Savage Lands

Savage Lands

Land

Savage Lands enters the battlefield tapped.

: Gain , , or .

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Savage Lands occurrence in decks from the last year

Latest Decks as Commander

Savage Lands Discussion

multimedia on Korvold eats your breakfast

1 month ago

Hey, good start on a budget.

Cards in the maybeboard that are worth adding:

  • Whisper, Blood Liturgist
  • Altar's Reap
  • Costly Plunder
  • Solemn Simulacrum
  • Fleshbag Marauder
  • Apprentice Necromancer
  • In Garruk's Wake
  • Tainted Wood

Possible others:

  • Erebos, Bleak-Hearted
  • Smothering Abomination
  • Acidic Slime

Some budget cards, $1-$2, most are less than $1, at TCGPlayer to consider adding:


More ramp is good with Korvold because it can help to cast him faster and then it can be sac fodder to trigger him.

Some budget lands to consider adding:

I offer more advice. Good luck with your deck.

multimedia on Treasure Hungry Korvold

1 month ago

Hey, sure, consider cutting cards that are single effects such as sorceries for cards that have repeatable effects? It's not just Priest that's good with repeatable token sources also Korvold, Pitiless Plunderer / Ruthless Knave , Butcher of Malakir , etc. therefore expanding on tokens helps all these cards.

Some cards to consider cutting:

Some cards that are okay, but could be upgraded with budget options:

Some budget land changes to consider:

multimedia on Treasure Hungry Korvold

1 month 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'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.

Another way to speed up game play is the reduce the number of lands that will always ETB tapped such as Gruul Guildgate .

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.

multimedia on Fury of the Dragons

2 months ago

Hey, with what you have so far well done on a budget. Nice Omniscience Amonkhet invocation :)

Some budget cards to help with ramp:

Elder can potentially tap to make five mana, all five colors. It can make more mana when you have different colored permanents in your control making it busted when you control Scion of the Ur-Dragon . By itself it can make two mana (green and white), that alone is good for ramp/color fixing. Jodah's effect lets you cheat the casting cost of cards especially Ur-Dragon; cast him for five instead of nine. He's is excellent with Omniscience as casting cost will be difficult with this manabase.

Kiora can be repeatable draw when Dragons ETB and she can also be ramp. You can use her for seven turns for ramp before she dies and being able to untap any permanent means you can untap a mana rock or a mana dork. Crop Rotation is helpful to get any land by sacing a basic land to then tutor and put it onto the battlefield. Sylvan Scrying can tutor for any land.


Repeatable draw when Dragons ETB, being able to cheat creatures onto the battlefield and more haste are helpful effects with Dragons.

Some budget tutors to search for Dragon(s). Creature tutors can replace some draw spells since you want to draw Dragons anyway, might as well search for the one you want.

Some budget versatile instant removal or counterspells.


The manabase can be improved on a budget; 32 lands is low. I wouldn't go below 35 and I would play as much as 38 since you don't want to miss land drops when high CMC Dragons are the cards you want to be casting.

More five color lands help with color fixing. On a budget I recommend more basic Forests and the five Battle lands since Battle lands such as Cinder Glade have interaction with basic lands. You only need to control two basic lands of any type to activate a Battle land to ETB untaped. If you control a basic Forest and a basic Mountain then Sunken Hollow will ETB untapped.

Farseek is a land ramp spell that can search for any Battle land and put it onto the battlefield. It's helpful for color fixing to be able to ramp with a dual land. The green budget Pain lands such as Yavimaya Coast are nice since they can ETB untapped turn two or three to make green to cast a ramp spell. If you're going to play lands that always ETB tapped then Tri lands such as Savage Lands give you more color fixing from three different color choices. In five colors the Tri lands give you more than the Scry lands.

In the manabase you want at least 12 sources of each color and you want more green and red sources then the rest. Tri lands help with color fixing to give you more sources of colors. Red and green are the two most important colors for Dragons. Green for early game ramp and red for Dragons. Green is for ramp that also gets the other colors that's why it should have the most basic lands to give you more chances of drawing a green source early to cast ramp.

Good luck with your deck.

tbone2072 on

4 months ago

Alright, I looked over your deck, and hear are some suggestions that I would make

  1. I would be wary of cards like Sprout Swarm and Shamanic Revelation that care about how many creatures you have because your deck is focused on sacrificing creatures.

  2. I'm curious as to why you have Vance's Blasting Cannons  Flip in the deck because I don't see a way to easily flip it.

  3. I would replace Verdant Force with Tendershoot Dryad as the dryad is cheaper and can also buff all your saprolings if you have the city's blessing.

  4. I think your deck needs more land. 28 lands seems really low, even with all the ramp that you have.

  5. Adding more nonbasic lands like Savage Lands and Rugged Highlands to help with color fixing would greatly benefit your deck.

  6. I would recommend removing Saproling Cluster because paying 1 mana and discarding a card to get a 1/1 is a very bad deal.

  7. You might want to consider adding more removal. I would recommend Malicious Affliction as you can easily trigger morbid with your commander, Putrefy, and Dreadbore.

  8. I would also put in some boardwipes like Blasphemous Act because even though you plan to have a lot of creatures on your board sometimes an opponent will have an even bigger board and having a boardwipe to deal with them is important.

I hoped this helped your deckbuilding and if you have any other questions feel free to ask!

multimedia on Kinda Budget Sliver Overlord Toolkit Deck

5 months ago

Hey, well done building a budget version of Overload, but unless your willing to spend more to upgrade the manabase a lot then getting above power level 5 will not be possible. There's no Command Tower or Exotic Orchard which are budget staples of Commander especially with five color decks. You honestly shouldn't be worrying about power level at all with a tribal deck that's less than $200.

On a budget there's limited options for playable lands for a five color manabase. Your best options for lands in five colors are Rainbow lands (Command Tower), etc. Unfortunately most Rainbow lands are expensive price cards, but there's some exceptions:

The goal of any manabase in Commander is to have the least amount of lands that will always ETB tapped because then game play is not hindered by the lands you play since you can tap the land for mana the same turn you play it. On a budget for five colors it will difficult, almost impossible, to not play some lands that always ETB tapped, but the lands that do this better give you good color fixing to make up for it and you don't need to play a ton of them.

Tri lands (Jungle Shrine) will always ETB tapped, but when they untap they can make one color of three different color choices which makes them on a budget worth playing:

Tri lands along with Path of Ancestry should be the only lands in the manabase that always ETB tapped.

I've built a lot of budget five color manabases for $200 decks and they use basic lands with dual lands that have good interaction with basic lands. Battle lands (Cinder Glade) and Check lands (Rootbound Crag) are dual lands that have interaction with basic lands to make them ETB untapped:

Battle lands also have interaction with Check lands because they're two different land types which is what Check lands look for. Many Check lands are expensive price, but there's a few that are less than $4. All Check lands are more expensive than Battle lands therefore add more Battle and less Check. Battle lands are nice with Farseek since it can search for one of them and being able to ramp with a dual land gives you much better color fixing then just a basic land.

Example of a budget five color manabase shell to build from:

  • 8-10 Rainbow lands
  • 20 basic lands
  • 5-8 Battle lands/Check lands
  • 5-8 Tri lands

You have the right idea with playing green land ramp spells which are good with 20x basic lands for ramp and color fixing, but you can expand on this with cards that let you search for any land meaning it can get a land that's not a basic land. Crop Rotation is a powerful budget card in Commander since you can sac a basic land to search for any land and put it onto the battlefield. Sac a basic land to get a Rainbow land. Crop is an instant meaning you could cast it during an opponents end step to get a Tri land then untap on your turn and be able to tap the Tri land for mana. Sylvan Scrying is another land tutor to get any land.

Arcane Signet and Commander's Sphere are staple budget Rainbow mana rocks that can help ramp as well as color fixing.

I offer more advice about Slivers on a budget. Good luck with your deck.

multimedia on Help with Korvold

6 months ago

Hey, it's going to be difficult to improve on something if you start with the mindset of "I'm not good at it". If this is your first Commander deck then you are already good at deck building especially your card sense, decent mana curve and knowing mostly what's a playable land for your budget and not a playable one. Overall, well done with your casual version of Korvold :)

One drop mana dorks are nice with Korvold because they can be the fastest ramp and then be sac fodder when you don't need them: Birds of Paradise, Elves of Deep Shadow, Elvish Mystic, Wild Growth, Llanowar Elves. Tireless Tracker, Mystery Booster version is cheapest, is good with Korvold because it can be a repeatable source of permanents to sac (clues) just by playing lands. Clues can be a backup repeatable draw source if Korvold is disrupted. Dreadhorde Invasion, Jolrael, Mwonvuli Recluse, Loyal Apprentice are two drops that can be a repeatable source of a token to sac to Korvold.

Meren of Clan Nel Toth and Korvold are quite the pair. Every time you sac a creature to Korvold you get experience from Meren and use the experience at your end step to reanimate or recur a creature you saced. Sakura-Tribe Elder and Plaguecrafter are good examples of the best of both worlds since they can sac themselves for value. Jarad's Orders is a budget tutor that's nice with reanimation since you get two creatures, one into your hand, the other into your graveyard.

Some lands within the budget to consider adding: Llanowar Wastes, Karplusan Forest, Savage Lands, Ghost Quarter. If you add green one drop mana dorks then more dual lands that can ETB untapped turn one to make green are helpful. The Jund Tri land is a upgrade for a land that always ETB tapped. Quarter is nice since it can sac itself to destroy a problematic opponent land or even your own land in a pinch and can play it from grave with Ramunap Excavator.

If you're interested in any of these suggestions then I offer more advice about what cards to cut. Good luck with your deck.

multimedia on Here there be DRAGONS!

6 months ago

Hey, for your game tomorrow/today from the sideboard add Territory, Vista, Smoldering and the basic lands to the manabase. Later on you can upgrade the manabase, but for now add a complete manabase to the deck list.

If you own Cascading Cataracts I would add it as it's a nice way to make all five colors of mana. Tri lands are much better than Thriving lands if you're going to play other lands beside the Triomes that always ETB tapped. If you have some of the Tri lands my advice is add them replacing the Thriving lands for more color fixing. If you're going to play lands that always ETB tapped then those lands should provide more color fixing.

For the numbers of basic lands I would play more Forest and Mountains than Plains, Islands, Swamps. The order to consider is first Mountains, second Forests, third Swamps, fourth Islands and last is Plains. Forests should be second because they give you access to other colors with green ramp spells.

  • 6x Mountain
  • 5x Forest
  • 2x Swamp
  • 2x Island
  • 2x Plains

Other cards from the sideboard to consider adding main deck:

Sol because it's one of the best sources of ramp in Commander. Golos is ramp with any land and a repeatable mana sink that mimics Ur-Dragon's ability to put a permanent onto the battlefield by instead casting it for free. Bladewing combos with Scion + Teneb. Cards main deck that could be cut for these:

Dragons don't need single card that are anthem effects that pump their power/toughness because Dragons already have high p/t with flying. Dragons who are anthems are fine as a bonus, but I wouldn't play a card that was just a p/t anthem. Rampant is subpar ramp, but if it's all you have then that's fine for now. Boots is a good card, but it's less needed here because you have Greaves.

Consider cutting Utter End for a counterspell, Dovin's Veto or Negate? Not having one counterspell is worst than a second higher mana cost exile spell. If you have Jodah, Archmage Eternal I would add him since he reduces Ur-Dragon's mana cost to five mana.

Good luck with your deck and at your game tomorrow/today.

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