Plains

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Arena Legal
Oldschool 93/94 Legal
1v1 Commander Legal
Canadian Highlander Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Limited Legal
Heirloom Legal
Modern Legal
Highlander Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Combos Browse all

Plains

Basic Land — Plains

: Gain .

Latest as Commander

Plains Discussion

rotimislaw on Orzhov Vamps

4 days ago

To me, having Avg.CMC=2.5 you don't need more than 22 lands in the deck. Pulling out 1x Swamp and 1x Plains you could make space for more value plays (e.g. 2x Cruel Celebrant which is fine defense against Tribal-killing board wipes).

I'd also advise to smooth the mana curve a little and exchange 2x Vampire of the Dire Moon for 2x Adanto Vanguard . This should enable you dealing more damage in the early game.

Azeworai on Bird is the Word

2 weeks ago

I would just like to note, the artwork of a bird deck is very important.

Instead of basics from Dominaria, the Plains from Mirage have birds in the art: Plains

As for Swords to Plowshares , I'd recommend the Ice Age printing: Swords to Plowshares .

It's a crime to not run Soraya the Falconer . She is of the uttermost bird-kind.

Aerial Assault , Howling Mine , and Disenchant all have birds in the art and are some of the better options.

Kirtar's Wrath is an on-theme, bird wrath. In regards, Lieutenant Kirtar , Commander Eesha , and Major Teroh are each birb necessities. They were at the behest of The Order on Otaria, Dominaria.

For an actual suggestion, Abolish is an underrated card with much application. But you must further your bird-game. Make haste!

Azeworai on Karador, ghosty boy

2 weeks ago

For the sake of formatting, I'm just going to make lists for what I would cut and add respectively, but it's really personal preference.

What I would consider banishing:

Tainted Wood - The deck doesn't have a lot of swamps.

One Plains - There doesn't seem to be too much white, so just cantrips or Cultivate for fixing is probably better.

Memorial to Unity - It enters tapped and only produces one colour, so there are other things your deck could do instead.

Viridian Zealot - a bit costly for what it does.

Vampire Hexmage - You don't seem to really abuse it, so it can be lacking.

Tribute to the Wild - It's kind of restrictive and doesn't always get rid of something relevant.

Merciless Eviction - Your deck doesn't really want to exile its own stuff, so other wraths that destroy instead are preferable.

Spore Frog and Kami of False Hope don't stack very well, so I'd remove one of them.

Vraska, Relic Seeker - This seems costly for what she does, but she has her moments.

Evolutionary Leap - It can be powerful, but all of your creatures seem huge and worth keeping around. It's best to run this with more fodder in the deck.

Tormod's Crypt - Depending on your meta, this can be quite potent, but I find that drawing a card with Nihil Spellbomb or recurring Remorseful Cleric can be better.

Whip of Erebos - This is up in the air. I don't enjoy the exile clause of this card, but it's instant-speed and efficient, whilst offering life-gain. Your choice.

Acidic Slime - It's an expensive effect, but a powerful one at that. You already have other five-drops in Sidisi, Undead Vizier and Thalia's Lancers so perhaps it's worth exclusion. Declaration in Stone - It's a bit restrictive for its cost and a sorcery, so I don't think it merits a deck slot.

What I would consider adding:

Grisly Salvage - Essentially takes a land slot with other worth in the later turns, stocking the graveyard.

Satyr Wayfinder - Can be fodder for your sacrifice shenanigans and a land for the early turns (hopefully).

Ransack the Lab - Fills the yard and draws a card. That rhymes, so it's fantastic. However, it only goes three cards deep, so it may be unreliable at finding a land. I'm yet to miss, but it's possible.

Altar of Dementia - This is just a ridiculous card that gives you options for the graveyard later and scales with your large creatures. Great defense, too, and a massive threat.

Lord of Extinction - It's big and mean, black and green. Some things are far too gigantic to ignore. In addition, with Altar of Dementia it can mill someone out.

Perpetual Timepiece - This is great for decks that are all-in on the graveyard plan, so maybe not. It doesn't draw cards, but it grants other routes.

Unburial Rites - If you mill it over, it's still castable. Even if, it gets two things back.

Dread Return - Efficient reanimation and the same from the graveyard.

Buried Ruin - Recursion in the land-base is always lovely.

Austere Command - I believe this to be better than Merciless Eviction in your deck due to destroying as opposed to exile.

Jarad's Orders - This can find utility creatures such as Anafenza, the Foremost or Spore Frog for when you really need them. It also works with the same toolbox shell as Birthing Pod .

Dragonlord Dromoka - It's a muscular Grand Abolisher . Not much more.

Ghostly Prison - With high-cost creatures, this can aid in surviving the early game.

Anguished Unmaking - This card almost always relevant, cheap, and instant-speed. It's a safe option that hits everything.

Necrotic Sliver - It is recurrable universal removal, so it could be rather effective.

Swords to Plowshares - One mana and an instant, it's far too potent. I'd add this.

Despark - This can be efficient, but restrictive. I've found success with it, but it comes down to preference.

Assassin's Trophy - If it's within budget, this is as good as it gets.

Vindicate - Hits it all and does it all.

Kodama's Reach - Another Cultivate . It's always fine.

Rampant Growth - Ramp and more ramp.

Wood Elves - Fodder and ramp.

Explosive Vegetation - Lots of ramp.

Paradise Druid - Fodder and ramp.

Lots of fodder, lots of ramp.

You can really customize your own removal, but you already have many ways to deal with creatures, so removal for other permanents is ideal.

That's what I have for you. Now wreck them all.

D4RKMATT3R on Pia's Revolution Turn 3 Kill

2 weeks ago

I don't see the use in adding white as an extra color for a creature here.

What I would do is remove Leonin Squire , Arid Mesa , Godless Shrine , Plains , and Sacred Foundry . Substitute the creature with one of these: - Trading Post - Skeleton Shard - Fortuitous Find - Myr Retriever , OR - Scrap Trawler

The Arid Mesa , Godless Shrine , Plains , and Sacred Foundry can be traded out for mountains and swamps, as well as: - Cinder Barrens - Canyon Slough (this has Cycling, so would be good for drawing) - Akoum Refuge - Blackcleave Cliffs - Bloodfell Caves - Dragonskull Summit , AND/OR - Buried Ruin , which would give you additional room to return artifacts

Podkomorka on The Golden Army must not Awaken.

3 weeks ago

Oh and take out 3x Plains to make room for the lands I mentioned.

This will all be a huge improvement :)

x12721 on Esper Mythseize Pioneer

1 month ago

You need more lands, and I'd also recommend at least one basic Plains to fetch with the Field of Ruin. Most control lists run between 24 and 26 lands. I have a list if you want to check it out!


inb4 the bans

Pioneer* x12721

146 VIEWS | IN 1 FOLDER


Azeworai on G/W/x enchantress modern PRIMER

1 month ago

If I may, I'd recommend Circle of Protection: Red for the sideboard. 'Tis horrendously effective against burn strategies in a way with both creatures and spells, as well as being cheaper than Story Circle .

The deck seems to be focused against creature-based decks, being fraught with specific cards against them. In note of this, Overwhelming Splendor may be a bit high on the mana curve.

Deafening Silence also seems to juxtapose the current build. With plenty of one-of silver bullet cards, perhaps Idyllic Tutor could hold that plan together? This would also allow for a very diverse sideboard plan. A couple of Commune with the Gods couldn't hurt, either.

A singular Plains could be of aid if you run into someone playing Blood Moon . Journey to Nowhere is quite effective removal that is also on-theme. On Thin Ice could help if you had snow basics, too.

Heroic Intervention in the sideboard could help against Fracturing Gust or spells of the sort.

Dosan the Falling Leaf could help against control decks. This enchantment build seems to have absolutely no instant speed interaction, so Stasis Snare could be great, or Cast Out for planeswalkers.

Courser of Kruphix could be solid life-gain and card filtering, as well as a blocker.

Seal of Primordium could be okay, but maybe not. Worship would be fun.

'Tis all, my friend. Happy enchanting.

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