Slippery Karst

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Legality

Format Legality
1v1 Commander 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
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Penny Dreadful Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vintage Legal

Slippery Karst

Land

Slippery Karst enters the battlefield tapped.

: Add .

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

Corrus555 on Green/blue sea monsters copy

5 months ago

Alright let's get dorky. So you want more consistent game and early game. I like your mana ramp and some big boys, I just feel you don't have the early game, you wait for your own board state to get big but only have counter spells to remove threats.

My first list of cards I think can be removed for either lower cost cards or the effects arnt good enough. Urban Evolution to much mana for 3 card draw, the extra land drop isnt enough to justify the mana cost. Seer's Sundial is decent but the recuring cost will slow you down. But with a card like Horn of Greed ,everyone getst the card draw but you should be hitting a land drop every turn realistically. Horn of Greed isnt good with cards that put them onto the battlefield, but playing additional lands will trigger it multiple times for you, free effect for doing what your commander does. it will pay for itself in two turns. Acidic Slime its just slow,I like this better than itWickerbough Elder. Reclamation Sage is better and often the land doesnt matter unless its super competative. or Beast Within will help you with the land removal. meh Stumpsquall Hydra do you really need your CMDR bigger?? slow Sporemound Elder Deep-Fiend meh? like any combos or anything with this? Sharktocrab its cool, but you can only do the effect once, and you dont care about counters, but i see its good for the octopus creature type. Stormtide Leviathan often shoots people in their own foot if you dont have the bottom requirement on your creatures.

lands I dislike,Vivid Creek Vivid Grove tapped and only good for two turns? lands I like are Evolving Wilds Simic Growth Chamber Thornwood Falls Molimo, Maro-Sorcerer better version below. Below link are slow fetches if money is a concern, but you can run them outside your color because they dont have the mana symbol, to bad you can't run other bounce lands. https://www.mtglands.com/main-slowfetches.html https://tappedout.net/mtg-questions/bounce-lands-outside-commanders-color-identity/

Decent cards to replace with Hydra Broodmaster. Multani, Yavimaya's Avatar If you go graveyard recursion consistently she isn't bad Titania, Protector of Argoth if youre using fetches and such. If you do graveyardWorld Shaper The Mending of Dominaria Springbloom Druid early blocker,Harrow Crop Rotation crop R triggers your commander and only costs one. for any land. Zendikar's Roil this doesnt get removed by board clears and makes bigger than 1/1 spores.

Skyshroud Claim any forests. if you do dual shock lands. Fabled Passage if you have the $$$. Myriad Landscape if no $$$. Slippery Karst its good with graveyard synergy but often its cycled unless you need it the first few turns to get to land searches like Cultivate

The best card you should get Azusa, Lost but Seeking Roil Elemental Rapid Hybridization one cost removal of commander worth it. Tatyova, Benthic Druid you need cards that do similar effects as your commander so they cant just shut your deck down with one removal of your CMDR.

Tutor for your big guysFierce Empath This will pay for itslef in one turn Lotus Cobra Good long game card in my opinion that can be used for sac outlet and mana sink to pay into Tireless Tracker

Lands I like Terrain Generator Temple of the False God Hinterland Harbor cheaper than dual shocks, Thats Breeding Pool this is a dual shock land.

Late game cards that are VeRy NiCe but extra Praetor's Counsel Tooth and Nail

To battlefieldWood Elves Farhaven Elf and to hand Sylvan Ranger Ulvenwald Hydra these early game guys get you lands and can chump block, which means you block them with anything big they throw at you, assuming it doesn't have trample

Plenty of more expensive fixes but this is a good start, Let me know if you got some $$$ so I can recommend that. Most these cards should be under 10$ ish.

ClockworkSwordfish on Rabid Wombat

11 months ago

I always thought Rabid Wombat was the bee's knees. It struck me as a perfect mix of bizarre-and-hilarious but also intriguing as a card to build around back in the day. Of course, many superior versions of the idea have seen print since Legends... but it's nice to see this old favourite being given a chance by your Pauper build. I especially appreciate the fact that there are essentially no other creatures, meaning the Wombat is your first and only route to victory!

I guess one thing that stood out to me is that the lands are a little plain! Forests get the job done, by all means, but you certainly have room to play around with some nonbasic lands to give you more options during play. This build seems like it never really needs more than four mana, so lands like Tranquil Thicket, Slippery Karst and Desert of the Indomitable can be cycled away if you draw them after that point. Quicksand can keep pesky attackers off your back while you're setting up, and Gingerbread Cabin should have virtually no drawback while earning you an extra bit of life.

One other enchantment I think you might want to consider is the newcomer Sheltering Boughs. It's not cheap at three mana, but replacing itself is not to be underestimated! You could probably run it over Favor of the Woods, which always struck me as a very weak card.

DreadKhan on Saryth, natural partner of Fynn

1 year ago

Not sure if I'm missing something, but why do you have 45 lands? That is as many as I run in my Tatyova Lands deck, which wins the game via lands mostly, specifically my Commander offers a payoff for landfall. I see you have a few payoffs for landfall, but it still seems like a lot. Anyways, a few thoughts!

First thought, Multani, Yavimaya's Avatar would probably work well in here, maybe even as a Commander. He often end up quite big, and he comes with Trample and a recursion effect. You can still run Ohran Frostfang and Bow of Nylea for Deathtouch, and you could run Saryth in the 99 still. Just an out there thought to start off with, not trying to be negative.

I think Isochron Scepter probably wants more potential 'hits' (you have 2 afaik, I find having quite a few more, and some tutors for Instants and Artifacts still doesn't set it up very often).

Crucible of Worlds seems odd in here too, for one Ramunap Excavator does similar work and is a more useful type (and your Commander can get the creature Hexproof), and on the other hand your deck runs enough lands that you'll hit drops to turn 6 usually. I'm going to list a few utility lands that might help by giving mana sinks or card draw to help when you get flooded: Bonders' Enclave and War Room might work out, offering a mana sink and card draw to help smooth out bad draws. You could consider Geier Reach Sanitarium and/or Mikokoro, Center of the Sea, but these help everyone. Tyrite Sanctum is a good utility land in more casual play, offering +1 counters or Indestructible. Temple of the False God can blow up in your face a bit with a terrible hand, but it's usually a ramp land if you run this many lands. Inkmoth Nexus might work well with +1 counters, and it dodges wipes usually. Tower of the Magistrate is useful vs Voltron, you can give an opponent's creature protection, dropping all it's equipment IIRC, which can be pretty funny the first time. Homeward Path can be nice in Green, if people steal your better creatures it feels pretty bad. Any of the G lands with Cycling like Slippery Karst or Tranquil Thicket can be nice with a higher land count. Blighted Woodland or Myriad Landscape offer ramp, but are slow or use a lot of mana to do it. I actually like Opal Palace in a deck that can benefit from it in 1v1, and you should have lots of mana on hand to make the tax pretty insignificant. If you can recast your Commander a few times, they end up reasonably beefy.

Time of Need can find Fynn or Toski. Have you thought about more removal, mostly for artifacts and enchantments, but Green has access to some creature removal, so-so stuff like Kamahl’s Will exist at this point, or the reasonably useful Transmogrifying Wand for repeated Destroy. Silklash Spider or even Squallmonger can help deal with Flying decks, which are frustrating. I also run Sandwurm Convergence in my mono G deck, otherwise I consistently lose to faster flying decks like Talrand (a very nasty 1v1 Commander), ymmv though.

PlanetBob on Eat. Sleep. Slime. Repeat.

1 year ago

Thanks, Kazierts, for the time and effort that this took.

I usually play casually with my friends and so we tend not to be to worried about being very optimized. I do agree about Ash Barrens and would probably swap it out for Oran-Rief, the Vastwood, as well as Haunted Fengraf for Gingerbread Cabin if I can get my hands on some copies. I am using Faceless Haven in my Sideboard and if I need more creatures I swap them in usually for Slippery Karst and Ghost Quarter. Yavimaya, Cradle of Growth is in the deck because it's my second copy and I like it, though it does have it's niche uses and if I get some more utility lands like Darksteel Citadel or Karn's Bastion it might start carrying more weight.

If you have anymore advice or suggestions then feel free to post. It's a fun deck to play with my friends and while I'm interested in improving it I'm not looking to spend much of anything or to optimize it to the point my buddies won't enjoy playing against it.

Kazierts on Eat. Sleep. Slime. Repeat.

1 year ago

Taking a careful look at your list, I must say I'm a bit puzzled by some of the choices. Let me start with the lands.

The land count seems fine given you have some ramp in the deck. What I find weird are the choices of lands:

  • Ash Barrens - This one doesn't make much sense. It technically reduces the amount of cards in your deck but so does any land with cycling, such as Tranquil Thicket. Additionally, if you want to be able to find mana, you can just run more forests (or more Tranquil Thicket since it can replace itself if you're mana flooded).

  • Ghost Quarter and similar lands are good if your playgroup relies too much on nonbasics. If they don't I suggest moving it to the side.

  • Haunted Fengraf can be considered recursion but it's not reliable at all. Probably even a forest would be better.

  • I imagine Sapseep Forest is for burn and aggro matchups. If so, unless it's literally winning you games against those deck, just swap it with another land and add another hate card in the sideboard for those archetypes. However, if you really want a land that helps you gain life, just run Gingerbread Cabin.

  • Slippery Karst is a worse Tranquil Thicket.

  • Thespian's Stage is peharps the strangest one here. I'd only run it if you were to use Oran-Rief, the Vastwood and/or Faceless Haven.

  • Lastly, Yavimaya, Cradle of Growth is decent in this build but that's because some of the lands here don't make a lot of sense anyway.

Sorry if I came out a bit rude. I was just really puzzled by some things in the mana base. I have a few other things to say but I don't want to give a whole TEDTALK here withou giving you a chance to respond.

BrassLord on Jolly Green Giant Deck Commander

1 year ago

And again, since your commander cares about lands in graveyards, Crop Rotation can fetch any needed utility lands/fetching lands. And Springbloom Druid is a Harrow with legs! Roiling Regrowth is a newer card that fetches you lands. And Nissa's Pilgrimage is an all star with the potential to give you 3 lands for 3 mana!

Hope that gives you some ideas!

Peoni on Catrunner

2 years ago

Here are some cards you might like: Beast Whisperer, Broodhatch Nantuko, Colossal Majesty, Deep Forest Hermit, Druid's Deliverance, Evolution Sage, Explore, Full Flowering, Gaea's Blessing, Garruk, Primal Hunter, Generous Stray, Giant Adephage, Gilt-Leaf Archdruid (pushing the budget, I know. Just thought I'd throw it out there),Hunter's Insight, Paragon of Eternal Wilds, Rampaging Baloths, Runic Armasaur, Sandwurm Convergence, Second Harvest, Selesnya Eulogist, Seton, Krosan Protector, Shapers' Sanctuary, Snake Umbra, Temur Sabertooth, Verdant Rebirth, Voice of Many.

Figured I'd give you a lot of different choices and you can pick through them for the ones you like.

What I would recommend you do with this deck is turn its focus into a cat and druid tribal deck that incorporates a lot of card draw and token generators along with populate effects. I feel it would bring a lot more synergy to your deck without increasing the price.

IF you ever wanted to break budget a little bit for this deck, I'd suggest maintaining the whole cat/druid/token themes and incorporating a little more of an enchantment focus with cards like Argothian Enchantress, Verduran Enchantress, Yavimaya Enchantress, Eidolon of Blossoms, and Setessan Champion. This would both boost your druid count a bit and your card draw significantly. These combined with enchantments like Beastmaster Ascension, Parallel Lives, Season of Growth and auras such as Keen Sense, and Sixth Sense, would net you a lot of value and power.

You might also consider cutting some of your lands like Blighted Woodland, Desert of the Indomitable, Slippery Karst, and maybe 1 or 2 forests, and adding in more ramp cards. I'd suggest maybe a Kodama's Reach and some artifact ramp like a Mind Stone, but I think you should focus most of your ramp on land auras like Wild Growth, Fertile Ground, Wolfwillow Haven, and Overgrowth. They'd be really nice if you ever decided to go down the Enchantress route.

I knooow this is long I'm sorry but I just see a lot of cool fun and potential in this deck of yours. :^) I tried to keep my recommendations budget but a few pricier choices might've slipped through. I hope this helps!

daameon on Windgrace's Surge MTGO

3 years ago

RNR_Gaming I'm going to try out your suggestions along with the other cards in the maybe board now. Blood Crypt | Cabal Coffers | Crop Rotation | Dakmor Salvage | Demonic Tutor | Hour of Promise | Kessig Wolf Run | Overgrown Tomb | Skirge Familiar | Slippery Karst | Ulamog, the Infinite Gyre | Urborg, Tomb of Yawgmoth | Volrath's Stronghold

Waiting on them to arrive now and haven't decided what to swap yet. We've only played the deck a few times but it feels inconsistent and like there's not enough removal so far.

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