Sacrifice any number of lands. Search your library for that many land cards, put them onto the battlefield tapped, then shuffle your library.
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|Commander / EDH||Legal|
Scapeshift occurrence in decks from the last year
Latest Decks as Commander
1 week ago
Not sure if I believe her static ability is all that strong.
If we're talking Standard/Modern, I believe a 7 MV (feels weird to say instead of CMC) that requires a major setup for the pay off is too clunky to be competitive.
What if you changed the static to a triggered ability instead of an active one? That means you can utilize the plants and saprolings as blocking fodder and still get the benefits of them dying.
Also I'm puzzled why the -4 (which is a very substantial amount of loyalty) only grants specific creature types either lifelink (on a zero power token) or wither (on a 1/1 body). That seems disproportionally bad. Especially for a 7 MV planeswalker.
The ultimate is just a double Kokusho, the Evening Star death trigger, which is quite nice.
I must comment on the use of hybrid mana as well, since green does not deal in making players lose life (well outside combat). I feel like you cannot justify the use of hybrid mana here. At the very least it should be in the mana cost to force both colors in there.
I don't mean to take over, but I can't help but make a suggestion for a revised version.
One concept Show
Legendary Planeswalker - Venenum
Whenever a Plant dies, you may gain 1 life. Whenever a Saproling dies, you may have target opponent lose 1 life.
+2: Create a 0/1 green Plant creature token or a 1/1 green Saproling creature token. Then do it again.
-3: You may sacrifice X creatures you control. Distribute X +1/+1 counters among creatures you control. If you sacrificed both a Plant and a Saproling, distribute twice that many +1/+1 counters instead.
-9: Each opponent loses 10 life. You gain life equal to the amount of life lost this way.
Changing the static ability from an active to a triggered ability means you cannot utilize it with death triggers - like Grave Pact . It also enables you to use the tokens as chump blockers and still get the life gain or loss triggered when the creature dies. This means you can more effectively defend the planeswalker itself while still getting some benefit out of it, even if it is slight.
I did not find a fitting use for the second active ability you made in the OP, as Plants don't have power and therefore don't benefit from lifelink (the card cannot be dependable on other cards buffing the Plants for this ability to make sense) and Saprolings gaining Wither until end of turn only means you can attack freely or reduce enemy critters if the opponent is low on life but still can survive getting saprolings flung in their face. If the enemy wants to avoid damage they cannot even block the Saprolings as they can just be sacrificed to secure the life loss. This ability just doesn't seem impactful at all and again it needs to work with itself and cannot be reliant on other cards enabling it.
Instead I put a sacrifice outlet here but as a single use on your own turn. I struggled a little with what exactly the benefit should be - outside triggering the static ability.
I considered making it a drain effect (in addition to the triggered ability on Saprolings), but figured it would make it too much of a finisher you drop when you have a large board of saprolings to sac and drain an opponent down.
I considered making the Plant + Saproling benefit a distribute X -1/-1 counters among any number of target creatures, so it doubles as removal. However that did seem a little too flexible and strong. It could just be a target creature that gets -X/-X until end of turn, so it can nuke a single creature. But it did seem stronger than what I else came up with, so I went with a less strong ability.
I considered making a surveil type effect (or similar to Mulch ), as green/black utilize the graveyard quite often, but figured it would be difficult to scale with Sacrifice X, so there would be no point in sacrificing many creatures for the sake of this ability. It could be considered to make the ability sacrifice a fixed amount of creatures for a fixed benefit, but I opted with the unlimited sacrifice ability, so you could use it as a finisher.
The second ability as it is here, is quite strong but is also slightly a trap. If you gather all your strength on a single creature, it is vulnerable to removal. If you keep multiple big threats, you're not sacrificing as many creatures and thus gets a lesser effect. And you do still need one of each creature type to get the doubling effect, which without makes the ability a lot less strong. This means you most likely will need to +2 her - which gives the opponents time to deal with her or your board.
Picture you slapped down an Avenger of Zendikar and created 10 Plants and you have a random Saproling from somewhere. Then next turn you play this planeswalker and -3 and sacrifice 8 Plants and 1 Saproling to distribute 18 +1/+1 counters. If you make the Avenger and two remaining Plants equal in strength you get two 8/8s and a 9/9. You gain 8 life from the plants and zap an opponent for 1.
Is this strong? It is. But it did require a setup beforehand - a powerful one at that. Is it too powerful? Not really when the alternative could have been a ramp spell to pump all the Plants with the Avenger or used Scapeshift to buff the Plants immensely. For this ability to be truly strong you do need a setup, which makes it fair to have a scaling ability.
You can opt to +2 her when played, to get the sacrifice fodder and then sac them both the next turn to distribute 4 counters. This is not really that strong, but it means you have to think about your sweet spots a lot more, balancing how much you sacrifice versus the effect you get from it.
I did give her the +2 instead of just +1, as she is a 7 MV Planeswalker (and most 7+ MV planeswalkers have a +2 or higher ability) so it seems fair compared to cost.
Anyway, that's just my suggestion. The card is yours, so I would rather see what you come up with based on this feedback.
2 weeks ago
1 month ago
2 months ago
4 mana for even 3 3/3 beast tokens is decent. Your current list already contains Arasta of the Endless Web , and I love that it can help start the loop with Ghost Town if you have the right setup. A couple other token generating spells for surprise factor are Ezuri's Predation , Fresh Meat , and Caller of the Claw .
Dawnglade Regent not necessarily a big finisher, but monarch is another nice way to get card draw and the hexproof for your creatures is nice. Vorinclex, Voice of Hunger is also nice, but a bit pricey.
The Tireless Tracker clues stick around so they're just there when you have spare mana that you don't want to go to waste which is again better than the one opportunity per landfall with Seer's Sundial and the tracker can get bigger as you sacrifice the clues. I especially like that the tokens trigger Kodama and if the land you put into play can tap for 2 mana you can sac a clue to draw a card which may draw you more land to put into play from Kodama triggers.
Quirion Ranger can help provide a clutch blocker or that one extra mana you need for some spell. I like that it helps you have more land in hand for landfall triggers off of Kodama. Since Ashaya makes your creatures into forests they can tap for mana so they all become targets for Quirion Ranger to untap.
Kamahl’s Will does seem like a decent fit for this deck as a way to go wide and removal. Territorial Scythecat seems okay similar to the running a Managorger Hydra but takes a bit to build up. Shifting Ceratops it has some versatility, but I'm not sure what you want this for in a landfall deck. Primeval Bounty is currently in your list here on tappedout. Branching Evolution not sure your strategy is putting a lot of counters on stuff, more dropping lots of tokens on the fiel. Fertilid synergizes well with Retreat to Kazandu . Garruk's Uprising again I don't think you're usually putting a lot of big creatures into play to benefit from the trigger. Court of Bounty seems better than Colossal Majesty and has an added benefit. Reclamation Sage is great, and I'm also interested in the new 2-drop Masked Vandal since it exiles stuff, and another budget tutor for these low cost utility creatures is Woodland Bellower .
=== other card options ===
- Shaman of Forgotten Ways can be a nice alternate way to win.
- Ancient Greenwarden it's Crucible of Worlds on a body, doubles landfall triggers, and has reach (I like referring to reach as dunking).
- Bramble Sovereign solid value, decent size body, can be used politically.
- Shared Summons solid budget tutor.
- Scapeshift could be game ending if you're getting the right landfall triggers.
- Regal Behemoth monarch and more mana.
- Mana Reflection MOAR MANA!
- Path of Discovery could help dig more land per Kodama trigger if landfall is generating token creatures.
- Blighted Woodland could be better than or just a nice addition to Myriad Landscape
- Greater Good is usually pretty solid card advantage in green especially if someone is about to deal with your commander or big bad or board wipe.
- Fecundity is great card advantage in go wide strategies if your deck runs a hand-full of sac outlets.
- Eldrazi Monument is fun if you can generate enough tokens or animate enough lands, just imagine a bunch of flying elemental forests that are indestructible beating down your opponents.
- Parallel Lives is much pricier than I remember.
- Evolutionary Leap is always a nice kind of card advantage in token decks, but still nice to sac non-tokens if they're about to die anyways.
- Beastmaster Ascension is a nice buff in wide strategies.
- Apex Altisaur could be a useful thing to get with your Magus to wipe out some creatures.
- Force of Vigor another great option for removal.
- Genesis Wave is always a solid way to spend lots of mana.
2 months ago
is a major key for this deck
on a budget it could be combined with Boundless Realms or Ramunap Excavator & ( Terramorphic Expanse , Evolving Wilds )
off budget extra lands per turn, pain fetch forests, & Crucible of Worlds
or just Evolution Sage & Scapeshift can easily proliferate 9 if the lands you fetch are fetch lands :)
2 months ago
Romer Half of your lands should be swapped for snow-covered for field of the dead
Yavimaya Hollow > Temple of False
Beast Within > Mana dork > Lotus petal
Scapeshift - Field of the dead and other land ETB synergy + Tutor
Nylea's Intervention - Another land tutor to help you get eye of ugin or any utility land you may need
2 months ago
okay so a few things of note here.
first. i'd suggest running 4-ofs for your best cards. there isn't any clear reason why you'd want 3 ofs in this scenario except mogis who is legendary in which case it's fine.
second. Lightning Bolt. it's one of the best red cards in the game and it's cost effective way of solving problems cannot be understated. i think it's important that it gets a slot in this deck.
third. your win con appears to be Mogis/burn. Mogis is a very slow way to win. normally for a control deck you are controlling them until you can drop some threat that you can protect that will win the game shortly after that or at least create such a lock as to make getting out of it futile. mogis will never turn on in your deck so at most it's going to be 2 damage a turn from mogis assuming they aren't doing a wide strategy. perhaps a planeswalker like Liliana, the Last Hope who you can +1 to help remove creatures and win off of her ult.
fourth. your mix of control spells is heavily weighted towards destroying creatures after they hit the field. thats something you want to respond to but people play other cards that you'll need to deal with. enchantments like Wilderness Reclamation, artifacts like Amulet of Vigor and non-permanents of all kinds. you also will lose pace with decks that use creature that have ETBs such as Omnath, Locus of Creation and Uro, Titan of Nature's Wrath which yes you can kill but you'll be losing card advantage. you need a few more proactive responses and ways to gain incremental advantage over your opponent. discard spells like Thoughtseize or at least multipurpose cards like Kolaghan's Command and Collective Brutality can help. other proactive cards such as Blood Moon and Ghostly Prison can shut down or at least slow opposing decks to keep them from racing ahead of you.
with the above things in mind i'd suggest something along the following changes.
cards to remove:
-3 Crackling Doom: soul shatter and other remove should be sufficient
-3 Lightning Helix: lifegain is great for stabilizing but the power removal comes from it's mana efficiency. on turn 2 being able to play a discard spell and hold up a Lightning Bolt for their creature is much more powerful than the life gain from helix. still a great card for sideboard to bring in against lightning fast agro decks like burn or zoo.
-1 Soul Shatter: i'm not sure you need any of these in the mainboard. you have Anguished Unmaking to get around indestructible should it come up. Dreadbore and Anguished Unmaking can kill planeswalkers. That leaves hexproof is the only thing that this gets around that you don't have an answer for already. hexproof is uncommon enough that i'd personally put this in the sideboard, but considering how many of this effect you have in your deck i'm assuming your meta has enough hexproof to warrant 2 mainboard slots.
-4 Divine Gambit: 1 for 1 at best, 1 for 0 at worst. the ability to exile most types of permanents is powerful but the downside seems too risky and likely to set you behind.
-3 Anger the gods: you don't need 7 soft sweeps. with the amount of removal you have a board wide damage spell is likely for hitting tokens or other wide strategies. for most of these scenarios 2 damage should be enough. in the scenarios where 2 isn't enough, 3 likely isn't either. Wrath of God or similar would be a better bet for those situations.
-1 Pyroclasm: you probably don't even need 4 soft sweeps in the main unless you are expecting a dearth of going wide strategies in your meta.
-3 Mogis, God of Slaughter: without a way to turn him on or a way to create a true lock outs like teferi-pool you aren't going to get as much value out of mogis as you need to make him your win con.
cards to add:
+4 Lightning Bolt: this is solid removal or a damage to face if you don't need to use it as such.
+2-4: Thoughtseize: considered one of the best discard spells in the game because it hits basically everything at the cost of 2 life.
+2-4: Duress: you can choose Inquisition of Kozilek or Raven's Crime or another discard spell of your choice. i'd suggest at least 6 discard spells and you can decide the split between your discard spells depending on how aggressive your meta is.
+2 Kolaghan's Command: small creature removal, artifact removal, discard spell. very versatile.
+4 Liliana, the Last Hope, a strong contender for win con. i went with 4 copies because it doesn't have innate protection and you want it early if you can as it provides good value.
+1 Path to Exile: to make it a 4 of.
+1 Fatal Push: to make it a 4 of.
??? Tibalt's Trickery: I don't know if this is a good idea in control. you are giving up a card to change what card your opponent is casting. but they are still getting something. so you are 1 for 0ing them in a way. if they are casting a spell like Scapeshift for the win then obviously this will help but the risk of them flipping an equally scary threat off the top is very real. but your choices in counterspell are pretty limited.
if you are willing to mess around with your mana base you can probably make good use of Blood Moon as well but that would require some careful maneuvering in a 3 color deck.
3 months ago
Yes, Terror of the Peaks will trigger. It's on the battlefield when the other creature enters, so it does see the creature enter.
See Rule 603.6a:
603.6a Enters-the-battlefield abilities trigger when a permanent enters the battlefield. These are written, “When [this object] enters the battlefield, . . . “or “Whenever a [type] enters the battlefield, . . .” Each time an event puts one or more permanents onto the battlefield, all permanents on the battlefield (including the newcomers) are checked for any enters-the-battlefield triggers that match the event.
This is a big part of why the Modern Scapeshift deck works, because you can cast Scapeshift and fetch a bunch of Mountains and Valakut, the Molten Pinnacle or a bunch of different lands and Field of the Dead and get a large stack of triggers to get in a dominating position or outright kill the opponent.