Sheltered Thicket

Sheltered Thicket

Land — Mountain Forest

(: Gain or .)

Sheltered Thicket enters the battlefield tapped.

Cycling (, Discard this card: Draw a card.)

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Legality

Format Legality
Custom Legal
Highlander Legal
Leviathan Legal
Casual Legal
2019-10-04 Legal
Block Constructed Legal
Legacy Legal
Modern Legal
Commander / EDH Legal
Unformat Legal
1v1 Commander Legal
Tiny Leaders Legal
Duel Commander Legal
Historic Legal
Canadian Highlander Legal
Oathbreaker Legal
Gladiator Legal
Arena Legal
Pioneer Legal
Vintage Legal
Limited Legal

Sheltered Thicket occurrence in decks from the last year

Latest Decks as Commander

Sheltered Thicket Discussion

A55Destroyer69 on general tazri commander in progress

1 week ago
some of these cards are control cards, put into an aggro deck. So they may be good in some situations, yes, but in a general circumstance they're more likely to be a hinderance than anything

Wrath of God is an okay boardwipe, but really you don't want to potentially devastate your board AND have to wait a turn to rebuild. Most of the time something cheaper will be better - Pyroclasm if you know you're going to face weenies or RDW or something of the like, or Blasphemous Act for just more general decks. Frankly, Blasphemous Act will potentially be worth a mere most of the time against Krenko or Thalisse even. Plus it hits them as well.

Idyllic Tutor finds you an enchantment, but what enchantment do you need? Again, you're playing an aggro deck so you shouldn't be taking your turn 2 or 3 to set up for later; you should be butting heads with anyone and everyone.

Torment of Hailfire is looking so shady here. It's a mid-lategame card that's meant to be used in tandem with heavy removal and attrition, and you're just chucking it in here as what? some sort of a finisher? Sure, it could be a finisher, but I think it needs to be somewhat built around / synergised with to actually be a viable pickup.

Replace Yarok, the Desecrated with Panharmonicon. cheaper and not colour-reliant. Harder to deal with than just a creature

Rootborn Defenses is to make your stuff indestructible. First off, there's cards that do the same thing for less, and there's even cards that do more for the same price - Make a Stand, Flawless Maneuver, Ready / Willing or even Heroic Intervention. Populate is going to be pretty inconsistent in this deck too, as there's only a small handful of token generators in the deck, so why not swap it out (or remove it, even) for something more efficient

Cinder Glade is a tapland so you might as well replace it with Sheltered Thicket. I think, regardless, switching to Sheltered Thicket will be more beneficial - fetch and eot, on your turn it enters untapped, or it's in your hand and you treat it as you would treat a Barren Moor: cycle if you don't need it, or play if you do.

Jegantha, the Wellspring is 5 mana for a max of 3 mana per turn (estimate). With so few early ramp cards, how do you expect to consistently hit 5 mana on turn 5, 4, even 3? He may be neat, and help you ramp but you need to get him in play first. I just don't think he's worth in this deck. It's a 5-colour deck, but doesn't have a strong mana base. Also an aggro deck, so a 5 mana mana dork will kinda throw off your tempo anyway

Evolving Wilds, Fabled Passage, Terramorphic Expanse, Renegade Map, Burnished Hart, Solemn Simulacrum, Yavimaya Elder, Sakura-Tribe Elder all find little to nothing. Maybe if you add in some more basics, keep Fabled Passage and Solemn Simulacrum but not the others. The reason for these caards is to thin your deck, but thin them from basics, so if you have minimal basics to begin with you're not really consistently thinning (given that the chance of drawing all your basics is exceptionally higher than it would be with, say 10+ basic lands). Fabled Passage and Solemn Simulacrum give, for sure, the highest value so that's why I suggest to keep just them.

multimedia on Infinite Landfall = So Many Win Conditions

2 weeks ago

Hey, well done with your budget version of these partners.

Quicksmith Genius is a repeatable draw source with Rocks. With Toggo you can cycle through your library to find a Bounce land and win condition. Valakut Exploration is lots of card advantage with landfall. These cards with the Bounce land combo lets you draw your entire library for no mana cost to find a win condition.

Inspiring Statuary turns Rocks into ramp. Cinder Glade, Game Trail and Sheltered Thicket are playable budget Gruul lands. Glade and Thicket are dual lands that Three Visits, Nature's Lore, Farseek, Wood Elves, Skyshroud Claim, etc. can search for. Naya Panorama and Jund Panorama are other Fetch lands.

Good luck with your deck.

Frank_Glascock on Xyris wheels tribal

2 months ago

What do you think of switching Tempt with Discovery for Hour of Promise? This necessitates adding Strip Mine for another land, which in this case was Sheltered Thicket. My rationale is I want to be casting Xyris at five mana not a ramp spell.

What has your experience been with Uro, Titan of Nature's Wrath?

zAzen7977 on Rackdos pyro vs. spirits help.

3 months ago

Since my last posts were not helpful, I tried doing some research to see if I could actually come up with something useful, and I did, albeit janky.

Firstly, Blazing Volley only targets the opponent and kills un-buffed spirits. So you may want to run several copies in the maindeck or sideboard.

Secondly, the most accessible spell in Pioneer for neutralizing flyers is Gruul Charm, so if you really think spirits are that problematic, you could run 3-4 of them on the sideboard, and maindeck some green mana, like Mana Confluence, Stomping Ground, Overgrown Tomb, etc. Maybe even some cycling lands like Sheltered Thicket. Janky, I know. But there aren’t many options for Rakdos in Pioneer to deal with fliers.

Fallerup on Big Bird Aggro/Combo Toolbox

3 months ago

I would add these: Spire Garden, Bountiful Promenade, Sea of Clouds and take out 3 of these: Irrigated Farmland, Scattered Groves, Sheltered Thicket, Krosan Verge. they are faster and better lands. they are only bad late game when 2 of your opponents are dead, but by that time, any land is bad, so, yeah, add them. Later this year, when Commander legends comes out, you can add Rejuvenating Springs and Spectator Seating and take out the last of these "come in tapped" lands (the one you decide to keep) and a basic forest. it will make your deck faster. other than this, the addition that "Commander Replay" suggested is very good. he suggested: Blasphemous Act, which is always useful, as well as Volcanic Offering. these are his suggestions and the cards he cut for them were Counterspell and Thirst for Knowledge. So these are the changes I would make. I love the deck by the way, and with these changes, I think it would be even better. So for now, add Rejuvenating Springs and Spectator Seating to the maybe board and add them later when the set comes out.

Feiryn on Here there be DRAGONS!

3 months ago

Assuming you still would like help, here are my thoughts just going off what you already have (so your mainboard and sideboard).

First of all your land situation needs to be sorted out. You have an insanely high average cmc (4.74) so you're going to be looking at about 40 lands without the very pricy ramp cards. 30 lands is in the range that decks with an average of about 2cmc or lower run. Here's a quickly made list of your lands that I'd use:

You almost always want to prioritise lands that can come in untapped over ones that always enter tapped. This is because auto-tapped lands basically set you back a turn, so it's often better to just run a basic over something like Sheltered Thicket. The exception here goes to the Triomes because they offer three colours and more importantly can be picked up by your fetchlands.

As for the rest of your cards, here's what I recommend cutting:

And add in their places, assuming you're running 40 lands:

Hopefully that helps, and let me know if you have any questions! These are just suggestions after a brief runthrough of course, so feel free to take them or leave them!

Profet93 on Xenagos' Dudes goes Face

5 months ago

I also run a Xenagos deck! Lol, what are the chances! I will try to keep cards under $15 per your suggestion....

Enchantments....

  1. Greater Good - BEST card you will ever add, if you listen to ANYTHING I say, this is it. Period.

  2. Lurking Predators - With 1/3rd of your deck as creatures, this is like a sunbirds invocation that does something even if you pass the turn! Highly recomended!

  3. Rancor - Nice to have, makes a 1/1 into a 6/4 trample with Xenagos. Providing trample cheaply and repeatedly is nice

Artifacts

  1. The Great Henge - A bit over budget, but nice to have. Card draw, lifegain and ramp all in 1, usually for .

  2. Gruul Signet - Nothing flashy, but another 2 mana ramp to help bring Xenagos out T3-4

  3. Lifecrafter's Bestiary - Scry and card draw, not bad, definitely worth considering to help maintain gas

Sorcerries

  1. Decimate - 4 cards for 1? yes please! Can also target Xenagos if no other enchantments since he's indestructible.

  2. Hull Breach - Mini decimate, still good!

  3. Life's Legacy - Very useful, sometimes it sucks sacrificing a beater, but its sometimes very very needed, especially if you know they are holding up removal, they cant cast it in response since saccing is additional cost to cast

  4. Nature's Lore - Ramp on T2 that can search up duals and brings the land untapped

  5. Rishkar's Expertise - I rarely advise for risky cards, but the positive far outweighs the negative. Your biggest issue in this deck is getting 2 for 1ed, when you cast a draw/enchantment spell on your creature, they can remove it in response so you lose 2 cards to their one. But the potential of drawing 8 plus cards and casting a spell for free helps with this deck lack of tempo and card draw. I think it fits quite well

  6. Skyshroud Claim - Nature's lore x2. While not necessary, can be helpful in keeping some tempo and ramp is crucial in a big beaters deck.

Instants

  1. Beast Within - Permanent removal. Thats a nice Maze of Ith you got there, ashame if it got destroyed :D

  2. Berserk - A better unleash fury that can on occasionally kill opposing creatures when needed

  3. Momentous Fall - Used in response to removal, removal can't be used in response to cast on the same creature

  4. Return of the Wildspeaker - Used in response to removal

Lands...Obviously none of these are needed, but they make the deck slightly better are relatively cheap. Worth the investment, IMO. You have lots of room in your landbase given you are playing green and already run an ok amount of ramp. Adding even more ramp will really make your utility lands shine.

  1. Dread Statuary - Manlands are helpful as they can be used for draw spells (see above instants/sorcerries) and can be equipped with rancor to deal damage unexpectedly.

  2. Castle Garenbrig - Need that extra mana for that creature? I got you covered

  3. Bonders' Enclave - Decent card draw

  4. Blighted Woodland - Ramp

  5. Myriad Landscape - See above

  6. Raging Ravine - Manland

  7. Sheltered Thicket - Least important of all lands, but nice to draw late game and can be fetched with nature's lore, farseek, skyshroud (although it will come in tapped)

  8. Kessig Wolf Run - Has helped me win here and there. Shouldn't be overlooked, nice to have like the rest of these

Creatures

  1. Atarka, World Render - 12/12 double strike trample flying w/ Xenagos! Too good to pass up

  2. Balefire Dragon - Deals with token decks and can clear a board while dealing heavy damage

  3. Carnage Tyrant - HEXPROOF. I cannot tell you how many times hexproof has saved me in this deck. They cant use their removal they've been holding up, they can't counter it, and it has trample. Stats leave something to be desired a bit, but can pack a punch with Xenagos and is safe to use Rishkar's expertise on

  4. Elder Gargaroth - New card which fuels card draw and has vigilance too!

  5. Fierce Empath - Nice to find the beater you need

  6. Goreclaw, Terror of Qal Sisma - Ramp and provide trample!

  7. Eternal Witness - Nice recursion of a beater or draw spell

  8. Ilharg, the Raze-Boar - A beater that returns itself eventually and helps bring in other beaters (note: ETB triggers and the creature can attack a different opponent). Like a mini sneak attack

  9. Inferno Titan - ETB and attack trigger. Not bad, I find it useful although you might not despite it being better than a lot of your other cards.

  10. Kogla, the Titan Ape - ETB and attack trigger. Can be nice to bounce an eternal witness to give it indestructible.

  11. Lifeblood Hydra - Even if they kill it, you get to draw something. I've found it useful, especially with berserk.

  12. Nylea, Keen-Eyed - Helps make your creatures easier to cast, hard to remove, and helps you maintain gas. I'm still not convinced with it, testing it in my own build TBH. But thought it worthwhile to mention.

  13. Pathbreaker Ibex - A beater that provides trample to other beaters. Puts in some decent work, especially with a rancor!

  14. Reclamation Sage - Cheap artifact/enchantment removal on a creature (ex: lurking predators)

  15. Sakura-Tribe Elder - Another cheap 2CMC ramp spell to ensure Xenagos T3-4

  16. Savage Ventmaw - HUGE TEMPO! Attack and cast Rishkar's expertise or the Great Henge and then return of the wildspeaker/momentous fall/life's legacy or anything else is huge. Getting the attack and tempo in is VERY helpful as our deck struggles with tempo putting all the mana into a big creature.

  17. Shaman of Forgotten Ways - Ramp and an alternate wincon should you need it

  18. Siege Behemoth > Thorn Elemental

  19. Wood Elves.Farhaven Elf - Ramp, wood elves getting untapped duals

OVERALL: The deck is ok. I'm surprised how it has such a low CMC, but given your X spells. Once you replace those with 5+ CMC creatures, it will increase your AVG CMC to "normal". You want your AVG CMC to be around 4. Xenagos works as a sniper, you cast one big creature, give it haste and hope it doesnt eat removal. Given you spent all that mana on the creature, you don't do much else for the turn and then people usually swing at you because they are afraid of you casting another big creature out of nowhere.

As a result, having protection for them is crucial. In the form of heroic intervention, or another card out of budget such as Deflecting swat (which is SO powerful, counter counterspells, redirect targetted removal, targetted draw, targetted extra turns and more FOR FREE, so you can BLUFF INTERACTION). One more idea I'm thinking of is to replace Giant growth with Vines of Vastwood, similar function but provides protection as well. Also see Blossoming Defense for a similar function should removal/interaction is an issue in your meta as much as mine. Given you play against combo, they probably have interaction prior to them assembling their combo.

I got lots of ideas for cuts, so be sure to lmk what you think of each suggestion!

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