Savage Lands

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Uncommon
Commander 2017 (C17) Uncommon
Modern Masters 2017 Edition (MM3) Uncommon
Commander 2016 (C16) Uncommon
Commander 2013 (C13) Uncommon
Shards of Alara (ALA) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Savage Lands

Land

Savage Lands enters the battlefield tapped.

: Gain , , or .

Savage Lands Discussion

multimedia on Sliver EDH v1.0

3 weeks ago

Hey, saw your forum topic asking for help. Nice $850+ budget, but the manabase doesn't look like you have this high of a budget. You have $130 Sliver Queen and are playing Vivid lands?

Lots of good advice here about Slivers, but no one has said anything about the manabase? You can improve the manabase even on a budget, but if you're willing to spend some then great, but either way you can make it better. The Vivid lands ( Vivid Grove ) are not good. Even if you were playing proliferate which you're not; there are much better land options. The ETB tapped Fetch lands ( Flood Plain ) are also not good unless you are able to fetch dual lands that can consistently ETB untapped which you don't have here.

The Battle lands ( Cinder Glade ) are good budget dual lands, but only if you're playing a lot of basic lands. There's only 10 basic lands here which means consistently a Battle land won't ETB untapped and when you fetch one it will also ETB tapped. When you need five colors these Fetch lands are too slow and are not helping enough if all they're fetching is a basic land or a Battle land. Consider the Shock lands ( Overgrown Tomb )? You can fetch a Shock land and have it ETB untapped for the cost of 2 life. They could replace the Vivid lands.

If not willing or can't afford to add the Shock lands then another option to consider is adding the Tri lands ( Jungle Shrine ) replacing the Vivid lands and ETB tapped Fetch lands. Tri lands also ETB tapped and are not ideal, but they can make one of three different colors the next turn. Unlike the Vivid lands they can be tapped each turn after to make a different color of mana. The Vivid lands will run out of counters and then they become really useless in a five color deck.

Manabase changes to consider.

Add the Shock lands, cut the Vivid lands:

OR budget

Add the Tri lands, cut the Vivid lands and ETB tapped Fetch lands.

Consider land tutors: Crop Rotation and/or Sylvan Scrying ? There's several Rainbow lands ( Command Tower ) here that they can tutor for which can be helpful for color fixing. Fellwar Stone is a good two drop mana rock. Good luck with your deck.

Metia on Deck does not contain a lapdance *ding* Sliver EDH

3 weeks ago

Umm, well I can't offer my exact land selection to you as it involves revised duals I can say this:

Fetches are your friend, seriously. In a 5 color deck having fetches rarely make me sad, so I would run the full contingent:

  • Polluted Delta
  • Flooded Strand
  • Wooded Foothills
  • Bloodstained Mire
  • Arid Mesa
  • Marsh Flats
  • Scalding Tarn
  • Misty Rainforest
  • Verdant Catacombs


  • Options:

    There are Mirage fetches as well, a whole friendly color cycle of them, they are 'slow' but they can still grab shock lands, and cost no life: Rocky Tar Pit , Bad River , Flood Plain , Grasslands , Mountain Valley These also have the benefit of being absurdly cheap. That being said, if you do not have access to these, I'll offer some other suggestions.

    Go up to 42-44 lands. Sure the curve hits 3/4, but I don't think the ideal is to hit 4 lands and be pleased with life, so I would suggest adding lands, and increasing consistency by removing some of the etb tapped lands:


    Here are some 'simple' 1:1 conversions for cards I think would suit the deck better.
  • Kindred Dominance -> Woodland Cemetery
  • Coat of Arms -> The Immortal Sun
  • Intruder Alarm -> Dreamstone Hedron
  • Armageddon -> Hour of Promise
  • Fellwar Stone -> Mutavault
  • Arcane Sanctum -> Sulfur Falls
  • Crumbling Necropolis -> Clifftop Retreat
  • Savage Lands -> Isolated Chapel
  • Seaside Citadel -> Hinterland Harbor
  • Frontier Bivouac -> Rootbound Crag
  • Mystic Monastery -> Sunpetal Grove
  • Nomad Outpost -> Drowned Catacomb
  • Opulent Palace -> Glacial Fortress
  • Sandsteppe Citadel -> Dragonskull Summit
  • Exotic Orchard -> Reflecting Pool
  • Door of Destinies -> Vanquisher's Banner
  • Aphetto Dredging -> Icon of Ancestry
  • Amoeboid Changeling -> Unsettled Mariner



  • Honestly I hate the Terminate and some of the other choices but I am exhausted so I thought I would offer some help as opposed to trying to offer more and simply not posting.

    multimedia on The Ur-Dragon's Dragons

    1 month ago

    Hey, there's definitely a lot of Dragons here, too many. Have you thought about the mana curve?

    There's only three two drops? Consider adding more early game ramp? Cards within the budget to consider adding:

    These suggestions are low mana cost ramp and tutors to get the better Dragons into your hand such as Utvara Hellkite .

    For the manabase consider adding some Tri lands replacing the ETB tapped Fetch lands?

    These types of Fetch lands are consistently going to get dual lands that will also ETB tapped which is really slow. Tri lands are also slow, but only delaying one turn and then they give you one color of three choices.


    Cards to consider cutting:

    • Bad River
    • Flood Plain
    • Grasslands
    • Mountain Valley
    • Rocky Tar Pit
    • Zendikar Resurgent
    • Chromium, the Mutable
    • Nicol Bolas
    • Dromoka, the Eternal
    • Dragonlord Kolaghan
    • Palladia-Mors, the Ruiner
    • Dragonlord Atarka
    • Sarkhan the Masterless
    • Prismatic Geoscope
    • Firemind Vessel

    Good luck with your deck.

    rofldiekatz on Prossh, the Combo Hungry [Primer]

    4 months ago

    Trying to build my own Prossh, Skyraider of Kher deck right now. Is there a reason why you play Savage Lands over Path of Ancestry ?

    StopShot on Budget cedh mana base

    6 months ago

    There's a couple others you should consider.

    Shadowblood Ridge = OG Filter

    Arcane Sanctum = Tri-Land

    Crumbling Necropolis = Tri-Land

    Frontier Bivouac = Tri-Land

    Jungle Shrine = Tri-Land

    Mystic Monastery = Tri-Land

    Nomad Outpost = Tri-Land

    Opulent Palace = Tri-Land

    Sandsteppe Citadel = Tri-Land

    Savage Lands = Tri-Land

    Seaside Citadel = Tri-Land

    Ash Barrens = Cycles for any color of mana which you can play untapped.

    Path of Ancestry = Literally a Command Tower that comes in tapped. It's strictly better than a tri-land if your commander has 3 or more colors.

    Mirrodin's Core = Comes in untapped. Can give you any color of mana the very next turn.

    Thespian's Stage = Copy target player's Command Tower .

    Vivid Crag = Vivid Cycle

    Vivid Creek = Vivid Cycle

    Vivid Grove = Vivid Cycle

    Vivid Marsh = Vivid Cycle

    Vivid Meadow = Vivid Cycle

    Load more

    Savage Lands occurrence in decks from the last year

    Commander / EDH:

    All decks: 0.06%

    BRG (Jund): 2.4%