Rootbound Crag

Rootbound Crag

Land

This enters the battlefield tapped unless you control a Mountain or a Forest.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Rootbound Crag Discussion

RNR_Gaming on New secret lair Alert!

1 month ago

Anyways with that whole kickstarter thing going on I noticed that the professor hasn't made a video so in case anyone was wondering

Some regular guys non-foil/foil

Void Winnower - 16.07/20.46

Vengevine - 10.71/12.95

Collector Ouphe - 5.63/33.07

Goblin Settler - 48.71/N/a

Non foil: 81.12 Foil: 115.19

Foil: B / non-foil: C+

There's a good bit of value with this secret lair. Goblin settlers getting its' first foil printing is definitely noteworthy. Also, if you're into the Adventure Time art style you'll like be picking this up anyways.

Showcase: Streets of New Capenna

Atraxa, Praetors' Voice - 30.77/35.53

Breya, Etherium Shaper - 7.98/9.84

Yidris, Maelstrom Wielder - N/A/8.84

Non-foil: 47.59 foil: 54.21

Non-foil - D foil: C-

This grade pains me because I REALLY think the art on these is beautiful and they'll likely include a Kynaios and Tiro of Meletis in the same style as a bonus card but putting personal preferance and speculation aside the value just is not here.

Special Guest: Matt Jukes Foil Edition

Glacial Fortress - 3.71/11.25

Drowned Catacomb - 7.28/17.46

Dragonskull Summit - 3.79/6.96

Rootbound Crag - 3.81/6.55

Sunpetal Grove - 3.89/5.96

Non-foil: 22.48 foil: 48.18

Non-foil - F foil - D-

The value in these really speaks for itself.

Artist Series: Magali Villeneuve

Mother of Runes - 4.91/Varies

Death's Shadow - 6.12/10.19

Elvish Mystic - .45/9.97

Forest - N/A

Non-foil - 11.48 Foil: N/A

Non-foil - F Foil - D-

The biggest thing out of this lair is the foil Mother of Runes the prices fluctuates so much with the older foils it's hard to set an exact price to obtain a foil one; if we look at the previous secret lairs those versions of Mother of Runes are sitting at about 6-10 a piece.

Artist Series: Sidharth Chaturvedi

Concordant Crossroads - 46.87/N/A

Nomad Outpost - 1.06/5.74

Ghost Quarter - 1.12/16.90

Island - N/A

Non-foil: 49.05 foil: 69.51

Non-foil: D- foil: C

Essentially this lair is being carried by the fact that Concordant Crossroads only has 1 printing and has never had a foil printing. If you need one or would like to get a foil one knows your chance but outside of that its just some bulky cards with nice art.

Artist Series: Wayne Reynolds

Sram, Senior Edificer - .25/6.09

Torbran, Thane of Red Fell - .95/1.89

Depala, Pilot Exemplar - .23/1.65

Balthor the Defiled - 10.95/59.61

Non-foil: 12.38 Foil: 69.24

Non-foil - F Foil - C

This lair is also being carried by 1 card that has only 1 printing the rest is bulk.

Finally! Left-Handed Magic Cards

Sisay, Weatherlight Captain - .98/6.02

Empress Galina - 18.31/206.82

Geralf's Messenger - 9.89/34.48

Rograkh, Son of Rohgahh - .26/.41

Garruk, Caller of Beasts - 8.20/23.41

Non-foil: 37.64 foil; 271.14

Non-foil - C Foil: A

While Empress Galina is definitely the chase card out of this; it still has value in the other slots too outside of Roger - but even Roger is still highly playable.

Anyways, after doing all the math and putting this all together I appreciate the professor doing this and compiling it a video format. Also, which secret lairs if any are you planning to get?

zapyourtumor on RG werewolf aggro

6 months ago

Land count seems very low. I'd up to at least 20. Could maybe include some Rootbound Crag and Kessig Wolf Run.

Creature density seems a little low(?) given how you have almost as many cards supporting the creatures as the creatures themselves.

Gruul Charm seems very situational and more of a sideboard card.

Some other fun werewolves: Huntmaster of the Fells  Flip (classic 4-drop threat, even outside werewolf tribal, maybe 2 of?), Werewolf Pack Leader (card advantage engine, definitely recommmend 2-4), Reckless Stormseeker  Flip (gives your guys haste and buffs them and stuff).

MortisAngelus on Forged Execution (Gruul Land-Hate)

6 months ago

@wallisface

Hey! Thank you so much for the extensive feedback! You make a lot of good points!

However, I think you underestimate the power Splinter brings. Being able to remove all win cons from a combo deck or removing all basic lands of one type is what really makes ppl hate it. But I have been considering bringing the count down to 3.

I am surprised about you also not liking Smash to Smithereens; I see your point with always having a destruction card, but ultimately, the end goal is to kill the opponent, not just control them. So killing a permanent and pinging them 3 seems like a win-win imho. Or?

Ancient Stirrings is definitely something I must try to insert here. I have played against it; how have I not realized how good it would be here?..

And Barrier Breach I have already considered for side board. :) Gotta deal with those pesky God-creatures.

Ultimately, 4x Rootbound Crag is what I want for this deck. I am considering switching the Kazandu Refuge cards for the scry-equivalent cards instead. But we'll see.

But we never solved the original question, if you left the deck as it is for now, and only thought about Sunder Shaman vs Rust Scarab , which one would you insert?

Anyway, thanks a lot for all the feedback! Have a lot to think about now.

multimedia on Werewolves on the hunt

7 months ago

Hey, good attempt for a budget version of Tovolar. nice Aggravated Assault. You've mistakenly added two Tovolar's Huntmaster  Flip :)

The card that combos with Spellbinder is Savage Beating for extra attacks which is now a $30 card. Without having Beating then Spellbinder is not worth playing because there's only 5 instants here out of 94 other cards.

When you control five or more lands then Bear Umbra enchanted to a creature who can keep attacking can pair with Aggravated Assault for extra attacks. Attacking with five or more creatures makes Druids' Repository combo with Assault. Savage Ventmaw who can keep attacking combos with Assault and also makes infinite green/red mana. Umbra could replace Spellbinder, Repository could replace Mantle of the Wolf and Ventmaw could replace the other copy Huntmaster.


Consider more one, two, three drop Werewolves to replace the vanilla four and five drop Werewolves?

Some of these could replace:

A couple of reasons for these changes is to get three or more Werewolves onto the battlefield to transform Tovolar quicker and have more Werewolves that can give you value rather than just only being Werewolves.


Some lands to consider adding, replacing of some basic lands.

Good luck with your deck.

multimedia on Gruul Werewolf Pack

7 months ago

Hey, interesting high budget version of Tovolar with less Werewolves.

Human Werewolves that don't have day/night still count towards and transform when Tovolar upkeep triggers. The better Werewolves not having day/night is not really a drawback with Tovolar. Because Tovolar can repeatedly change from day to night then you have more chances to transform nonday/night Werewolves. If you play a nonday/night Werewolf after Tovolar transforms that's fine because more than likely Tovolar will flip back daybound giving you another chance to transform all Human Werewolves you control at your upkeep.

If you want to play a small amount of Werewolves then the ones you play really should give you more than just being a Werewolf.

With such a high budget you can do better than the vanilla Werewolves who don't give you anything when they're Humans as well as when they nightbound transform? Many of the Wolves are also subpar compared to all other cards here. If you're playing the Wolves just to be able to upkeep trigger Tovolar faster any Human Werewolf will do the same thing and give you more than any of these Wolves.

Wolves and Werewolves to consider cutting:


Really nice Fetch lands, but consider playing a Forest/Mountain dual land to fetch: Stomping Ground, Cinder Glade, Sheltered Thicket? Adding these lands will also give Farseek a dual land to search for instead of only being able to search for a basic Mountain. Also by adding some Forest/Mountain dual lands then you could improve the land ramp spells with Nature's Lore and Three Visits.

Some changes to consider:

Some other lands that would improve the manabase by cutting some basic lands especially Mountains:

Arcane Signet could replace Herald's Horn since Horn doesn't do much if you're not tribal. With so few Werewolves or Humans as well as many different creature types then a mana rock would make more ramp.

Door of Destinies is another tribal only card and it's very slow with so few Werewolves or Humans to cast. Could cut Door for Beastmaster Ascension since it's an anthem for all creatures you control.

Good luck with your deck.

multimedia on Draconic Rage Precon Upgraded

8 months ago

Hey, well done with upgrading the precon on a budget.

Greater Good and Goblin Bombardment let you abuse Dragon Spirits before they're saced after doing damage. When a Dragon Spirit does damage it makes a sacrifice trigger that has to resolve from the stack before the token is saced. When the trigger is on the stack you can response to it by sacing the token for value. Greater is draw 5 cards and Bombardment is do 1 damage to Vrondiss to create another Dragon Spirit. When Vrondiss is indestructible, Bombardment can be part a combo to do infinite damage to opponents with any two of Dragon Tempest, Scourge of Valkas, Terror of the Peaks, Outpost Siege or Warstorm Surge.

Wild Endeavor is a six mana ramp spell with only d4 rolls, you don't really want to be casting ramp with six mana.


Consider more repeatable draw sources which the precon really lacks. More effects that draw a card whenever a Spirit Dragon is created and from other enrage: Ripjaw Raptor, Garruk's Packleader, Elemental Bond.

Ripjaw Raptor is another good creature to make indestructible because then you can draw cards by doing damage to it. Garruk's Packleader draw is a may, you can stop drawing at any time. With Packleader in your control and Vrondiss is indestructible then one of Dragon Tempest, Scourge of Valkas, Terror of the Peaks, Outpost Siege or Warstorm Surge will create as many Dragon Spirits who will do damage/sac itself as you want which is draw as many cards as you want.

Wulfgar of Icewind Dale is out of place in the precon and here because there's very few cards that trigger when the creature attacks. He's not worth keeping really just for Klauth, Unrivaled Ancient.


One area from the precon you haven't upgraded is the manabase, it's still 39 lands and 27 basic lands. Some lands to consider adding in place of some basic lands and Underdark Rift:

I don't think you need 39 lands, some of them could be cut for lower CMC ramp such as Farseek, Talisman of Impulse and Sakura-Tribe Elder. Because you have Cinder Glade and could add Highland Forest then Farseek has a dual land to search for. For two mana Tyrite Sanctum can repeatedly put a counter on Vrondiss to make him bigger. Once he's a God then Sanctum can be saced to make Vrondiss indestructible. Both these effects are helpful coming from a land.

I offer more advice. Good luck with your deck.

multimedia on MEATDOWN

8 months ago

Hey, nice upgrades for the precon and funny deck name.

Goblin Bombardment can do 1 damage to any target for enrage. When Dragon Spirits do damage their sac trigger goes onto the stack and it has to resolve before the Dragon Spirit is saced. When this trigger happens you can response to it by sacing the Dragon Spirit with Bombardment to do 1 damage to Vrondiss to create another Dragon Spirit or target another creature like Ripjaw Raptor. Greater Good is another powerful sac outlet to take advantage of Dragon Spirits sac trigger. In response sac the Dragon Spirit to draw 5 cards.

Cutting Scourge of Valkas from the precon is a mistake. It's a Dragon body that has Dragon Tempest effect and it can trigger Vrondiss enrage the turn it ETB. Scourge of Valkas --> Hydra Omnivore


To really abuse Vrondiss consider more indestructible? You have Heroic Intervention, but consider more ways?

Roar of Challenge can do a lot with Vrondiss for three mana because he has more than 4 power. It makes him indestructible and forces an opponent who has creatures for all them block him which each creature who does this is one instance of damage/enrage to Vrondiss to potentially create a lot Dragon Spirits.

Because you have Stomping Ground, Cinder Glade and Highland Forest than Farseek is an upgrade for Rampant Growth. Karplusan Forest, Fire-Lit Thicket, Rootbound Crag, Jund Panorama are some less expensive lands to consider adding.

Good luck with your deck.

multimedia on Korvold Loves Treasure

8 months ago

Hey, well done on a budget, nice foil Goldspan and SL Dreadbore :)

Consider more ramp with Korvold? More one and two drop ramp sources:

Korvold is powerful as Commander when playing lots of ramp since it helps to cast him faster and then that ramp can fuel his sacrifice. This makes playing lots of redundant ramp actually a strength.


Animation Module + Ashnod's Altar + Korvold is a combo to draw as many cards as you want, make Korvold huge, make as much colorless mana as you want. Without the combo Module is a nice repeatable source of tokens for sac fodder because of Korvold.

Add Pitiless Plunderer to create tons of treasures. Plunderer and a different sac outlet such as Viscera Seer or Goblin Bombardment could replace Ashnod's Altar since it only costs 1 mana (1 treasure) to make a Servo with Module. Bombardment is an excellent low CMC budget sac outlet.

Ramunap Excavator lets you abuse lands as the permanent to sac with Korvold. Caustic Caterpillar and Seal of Primordium are upgrades for artifact/enchantment removal spells because they can sac themselves as well as be saced at instant speed. Plaguecrafter is a nice creature removal effect in multiplayer Commander who sacs himself.

Prossh, Skyraider of Kher as the high end has synergy with Korvold. It's a sac outlet and it makes Kobold tokens to sac. Farseek is an upgrade for Rampant Growth because you have Overgrown Tomb and Stomping Ground. Harrow is an upgrade for Cultivate because you sac a land to cast it.

Path of Ancestry, Jund Panorama, Karplusan Forest, Dragonskull Summit, Rootbound Crag, Cinder Glade, Smoldering Marsh are some budget land upgrades to consider.

If interested I offer more advice including suggestions of cuts to consider. Good luck with your deck.

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