Savage Lands

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Savage Lands

Land

Savage Lands enters the battlefield tapped.

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Gidgetimer on Going beyond 40 lands if …

1 week ago

On topic of the thread:

Assuming that The Boulder Feels Conflicted... is the deck you are talking about the curve seems fine for a casual deck and your land+ramp total is about where I would run it. It seems that the major breakpoint you are trying to hit is 4 mana by turn 4 and with your current count you will have a mixture of at least 4 ramp/lands 88% of the time on turn 4. Some of the time that fourth source is going to be ramp drawn on turn 4 and you won't actually have the 4 mana available, so call it 75% success. With proper mulliganing you can bring that above 90%.

Personally I would actually cut back a few lands since I don't like running over 36, but replace them with ramp and it will keep the land+ramp total the same. Some of your lands are slow I would probably remove 4-5 lands replace them with 2 mana ramp. I would probably cut Game Trail, Riveteers Overlook, Rugged Highlands, Savage Lands, and Twisted Landscape. They would be replaced with Talismans (Talisman of Indulgence etc.) Three Visits and Nature's Lore. If you didn't want to go to 35 lands pick any 4 of the suggestions and put a Cinder Glade in would be my suggestion.

Tsunnekonon on Moidah

9 months ago

Also Ziatora's Proving Ground as an addition or replacement for Savage Lands since it's Forest-fetchable (and has cycling!)

Gleeock on The Great Planeswalker Debate

1 year ago

FormOverFunction - I always personally chose to envision the "player" in MtG as a sort of external superforce (elder-godesque-thing) playing an unseen game of chess (or Magic) that characters at a micro-level could not possibly understand - not like a: named god that MtG characters are actually devotees of, but they exert influence unknowingly in your name. So as I play my & exert my Jund influence on a plane & I play my Savage Lands & my Jund lands, you can see my influence grow. This way, all these singleton cards in a single deck that are seemingly complete nonsense together are actually less nonsensical if they are just reflecting events that you are guiding to dmg another "player's" influence.

Possibly planeswalkers with their Loyalty, would be somewhat aware, on some level, of these mighty guiding forces

I like to picture a player appearing as some sort of mana-color-associated star that you can see in the night-sky (Simic is teal for eg..).

Obviously this is very non-canon stuff, but it makes more sense to me than the canon stuff.

Alesamuel on Jodah Big Spell

2 years ago

I would recommend some of the Eldrazi titans, such as Kozilek, Butcher of Truth, Ulamog, the Ceaseless Hunger as some big top end bombs. Some ramp creatures wouldn't go amiss either, such as Birds of Paradise, and Dryad of the Ilysian Grove.

In terms of Instants, Sorceries, and Enchantments, getting some more of the Ultimatum cycle (Brilliant Ultimatum, Cruel Ultimatum, Emergent Ultimatum) might be a good idea, and Sunbird's Invocation would be a good idea too if you are casting such big CMC cards.

Another recommended addition would be Nicol Bolas, God-Pharaoh as it is just a straight up good card for the colour and big mana theme.

I'd recommend replacing the tapped tri-lands (Arcane Sanctum, Crumbling Necropolis, Frontier Bivouac, Jungle Shrine, Mystic Monastery, Nomad Outpost, Opulent Palace, Sandsteppe Citadel, Savage Lands, and Seaside Citadel) with the shock land cycle (Blood Crypt, Breeding Pool, Godless Shrine, Hallowed Fountain, Overgrown Tomb, Sacred Foundry, Steam Vents, Stomping Ground, Temple Garden, and Watery Grave) as they are easier to fetch for or find with ramp spells.

Final notes: Give the deck a little more of a creature focus, having as few as you have right now you'll find there is very little to hit with your reanimation, but other then that, good job on the first draft! looking forward to see how it plays out!

Ziusdra on Thantis Spider Tribal

2 years ago

Missing a few spider-themed cards... Llanowar Greenwidow is the newest spider to be printed (helpful for the self-mill subtheme of spiders). Don't forget about Ettercap and Drider if you're just trying to collect 'em all.

It's a little costly for a fun/jank deck, but Arachnogenesis kicks up the spider theme a notch. I put Eaten by Spiders and Curse of Clinging Webs in my spider deck since there are always creatures dying and always flying creatures to kill in 4-player games.

Assault Formation and Sight of the Scalelords can help close games, even if the art isn't specifically spider-themed. (I would pay money for alt-art proxies that had these with spider-themed art tho...)

Finally, you need some lands for consistency... since this is a budget deck, consider Jund Panorama, Savage Lands, Foreboding Ruins, and Game Trail.

multimedia on Budget Slivers

2 years ago

Hey, nice version so far for well under $100.

40 lands is a lot, consider cutting some for some more low mana cost ramp for five colors to help gameplay?

Manaweft Sliver is the other staple mana dork Sliver. Sol Ring is staple budget mana rock in Commander. On a low budget and playing five colors Commander's Sphere is fine.

Because playing five colors then Evolving Wilds and Terramorphic Expanse are better than the New Capenna fetches. Wilds or Expanse can get any type basic land not just one of three types.

Unclaimed Territory is a helpful land when playing so many different colored Slivers and it enters the battlefield untapped.

Some of the Pain lands got reprinted in the newest set Dominaria United and those lands are down to $2 or less each right now. Pain lands enter the battlefield untapped to make colorless or colored mana to speed up gameplay. By replacing some basic lands with more dual lands that can enter the battlefield untapped that can make the color of the basic land it replaced or another color this can improve gameplay as well as color fixing.

The Tango lands are other budget lands that care about basic lands. These lands are good with Farseek, land ramp that can better color fix.


After these land changes, example upgraded budget 36 land five color manabase (20 G, 17 W, 17 R, 15 U, 14 B):

This advice was just about improving the manabase and ramp, if you're interested I offer more advice on other areas. Would you like more advice?

Good luck with your deck.

FelixCarter on You'll be Najello after I'm done with you

2 years ago

Cryptolith Rite, Nature's Will, Druids' Repository, and [Bear Umbra] will give repeatable combats. Nature's Will is a bit expensive, so keep Song of Freyalise instead. You can remove Battle for Bretagard, Goblin War Drums, and Mask of Avacyn to use the other three enchantments if repeatable combats is your goal. Otherwise, here are some other great additions:

Cathars' Crusade will make HUGE creatures very quickly. Brave the Sands gives the vigilance needed to take advantage of Cryptolith Rite or have blockers. Impact Tremors will cause lots of pain over time. Raiders' Spoils card draw on steroids. Something you are SORELY lacking.

Kaya, Geist Hunter a great addition that will mostly be used for her -2 ability. Rhythm of the Wild is a good card to be replaced since most of your creatures will be tokens, anyways. If you don't go with Kaya, Cathars' Crusade would probably be a better replacement for Rhythm of the Wild.

Trollbred Guardian and Hamza, Guardian of Arashin requires +1/+1 counters but you don't have very many +1/+1 counters in the deck to take advantage of this. You can remove them and instead use Mindblade Render and Oakhame Adversary for card draw. You need card draw.

Replace Mardu Shadowspear with Brutal Hordechief

Usher of the Fallen and Imperious Perfect are fairly underwhelming. Imperious Perfect is a little better, but I'd at least replace Usher of the Fallen with Rhys the Redeemed. Honestly, I'd use Ogre Battledriver over Imperious Perfect.

Rubblebelt Raiders is nice, but Champion of Lambholt will make your creatures unlockable just as fast.

Tuya Bearclaw and Hamletback Goliath get big, but they can be chumped VERY easily. Lovisa Coldeyes will buff all your tokens that are harder to chump. You could maybe keep the Hamletback Giant, but Zurgo Helmsmasher or Samut, Voice of Dissent is a good choice in your deck if you decide not to.

Blaring Captain and Blaring Recruiter are also very underwhelming. Chief of the Edge can easily replace the captain, and the recruit can be replaced be literally anything (my vote would be for Impact Tremors if you haven't added it already).

You have A LOT of mana ramp in your deck, but your lacking card draw and removal. I'd maybe remove the Diamonds and add two or three mana rocks that tap for one of any color. That'll give your deck 10-11 forms of mana ramp. If you add three, that'll give room for two forms of card draw. Reconnaissance Mission, Bident of Thassa, Skullclamp, and Vanquisher's Banner are great options.

Instead of Fracture, I recommend Despark. Mortify is a better Murder but can also be upgraded by switching to Utter End.

Replace Warped Landscape with Secluded Courtyard.

Be aware that you're sitting at only 30 lands. If you find your have a mana-base problem, I'd take out Radha, Heir to Keld, Duskwatch Recruiter  Flip, or ANY of the previously discussed cards and add 3-5 lands. Out of the lands you should also add, I recommend Savage Lands, Arcane Sanctum, Crumbling Necropolis, Jungle Shrine, Nomad Outpost, Mystic Monastery, Path of Ancestry, and Unclaimed Territory.

NotEzekielLeAderen on Cruel and Unusual - Sek'Kuar Commander

2 years ago

This deck looks pretty good, but it does seem a little colored mana heavy. I would recommend switching in more lands that tap for all your colors. For example, I would remove the Rugged Highlands for a Savage Lands instead. In terms of ramp, I wouldn't go for things like Mox Tantalite but rather Burnished Hart or Sakura-Tribe Elder which synergize better with your commander. I've made a combo deck with Sek'kuar as well, and mana dorks always do well: lots of value early game, and can be sac'd for cheap value when drawn later.

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