Rimewood Falls

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal

Rimewood Falls

Snow Land — Forest Island

(: Gain or .)

Rimewood Falls enters the battlefield tapped.

Krom3 on Tatyova's Happy Jungle Fun Times!

1 week ago

hey hey LyrdAduPot thanks for the question!

I havent taken the time to update this list as I've been busy with work and such however I kept Claim in the deck because I recently upgraded the mana-base to have Breeding Pool Rimewood Falls and the new Tangled Islet so it made sense to have a way to fetch them, HOWEVER! in the decks current rendition on here you're absolutely right in that Migration Path works better! :D

Gidgetimer on My pre made deck needs …

3 months ago

Rampant Growth, Cultivate, and Kodama's Reach are already in the deck is why I went with 8. I did forget to list off land based ramp in Three Visits, Nature's Lore, Farseek, and Sakura-Tribe Elder. And these suggestions were just to get the mana base and average CMC manageable. There is a lot of tuning that could be done in lower CMC slots and tuning the land base o run better non-basics. Like the Vivids can straight up be cut for Rimewood Falls and Tangled Islet and that would make Three Visits/Nature's Lore/Farseek even better.

wallisface on Kaldheim: Narfi and Jorn

3 months ago

MadMork you only really need to get 1-pip of each land to have your deck functioning, so i’d suggest trying to have a distribution of pretty-equal colours.

Something like 2x each of Ice Tunnel, Woodland Chasm, and Rimewood Falls, and then 6x each of Snow-Covered Swamp and Snow-Covered Island, and 5x Snow-Covered Forest, for 23 lands total.

I’m against running too many of those taplands, as they’re super slow & suboptimal. Ideally you’d be running a bunch of fetchlands to fix the manabase, but i’m aware they are pretty cost-prohibitive.

MadMork on Kaldheim: Narfi and Jorn

3 months ago

wallisface thanks for the feedback here, I have implemented the majority of the changes you suggested. I have a question related to these changes. What is the best way to manage my lands here? Looking at my mana distro I can see I am too heavy on black, but I can also see part of that is because of the double mana lands like Woodland Chasm. My gut reaction is to drop two swamps, then pull in two Rimewood Falls in order to buff up the green/blue mana generation.

Squee_Spirit_Guide on Mirror Maniac

5 months ago

Thanks for the insight, Agrippa91! I'm going to try out an Engineered Explosives in the main. I mostly play casually, so it's a different tier of threat, but I think there is definitely some value in having a sweeper on hand game one. I really like Spara's Headquarters instead of Rimewood Falls! It's a great switch to help Engineered Explosives be more effective! Thanks again for your thoughts :)

Agrippa91 on Mirror Maniac

5 months ago

Hmm, interesting concept. I'd honestly consider something like the Engineered Explosives in the maindeck as this deck seems to struggle a lot against opponents doing stuff on turns 1-2 especially. I'd go as far as having 4 in the maindeck (if you have that many, otherwise 2 Ratchet Bombs as substitutes). I'm not an active Modern player, but there seems to be a lot of small stuff out there. Instead of the Rimewood Falls you might then go with e.g. a Spara's Headquarters as it's basically the same, but provides you with a third color for Engineered Explosives.

multimedia on Sultai One or the Other?

9 months ago

Hey, well done first attempt on a budget.

Something to consider is taking more advantage of Ukkima being unblockable for repeatable draw when it does combat damage to an opponent and the draw takes no additional mana which is key. These kind draw options could replace some of the mutate creatures since they're only consistently going to trigger once when you mutate Ukkima.

Yes, you could mutate Ukkima again, but you don't have enough mutate creatures for that to consistently happen and most mutate takes a lot of mana which is really not worth it. You're more likely to do combat damage to a player with Ukkima then to mutate since all you have to do is attack. Some mutate creatures are better than others such as Sea-Dasher Octopus and Gemrazer.

To take advantage of mutate with Ukkima you really want ways to return Ukkima to your hand since that will also return all the mutate creatures if they're mutated to Ukkima such as Crystal Shard. This lets you cast all the mutate creatures again to get the mutate effects again. I don't think it's worth including these effects, but they're options to make Ukkima better with mutate. Repeatable draw gives you more card advantage without having to jump through hoops or spend a lot of mana.


It's helpful in Commander when you have at least 10 draw sources and at least 10 ramp sources to make gameplay smoother. I tend to have more than 10 sources of each of these, but start with 10. Sources that are repeatable are most important. Some more ramp could be added replacing some of the lesser creatures.

Woodland Chasm and Rimewood Falls are budget lands that Farseek can search for, it can also search for Sunken Hollow. It's nice when 2 mana land ramp can get a dual land rather than just a basic land.

Masked Admirers is draw and it can be repeatable, but it's draw one card the first time for 4 mana and then combined for 6 mana each time after which is very lackluster. Treeshaker Chimera is also draw, but it's also 7 mana who wants to attack and hopefully die to draw, that's too much to draw three cards.

You could expand on the theme of +1/+1 counters with Forgotten Ancient. Who repeatedly puts a counter on itself each time any player casts a spell and then at your upkeep you can move any amount of counters from it to other creatures you control. The act of moving counters is the same as putting the counters on other creatures which triggers Simic Ascendancy.

Good luck with your deck.

DreadKhan on Cheap dragon

9 months ago

Alright, I'll try to keep that in mind and minimize the jargon. One thing I'd say about running lands, it's easy to end up with less than you actually need. The difference between 36 and 38 is extremely minor in terms of how many lands you can draw, so the exact number isn't that important, but if you have a higher cost Commander (Tiamat has a Mana Value of 7, or MV 7), you'll want ramp. A higher cost is usually any Commander requiring more than 4 mana, and/or one that requires more than 2 colours, either makes a Commander harder to cast. I end up on 38 in a deck like Reaper King, but I also use a lot of ramp in that deck to generate the huge mana values that deck can require. This deck probably wants anywhere from 36-42 lands, with 42 being where you want to be if you run relatively few ramp effects, 36 would mean running more of them, at least 10. You should probably run Command Tower. Temple of the False God is a risky land in a deck that isn't running a lot of lands, I hate to run it with less than 40 in a deck unless I have a payoff for a land tapping for 2.

It's worth considering basing your mana base around Green, not because most of the cards will be Green but to use Green ramp spells/mana dorks. I'm guessing you aren't aiming to spend a lot on this, so the cheapest $$$ way to increase your mana available is to use Green spells which can find Basic lands for you. Circuitous Route, Harrow, Roiling Regrowth, Search for Tomorrow, and Dire-Strain Rampage are all very good ramp effects, with most of them being cheap and able to find you colours of mana you might need. Sacrificing a land can be a good thing if you've got several of the same Basic land, which can happen easily. There are a ton of other ramp spells, many quite cheap, especially if you don't mind 3 mana effects. Spells that find land can be much better than artifacts, because artifacts can be blown up very easily compared to lands. I would also look for ones that can find any Basic land compared to ones that can only find a Forest unless you want to raise the budget a bit, as these lands are generally more expensive, but Kaldheim has 10 Snow type dual lands, one for each pair, and they are fairly cheap, and ramping with one of these off of Three Visits or Nature's Lore feels really good, but it'll be more investment. There are a lot of effects that find Forests and can find non-Basic Forests like Breeding Pool or Rimewood Falls, and finding one of those can really help make sure you can cast Tiamat. I would still play cards like Arcane Signet and Sol Ring, and most 2 MV mana artifacts are good cards usually.

A card that should be very useful in Tiamat would be Maskwood Nexus, which makes all creatures, wherever they are (in your hand, library, graveyard, or in play) are all every creature type, including Dragons, so Tiamat can find any 5 creatures. If you end up playing many cards that care about Dragons, this is worth looking at. Silverglade Pathfinder and Dreamscape Artist are pretty helpful some games as creatures that can also ramp you, potentially repeatedly if you are playing Casual games where you have a few more turns.

Interaction to protect your creatures can be very useful, Bolt Bend and Stubborn Denial are interesting options for you in a deck that will often have a power 4 creature out. Disdainful Stroke can stop board wipes, and Saw it Coming can stop anything in it's track, involving only U to cast, I would watch out for counterspells that cost UU (Blue Blue mana) to cast, this can be hard to arrange. You might think of Vindicate and/or Utter End to have removal vs any type of permanent, AFAIK neither is very expensive atm. There are 5 'Signet lands', Darkwater Catacombs, Skycloud Expanse, Shadowblood Ridge, Mossfire Valley and Sungrass Prairie are all very cheap and pretty good dual lands. Ash Barrens is a very good way to find a needed colour, especially Green. The World Tree is getting up there a bit, but it's a card worth looking at in 5 colours, especially if you run plenty of cards that find lands for you. If you have especially good non-Basic lands, IE lands that tap for 2 or more, Crop Rotation, Hour of Promise and Reap and Sow are all worth considering, finding a World Tree or other especially good land can be much stronger than finding a Basic. Faeburrow Elder and Jegantha, the Wellspring are very good ways to generate mana, probably don't run Jegantha as a Companion, just put him in the deck and you have no restrictions from him.

Well, that's what I'm thinking of right now, I'll probably have more later for you. I'll try to think of cards that are cheap and work for your deck, it might be a few posts before I've run out of relevant thoughts.

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