skullclamp. Lets work through this more. The whole point of our deck is to maximize turns Omnath, Locus of Rage is in play and the landfall triggers we give him to make elementals. Saying those are requirements for Skullclamp are silly because we're doing that regardless of what we draw every game. The question is how much of the time will we be drawing a sac outlet to fuel Skullclamp? Well actually sac outlets are a huge component of our win-con because we often rely on our elementals dying to win. Key word dying. Doesn't matter whether it's to a sac outlet, board wipe like Blasphemous Act, combat, or removing our general. You can put Skullclamp on an elemental to dissuade attackers or blockers, or on Omnath, Locus of Rage to dissuade removal. And that's without a sac outlet. Realistically, with or without Skullclamp, if you aren't drawing into a sac outlet on average, you aren't running enough outlets! And after 1 proc you've already exceeded the cost of the single card that it is. The rest is bonus, and a steep potential for bonus that is, not to mention minimal CMC investment. And if more card draw is what you're looking for to justify cards like Gamble, then this card is even better than what it is alone. I also like Life's Legacy and Kavu Lair. I think draw is a really competitive component of any deck. If we're even asking ourselves if the deck has enough draw to support cards like Gamble, why not add more and start criticizing the cards we draw more than the draw engines themselves?
Perilous Forays. I value this card at its CMC because it's aggressive. Burn as an archetype is inherently aggressive, wouldn't you agree? If you draw it early then you have basics to burn for damage. If you draw it late with few basics left to tutor, then that means you've probably had quite a successful game already - aka you should be happy you've gotten this far! Look at Perilous Forays like insurance to the late game. And we all know what happens in late game - looking for hits like Greater Good to look for win-cons like Warstorm Surge. We love to see it!
Mana Vault. Another card you love to see early. Different from the previous example, you gain mana the first time you play Mana Vault, so I'm not sure why you'd be disappointed? Maybe it's that you wished you drew a different card because OM_RATH doesn't have the best card draw? I haven't tested as much, but similar mentality for me.
Zuran Orb. This one is a little bit of a meme, but I've been toying with the idea and I'd like to throw it out and see what happens. If you draw Zuran Orb and a sac outlet, similar to our Skullclamp example, you can tutor up World Shaper and sac all your lands in response to World Shaper trigger for a nutty turn. It's jank, but really think about it!!! :D
Strip Mine. Compare this to the Skullclamp example where for Skullclamp to truly activate you need a sac outlet. One difference in this juxtaposition is that now you need two things: extra land drops and graveyard recursion. Now assume we get them. Using Strip Mine is very different tempo wise in multiplayer commander than it would be in a 1v1 format. Say it's a 4 person CMD game. To get a tempo ahead you'd either have to play 1 land or destroy 3, one of each opponent's on average. I get that Strip Mine can destroy key lands like Cavern of Souls, but are we a policing deck or a deck that wants to play 1000 elementals and say try policing this? Ever since we cut Tempt with Discovery I think Strip Mine got a lot weaker for us. Temple of the False God was a thought, but I agree with you it's not great. Do you have any better ideas, even if it's adding a basic mountain back?
Sylvan Safekeeper. The difference between Sylvan Safekeeper and Strip Mine is that our opponents' removal spells will be more limited their lands. Trading one of our lands for a removal spell will be more valuable than trading land for land. I'm not saying that we should carelessly play Sylvan Safekeeper and sac all our lands, but we can tutor when we have a good foundation and we'll be fine.
Steely Resolve. It is a great card, better than Sylvan Safekeeper when it is in play, but it can't be tutored. What if we had a card that draws us cards in its place? That way we are drawing into more ways to ramp to keep up land production. This would be helpful if we'd like to rely more on Sylvan Safekeeper for protection which is more practical. Practical meaning that we have 3 tutors and a Sylvan Safekeeper meaning that we have up to 4 copies if we want. And this way we won't have to worry about drawing both Steely Resolve and Sylvan Safekeeper in the same game which is redundant. To be clear I respect the power of Steely Resolve, I'm just proposing a way we can justify filling its slot.