Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Retreat to Coralhelm
Landfall &mdash Whenever a land enters the battlefield under your control, choose one —
- You may tap or untap target creature.
- Scry 1. (Look at the top card of your library. You may put that card on the bottom or your library.)
5 days ago
Running bounce lands and a Retreat to Coralhelm demands that you run more cards like Scaled Herbalist over Murasa Rootgrazer to make the loop work. I would suggest Walking Atlas as it works with any of your colors.
When you can afford to address your manabase you should absolutely buy the shocks lands that are Forest+ as you can grab them with both Ranger's Path and Skyshroud Claim. I'd recommend running both as ramp spells over Circuitous Route. There are the cheap duals from Kaldheim that are true duals (in that they also have two basic land types) but enter tapped. (An Amulet of Vigor fixes that though and allows you to tap your bounce lands before bouncing them as tapping a land doesn't use the stack) I'd also pick up a Field of the Dead when you can.
Cards like Zendikar's Roil and Felidar Retreat are great but a boardwipe is all an opponent needs to have to upset that win. I would suggest running something like Mass Hysteria or Concordant Crossroads to be able to get the damage in the same turn you can activate your combo. If those are out of budget for you I'd then suggest Fervor or Anger as alternatives.
As far as what to cut? Anything with low power level. Cards like Makindi Ox and Spitfire Lagac are definitely on the chopping block. I'd even run something like Ramunap Excavator over District Guide so I could abuse any utility land I'd have to sacrifice to use.
3 weeks ago
3 weeks ago
Really enjoy the concept of the deck. I think you have, if you pardon the terrible pun, an untapped potential that can be added to your deck.
Untap mechanics can accelerate your own card tap abilities, and give you the rare opportunity to tap an opponent creature multiple times per turn. There's several that I found worth suggesting:
- Kelpie Guide
- Innocence Kami: More expensive Ballynock Trapper
- Teller of Tales: Faster Innocence Kami in Blue
- Captain of the Mists: You have 13 other humans to utilize
- Deceiver Exarch
- Silkbind Faerie
- Stinging Lionfish
- Tideforce Elemental
- Vizier of Tumbling Sands
- Psychic Puppetry
- Dream's Grip
- Reality Spasm
- Toils of Night and Day
- Unwind: More expensive but reimbursed form of Negate
- Retreat to Coralhelm
- Curse of Inertia
- Turnabout $
- Hidden Strings is a Sorcery but deserves to be included
- Unbender Tine
- Puppet Strings
- Magewright's Stone$
- Maze of Ith $ a Land but gives untap for both your creatures and opponents.
3 weeks ago
After that it's pretty much just finding what landfall triggers you really want to abuse. Want to mill your opponents with Ruin Crab? Want to take all the things with Roil Elemental? Wanna go wide with Scute Swarm? The options are only limited by the variations of the mechanic.
4 weeks ago
1 month ago
FURTHER NOTES: Some bank busting upgrades.
The deck LOVES brainstorm effects, and Jace (while being one of the most powerful cards in the game) is infinitely better at brainstorming.
Snapcaster mage does everything Mnemonic wall does but better, cheaper and enters at instant speed.
I don't know what to say, Urza's saga is offers redundancy in being able to fetch up Amulet of Vigor or other utility artifacts, while also being fetchable itself with the myriad of land tutors in the deck. The deck would be great with it, but who could afford it?
This is self explanatory.
Closet is actually quite slow due to its mana cost, and sylvan library is a once a turn brainstorm. A must include.
despite llanowar scout being a good target for Retreat to Coralhelm, that's about the only utility you'll be able to get from it. Burgeoning does everything else better and cheaper while also being less vulnerable to removal. Else you could add Prophet of Kruphix and go absolutely hog wild with maze's end triggers, then the scout can stay and I'd cut something else for burgeoning.
You can also add some other commander staples too like smothering tithe and rhystic study, don't know what you'd cut, probably some of the blinks and the wall. Realistically the deck could stand to have all the basics replaced with fetches, fast dual lands and triomes, given it's extremely color hungry even with all the gates, but that's not 100% necessary. Your wallet will be absolutely crying by the time you're finished.
1 month ago
Have you thought about tossing Harrow in? It's usually better Roiling Regrowth, as long as nobody counters your ramp spells. Stone-Seeder Hierophant has to tap to ramp you, but if you can hit multiple landfall per turn it can be a lot of mana.
This is pretty out there, but Simic Growth Chamber and Guildless Commons are interesting cards, they offer access to an extra land drop as a floor, but technically you can bounce the land itself and replay it if you've got ways to do it, like Skyshroud Ranger for example (there are others, not all low budget, but several are), it can let you hit potentially infinite land drops using a card like Retreat to Coralhelm, which is pretty powerful in Tatyova. Retreat also interacts positively with Tatyova and Dreamscape Artist, which is pretty budget and is a source of tons of landfall over time even without Retreat. Oboro Breezecaller is a nifty way to keep hitting land drops, even if you're not really gaining ground you still draw cards. She can ramp you nicely if you have lands that tap for more than 1 mana, which can be via the Growth Chamber, Commons, or via an aura like Wild Growth or Overgrowth or Fertile Ground, and they are some of the more efficient ramp as long as people don't run enchantment hate/wipes, you can enchant an untapped land often and gain that ramp the same turn, which is usually better/safer than a ramp rock. I also like Soratami Mirror-Mage and Meloku the Clouded Mirror, all three can readily go infinite with Retreat to Coralhelm and a creature that taps to put a land into play, and all 3 make it very easy to hit your potential land drops. Not really sure why, but while everyone agrees Thrasios is amazing, very few people seem to care about Parcelbeast, but it's a good card in Tatyova. If you have Retreat out obviously you can untap when you hit a land, and if you have extra landfall available, you can use a separate landfall to untap the Parcelbeast so you can keep trying for another land, but it's not like 1 mana and tapping your Parcelbeast is a big ask. Also, if you can manage to put a Parcelbeast (or any other Mutate creature, including something like Sea-Dasher Octopus could be decent, there are some huge bodies) onto a Scute Swarm, you'll clone the mutated creature, which can be a 7/7 potentially. Most Mutate creatures seem to just give you a buff when they mutate, but some offer useful abilities that you'd like cloned. This will weird people out, but it's a nice play in budget I suspect.
A bit random, but Tatyova decks should usually be running the card Gush, you might not even mind bouncing the lands, the card draw is a nice perk, with the cost being the main upside of the card. It interacts nicely with Mystic Sanctuary and the aforementioned land-into-play dorks and Retreat to Coralhelm to draw as much as you want, and have other landfall benefits. Even if all you do is draw 2 cards and hit 2 more land drops you would have missed, that's a huge payoff for literally no mana IMHO.
I like having Primal Command in budget Green decks, it's a lot of mana but it can do a lot of stuff technically. If you throw in anything that can recur it, you can keep reshuffling your graveyard back in, which can be useful. Curse of the Swine is a nice juicy removal spell for Simic, it not only exiles, it can hit tons of targets, allowing you to compete with recursive decks more readily.
Cool deck, hope some of this is interesting/helpful!
1 month ago
I agree with you that drawing is better than scrying, but scrying is just a lot cheaper to do. From the scry cards I currently play, I would not drop Jace, Mirror Mage, because I enjoy playing it, and I would not drop Behold the Multiverse, because its a nice instant draw spell.
That only leaves Retreat to Coralhelm, if Im not overlooking something. I might consider removing Retreat to Coralhelm at some point because it doesnt have that much synergy with the rest of the deck. Earlier, I played both Arcanis the Omnipotent and Walking Atlas, which were really good with it, but now I only have Azami, Lady of Scrolls left.
However, it does give me a free scry per round for three mana, which is pretty nice. And it does synergize with Azami, Lady of Scrolls as well as potentially being usefull for tapping annoying blockers. Maybe in a situation where I have a big Sturmgeist on the table and my opponent has a single flying blocker it could do some work.
So.. Keeping the scrying cards for now I think.
You mention more "card draw" -cards, did you have any spesific ones in mind? Any card suggestions?