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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Search for Tomorrow
Search your library for a basic land card and put it onto the battlefield, then shuffle your library.
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.)
3 weeks ago
Thanks WoomyKing, I'll try adding more ramp. I think I have both Search for Tomorrow and Scaled Nurturer just sitting around, and I can easily get an Arcane Signet and Sol Ring. I haven't looked at their prices in years but am glad they're super cheap now.
3 weeks ago
Added the following
- Beneath the Sands
- Emergent Sequence
- Explosive Vegetation
- Far Wanderings
- Beanstalk Giant
- Grow from the Ashes
- Growth Spasm
- Harvest Season
- Kodama's Reach
- Map the Wastes
- Migration Path
- Spring / Mind
- Natural Connection
- Nissa's Renewal
- Path to the Festival
- Primal Growth
- Rampant Growth
- Reshape the Earth
- Search for Tomorrow
- Spoils of Victory
- Untamed Wilds
1 month ago
Your deck looks a little light on ramp, especially considering you have some high-cost creatures and a commander that has a mana-dependent ability. You didn't ask about this, but if it were me I'd cut The wilt-leaf liege, wall of denial, flurry of wings, thistledown liege, and hold the line in favor of Kodama's Reach, Cultivate, Grow from the Ashes, Search for Tomorrow, and Explosive Vegetation
2 months ago
Cultivate, Wilderness Reclamation, Augur of Autumn, Beast Whisperer, Destiny Spinner, Reclamation Sage, Beast Within, Return of the Wildspeaker, Heroic Intervention, Acidic Slime, Bane of Progress, Allosaurus Shepherd, Toski, Bearer of Secrets, Vigor, Kodama of the East Tree, Ohran Frostfang, Harrow, Rampant Growth, Nature's Lore, Three Visits, Search for Tomorrow, Farseek, Thunderfoot Baloth, Saryth, the Viper's Fang, Sakura-Tribe Elder, Wood Elves, Farhaven Elf, Force of Vigor, Wrap in Vigor
3 months ago
If this is indeed up to date, here are some thoughts (post Matty games): Since Xenny is 5 CMC, your ramp should be land based 2-3 cost spells only. With that in mind... Gruul Signet < Search for Tomorrow, Thran Dynamo < Rampant Growth, Talisman of Impulse < Harrow, Shadowspear < Hydra Omnivore, Swiftfoot Boots < Dragonborn Champion, Harmonize < Weaver of Harmony. Pretty sure that new red dragon is in the deck, but don't see it in this list... so I won't look at creatures yet. Hopefully these suggestions help.
5 months ago
I don't like:
Pillage is better than Stone Rain since it also hits artifacts. The whole point of playing a deck like this is mainboarding 4 copies of Blood Moon so not sure why there's just 2 in the side. I can only assume it's because your deck is kinda warped around including Assassin's Trophy, which is a powerful card but not in a shell like this which can already interact with all permanent types between green and red. I gotta assume there's room for 4 Lightning Bolts in here somewhere too.
This is jank but have you ever considered Dragon Tempest? It's not the greatest card admittedly but it does have synergy with your deck. Same with something like Dragonlord's Servant. Idk, I think 4 Blood Moons and maybe 3-4 Pillages should be enough prison effects. Cool deck though.
5 months ago
Alright, I'll try to keep that in mind and minimize the jargon. One thing I'd say about running lands, it's easy to end up with less than you actually need. The difference between 36 and 38 is extremely minor in terms of how many lands you can draw, so the exact number isn't that important, but if you have a higher cost Commander (Tiamat has a Mana Value of 7, or MV 7), you'll want ramp. A higher cost is usually any Commander requiring more than 4 mana, and/or one that requires more than 2 colours, either makes a Commander harder to cast. I end up on 38 in a deck like Reaper King, but I also use a lot of ramp in that deck to generate the huge mana values that deck can require. This deck probably wants anywhere from 36-42 lands, with 42 being where you want to be if you run relatively few ramp effects, 36 would mean running more of them, at least 10. You should probably run Command Tower. Temple of the False God is a risky land in a deck that isn't running a lot of lands, I hate to run it with less than 40 in a deck unless I have a payoff for a land tapping for 2.
It's worth considering basing your mana base around Green, not because most of the cards will be Green but to use Green ramp spells/mana dorks. I'm guessing you aren't aiming to spend a lot on this, so the cheapest $$$ way to increase your mana available is to use Green spells which can find Basic lands for you. Circuitous Route, Harrow, Roiling Regrowth, Search for Tomorrow, and Dire-Strain Rampage are all very good ramp effects, with most of them being cheap and able to find you colours of mana you might need. Sacrificing a land can be a good thing if you've got several of the same Basic land, which can happen easily. There are a ton of other ramp spells, many quite cheap, especially if you don't mind 3 mana effects. Spells that find land can be much better than artifacts, because artifacts can be blown up very easily compared to lands. I would also look for ones that can find any Basic land compared to ones that can only find a Forest unless you want to raise the budget a bit, as these lands are generally more expensive, but Kaldheim has 10 Snow type dual lands, one for each pair, and they are fairly cheap, and ramping with one of these off of Three Visits or Nature's Lore feels really good, but it'll be more investment. There are a lot of effects that find Forests and can find non-Basic Forests like Breeding Pool or Rimewood Falls, and finding one of those can really help make sure you can cast Tiamat. I would still play cards like Arcane Signet and Sol Ring, and most 2 MV mana artifacts are good cards usually.
A card that should be very useful in Tiamat would be Maskwood Nexus, which makes all creatures, wherever they are (in your hand, library, graveyard, or in play) are all every creature type, including Dragons, so Tiamat can find any 5 creatures. If you end up playing many cards that care about Dragons, this is worth looking at. Silverglade Pathfinder and Dreamscape Artist are pretty helpful some games as creatures that can also ramp you, potentially repeatedly if you are playing Casual games where you have a few more turns.
Interaction to protect your creatures can be very useful, Bolt Bend and Stubborn Denial are interesting options for you in a deck that will often have a power 4 creature out. Disdainful Stroke can stop board wipes, and Saw it Coming can stop anything in it's track, involving only U to cast, I would watch out for counterspells that cost UU (Blue Blue mana) to cast, this can be hard to arrange. You might think of Vindicate and/or Utter End to have removal vs any type of permanent, AFAIK neither is very expensive atm. There are 5 'Signet lands', Darkwater Catacombs, Skycloud Expanse, Shadowblood Ridge, Mossfire Valley and Sungrass Prairie are all very cheap and pretty good dual lands. Ash Barrens is a very good way to find a needed colour, especially Green. The World Tree is getting up there a bit, but it's a card worth looking at in 5 colours, especially if you run plenty of cards that find lands for you. If you have especially good non-Basic lands, IE lands that tap for 2 or more, Crop Rotation, Hour of Promise and Reap and Sow are all worth considering, finding a World Tree or other especially good land can be much stronger than finding a Basic. Faeburrow Elder and Jegantha, the Wellspring are very good ways to generate mana, probably don't run Jegantha as a Companion, just put him in the deck and you have no restrictions from him.
Well, that's what I'm thinking of right now, I'll probably have more later for you. I'll try to think of cards that are cheap and work for your deck, it might be a few posts before I've run out of relevant thoughts.
7 months ago
I'm actually thinking you need more ramp, and maybe some additional 'control' elements (you have creature control covered) so you can just win with planeswalkers. I'm also thinking a better planeswalker option is Garruk Wildspeaker since his +1 lets you ramp like crazy and his -4 can be a surprise win-con with Natural Affinity. Nissa, Worldwaker would probably be a close second. Maybe something like 2-3 garruk and 1 nissa.
Ohran Viper could be worth considering as a source of card advantage and/or deathtouch creature.
I'm pretty sure there's got to be another way to animate your opponent's lands in an efficient manner with some type of synergy. I'll try to think about the various avenues in
I'd also consider putting Arctic Treeline and/or Woodland Chasm as targets for your fetches. Being hard tapped lands sucks a little, but you can crack a fetch into them when you have nothing to do with that mana anyway. Just something to consider to get the most out of your snow cards. I definitely wouldn't run more than one of each.
Crime / Punishment is also another board clear option, where you could only target lands when you have better board presence. It also has another mode built in that's not completely irrelevant.
Recross the Paths might be a good ramp option, since it gives you psuedo-scry and you have a relatively high mana curve, giving you better odds at winning a clash. I've also always liked Search for Tomorrow for some nice deck thinning and solid early ramp (though slightly delayed).