Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest.
: Gain or .
|Have (3)||orzhov_is_relatively_okay819 , IcyLightning ,|
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|Commander / EDH||Legal|
Latest Decks as Commander
Rootbound Crag Discussion
5 days ago
Back to the legendary sub conversation I ran a deck in Dominaria standard (with guilds and such) that was basically all legendries: Legendary Soup. Once again no win/loss record recorded on Tappedout but I won so much with it at my LGS the deck has become...legendary. I un-privatized the deck so you can play through it but if not I'll give you a run down of what just accomplished in my playtest:
Turn 1 Stomping Ground
3 weeks ago
free-kolja some replies to your bullet-points. I've also made a list for comparison.
I agree that Arboreal Grazer is a bad late game draw, but to be fair, this is a combo deck and so being in the late game to begin with is a bad place to be - the game should have already been over. I get that you want card quality, but speed is often important when you're against the clock. You already have a lot of cards that would be "bad" to draw second copies of, for example - but they're in the deck because speed and consistency is valuable (i.e. I can't imagine drawing a second copy of Star of Extinction , Basilisk Collar , or Brash Taunter is ever a good sign).
It's very interesting that your group doesn't run sideboards, because that will mean that there are going to be lots of various matchups that any deck just doesn't stand a chance against (I imagine anyone playing a dredge build would just be very oppressive). Saying that, i'm still struggling to work out what card Return to Nature actually helps you against... the only card I can think of is Platinum Emperion ? Your deck is in a very safe spot in a sideboardless world, where it just has to do its thing, and its up to other decks to stop you, or out-race you. I just don't get what Return to Nature is helping you against?
So the one big bonus of Blasphemous Act , is that even if there's only one creature in play, it's still going to cost the same as Star of Extinction . SO, at its absolute worst, you can still get by with it. I do concede, that it obviously doesn't hit walkers, or get the instant kill.
Dealing with non-creature decks better is going to be really hard in a format without sideboards, especially being a combo deck that has to be aiming to win before its beaten down. I have some thoughts, though you're probably not going to like them. It involves changing the deck quite a bit. Below I have a list i've just spun up, which utilizes Karn, the Great Creator . That card will let you fetch up Stuffy Doll to do your combo whenever you need to, but also fetch up whatever hate cards you need at the time (i'm thinking Wurmcoil Engine , Walking Ballista , Ratchet Bomb , Ensnaring Bridge , etc.). Now, obviously i'm not suggesting you change your list to whatever nonsense i've brewed up below, but hopefully it gives you some thoughts for consideration.
- 4x Abundant Harvest
- 2x Harmonize
- 3x Star of Extinction
- 2x Blasphemous Act
- 4x Overgrowth
- 4x Utopia Sprawl
- 4x Arbor Elf
- 2x Brash Taunter
- 2x Courser of Kruphix
- 3x Hornet Nest
- 3x Voyaging Satyr
- 4x Karn, the Great Creator
- 2x Garruk Wildspeaker
- 4x Cragcrown Pathway Flip
- 11x Forest
- 2x Mountain
- 4x Rootbound Crag
The above, as an example, gives you a relatively low bad-draw count. Karn, the Great Creator means you don't have to run Basilisk Collar mainboard, but can still get this card if needed for Brash Taunter . He can also get your combo via Stuffy Doll , and lets you grab specific answers for your opponents decks, so you don't need mainboard Return to Nature . The ramp package changed slightly to allow for a much more explosive path to 4 mana (you can easily have 5 mana to play with turn 2), which allows you to run these higher cmc cards, but also keep the land count low.
2 months ago
Also, I'm looking for opinions on where to steer this deck if anywhere. There are so many viable Beasts that it's been hard for me to make card choices. Then you have cards like Fierce Empath which could be useful. So, advice is more than welcome. Thanks! (If someone could guide me in how to format this into a list, that'd also be appreciated. Sorry for the current format.)
4 months ago
Hey, nice Cloudstone Curio :)
Dual lands that can ETB untapped are pretty important for color fixing with three color Animar to be able to cast him consistently turn three. Consider more dual lands in place of basic lands especially Mountains? Dual lands that can make green mana for a turn one green mana dork should be priority.
Some options within your budget to consider, ordered from less expensive to more:
- Yavimaya Coast
- Cragcrown Pathway Flip
- Karplusan Forest
- Barkchannel Pathway Flip
- Fire-Lit Thicket
- Rootbound Crag
- Riverglide Pathway Flip
- Sulfur Falls
- Flooded Grove
- Cascade Bluffs
- Training Center
- Rejuvenating Springs
- Steam Vents
20 basic lands is too much for three colors and you're not trying to take advantage of Blood Moon / Back to Basics . You want to be able to consistently cast a green one drop mana dork, but that's going to be a problem with almost the same number of Forests than Mountains and Islands. My advice is cut Mountains and Islands for dual lands that can make these colors.
Cut more Mountains than Islands because overall red is less important than blue. You really only need red for Animar thus let dual lands and other nonland sources provide red mana and not basic lands. The more Mountains you can cut for dual lands the more consistent getting green and blue will be while not sacrificing red.
Good luck with your deck.
4 months ago
Hey, well done for being new to Commander.
Because you have the three Forest Triomes, Stomping and Tomb then Rampant Growth and Kodama's Reach could be upgraded to Three Visits and Nature's Lore . 10 Tri lands is a lot since you also have the Triomes and all these lands always ETB tapped which is slow. Currently there's 18 lands that always ETB tapped which is really too many.
The advantage of cutting the Tri lands for lands that can ETB untapped is it can help you to cast ramp turn two or three. To speed up game play consider cutting Tri lands for other lands? The Trimoes and Shock lands have interaction with Check lands with 19 lands that can activate a Check. Pain lands and Filter lands always ETB untapped.
An example of an upgraded manabase with most lands you already have:
- 9 basics
- 5x Trimoes
- 5x Shocks
- 4x Checks: Rootbound Crag , Sulfur Falls , Dragonskull Summit , Sunpetal Grove
- 3x Pains: Karplusan Forest , Yavimaya Coast , Llanowar Wastes
- 3x Filters: Graven Cairns , Rugged Prairie , Flooded Grove
Good luck with your deck.
4 months ago
Hey, well planned out strategies on a budget. Nice Diabolic Intent :)
Consider Priest of Forgotten Gods and more repeatable token sources? If you can fuel Priest then she's over powered in multiplayer Commander and a great way to grow Korvold and draw. Priest makes insane value with Korvold since for no mana, just sacing two creatures, you make all opponents sac a creature and lose 2 life, you draw three cards, make two black mana and give Korvold two +1/+1 counters. Priest wants a robust package of cards that are repeatable token sources.
- Chandra, Acolyte of Flame
- Scute Swarm
- Nissa, Voice of Zendikar
- Awakening Zone
- From Beyond : can tutor for Betrays.
- Krenko, Tin Street Kingpin
- Dreadhorde Invasion
- Arasta of the Endless Web
- Tendershoot Dryad
- Wolverine Riders
Chandra's second 0 loyalty ability + Priest is a combo to be able to activate Priest repeatedly on your turn. The Elementals Chandra creates are saced at your end step meaning they will trigger Korvold and they don't have to attack.
You can speed up game play by adding more one and two drops that have interaction with Korvold or can be reliable ramp to cast him quicker.
- Arcane Signet : staple mana rock.
- Sakura-Tribe Elder : ramp, can sac itself.
- Impulsive Pilferer : creates a treasure when saced or dies. Four sacs and four treasures with encore.
- Caustic Caterpillar : removal, can sac itself.
- Viscera Seer : sac outlet, can sac itself.
- Paradise Druid : ramp.
- Farseek : land ramp that can search for a dual land such as Cinder Glade .
- Village Rites : draw.
- Crop Rotation : land tutor.
Another way to speed up game play is the reduce the number of lands that will always ETB tapped such as Gruul Guildgate .
- Command Tower : staple land for multicolored decks.
- Exotic Orchard
- Savage Lands : Jund Tri land.
- Path of Ancestry
- Llanowar Wastes : Golgari Pain land.
- Cinder Glade : Gruul Battle land.
- Smoldering Marsh : Rakdos Battle land.
- Rootbound Crag
- Dragonskull Summit
- Blighted Woodland
- Tainted Wood
On a budget Savage and Ancestry are exceptions, but they can make one color of the three Jund colors, that's worth it.
I offer more advice, including cuts to consider. Good luck with your deck.
5 months ago
Hey, good job winning with a budget deck.
Neoform is powerful when you can copy it to then tutor for and put two creatures onto the battlefield. It can setup two win conditions: sac a four drop to tutor for Kiki/Conscripts or sac a two drop to get Biovisionary/ Glasspool Mimic Flip. Eldritch Evolution is similar, but more expensive price and it gives you a little more control over what creatures you can tutor for. Evolution is a good way to tutor for Worldgorger by sacing a four drop letting you combo with Riku for five mana instead of eight. Shared Summons instant can tutor for two creatures or four creatures if copied.
The manabase is the main area to consider improvements as there's too many lands that will always ETB tapped. Riku is very color dependent therefore the Bounce lands help a lot for color fixing, but they should be some of the only lands that always ETB tapped since they have terrible interaction with lots of other lands that always ETB tapped. Bivouac and Path of Ancestry are the other lands to play that always ETB tapped since they're three colors. The Bounce lands have interaction with the Pathways and Pathways are some less expensive lands: Cragcrown Pathway Flip, Riverglide Pathway Flip and Barkchannel Pathway Flip. Barkchannel is less than $3 at TCGPlayer.
Exotic Orchard is good in multiplayer Commander. The Filter lands are the lowest prices they have been in a long time and they can help with color fixing: Fire-Lit Thicket , Flooded Grove and Cascade Bluffs . Shivan Reef , Yavimaya Coast , Cinder Glade , Sulfur Falls , Rootbound Crag are other less expensive land upgrades. Glade and Check lands have interaction with basic lands. Crop Rotation instant can help with color fixing since for three mana you can tutor for and put onto the battlefield any two lands.
Arcane Signet , Rattleclaw Mystic and Kiora's Follower are two drops that can ramp and color fix. Follower has interaction with Bounce lands since he can untap it the turn it's played or the Bounce land can make four mana.
Cards to consider cutting:
- Temple of the False God
- Gruul Guildgate
- Khalni Garden
- Rugged Highlands
- Temple of Abandon
- Temple of Epiphany
- Temple of Mystery
- Hamletback Goliath
- Wall of Runes
- Armory of Iroas
- Glimpse of Freedom
Good luck with your deck.
5 months ago
Great deck! The only thing I would suggest is to smooth out your mana base a little bit. I would switch out some basics for the rest of the Triomes and the shocks (at least the red and green ones). If you do take out some basics, Cinder Glade could be replaced with another fetch land or Rootbound Crag for consistency. Other great lands that you could include are Mana Confluence , City of Brass , and Forbidden Orchard .