|Commander / EDH||Legal|
Printings View all
|Ninth Edition (9ED)||Uncommon|
|Ninth Edition Foreign Black Border (9EDFBB)||Uncommon|
|Starter 1999 (S99)||Rare|
|Classic Sixth Edition (6ED)||Uncommon|
Combos Browse all
You may play up to three additional lands this turn.
Summer Bloom Discussion
1 week ago
Old Fogey is fun if your play group allows it, love the flavor. I'm testing Summer Bloom , Krosan Wayfarer and Eater of Days (i know these cards are sorta bad buti like them hehe, but I am playing in a meta that doesn't allow inf combos, so no sabertooth, staff or umbral.
Was wondering if you had any recommendations for deck changes if you can't play those three cards (sabertooth, umbral, staff) so you have to rely on fully storming out without inf mana? In my testing I am still able to pull off turn 3-5 wins consistently, but there could be improvements i am missing.
1 month ago
Proxies are your best friend. Especially, when you're unsure if a card isn't good enough but at a high price point. Dark Depths probably doesn't feel worth it because it cannot just be slotted in and be good. Now if you changed your signature spell to Crop Rotation that's where you'd see a spike in performance; an almost always guaranteed turn 4 20/20 industructable is devastating. Also, fetch lands and more tech lands like Glacial Chasm can come in handy; you won't always be a head and this land can give you a nice cushion to stabilize. Oh and Dark Depths is player across a few formats and its price hasn't dipped below 20 in a long while. All up to you but I'd definitely give it more of a chance with Crop Rotation as your signature spell and Summer Bloom as part of the 60.
1 month ago
I completely understand your stance on Crucible of Worlds and Scapeshift . The only reason my deck runs 'em is because I was lucky enough to crack one of each from M19 packs. Sadly those cards aren't that cheap.
In regards to Concordant Crossroads vs. Need for Speed , it really comes down to preference. Crossroads is a fine haste enabler (though since you do have access to red I would suggest one that isn't a symmetrical effect), but I like Need for Speed because it doesn't require a huge non-land board state to win a game. All you need is Titania, Protector of Argoth on the battlefield and you can then quickly take down the table. Throw in Splendid Reclamation for to an immense set of landfall triggers (basically building your own Scapeshift ). Plus being able to sac a land when you want is pretty solid with The Gitrog Monster and Lord Windgrace .
I think if you are not going to include Oracle or Azuza, then Rites of Flourishing is a fine replacement since you should benefit more from the extra land drops than your opponents. Wayward Swordtooth is another option that is a little easier on the wallet (though even he is getting up there these days). Just as an aside, one way you can get around the lack of Oracle and friends is to use 'big' ramp spells which drop multiple lands onto the battlefield at once. So cards like Summer Bloom (which you already run), Skyshroud Claim , Harvest Season , Traverse the Outlands , Collective Voyage , New Frontiers , Harrow , Far Wanderings (if you have threshold), and Animist's Awakening . Basically you use your ramp spells as replacements for your extra land plays. It's a bit slower than playing extra lands every turn, but the landfall effect is all the same.
2 months ago
I don't know about Winds of Abandon . I'm not sure I'd like to give my opponents that many lands if I didn't have to. But if you've got good results running it in the past, then ignore me. Based on the mana curve of your deck, though, something like Austere Command might provide you with more flexibility.
It seems to me that other than for use with Turntimber Ranger , your cards like Arcane Adaptation serve no other purpose. I understand wanting to have an infinite combo win con like that, but the Arcane Adaptation cards seem pretty dead otherwise. If you're set on keeping the combo in, I think that's cool, but those would be easy cuts otherwise for the other value cards you want to squeeze in.
A card you might consider that can help with making sure you've got lands in your hand to abuse Chulane's ramp ability is Abundance . It's a replacement effect that can fill your hand with lands on any draw, so you've always got some to ramp out with Chulane. Just something to consider.
The deck looks like fun, and I enjoy your creative approach to allies.
2 months ago
I've been toying around with a bolas's citadel sisay list myself and I've found that on the storm/citadel turn, Summer Bloom and Azusa, Lost but Seeking are really effective for when you get stuck on a land.
2 months ago
As another person that has his own land commander deck, I recommend going up to 50% lands. Having one storage land is pretty useful. It starts off slow but at the end when you tap it for mana you get a lot and cast any of your big spells.
You should try to run a Lotus Cobra it gives ya mana when playing a land and if you run cards that gives you multiple land drops then you will be golden.
For creatures, I personally think Ulvenwald Hydra and Wayward Swordtooth are a must. Wayward gets ya additionally land drops and its very easy to get city blessing in a land deck, so you get a 5/5 to help ya out. Then the ulvenwald hydra is a beast, for 6 mana you get a giant monster and get any land of your choice to enter the battlefield. Such high power for a land deck.
For lands, consider Valakut, the Molten Pinnacle if you decide to run a Prismatic Omen . Vesuva is really amazing because this can be another bounce land, strip mine, Maze of Ith , or any utility land. Glacial Chasm is nice if people are focusing on you (trust me the "why you targeting me, half my deck is lands" excuse stops being viable after a couple wins in a row) or if you need certain lands in the graveyard(this can come up quite frequently surprisingly).
Super awesome secret combo. Recycle seems like a bad card however if you play that + have something on the field that gives you multiple land drops, pretty much you are going to be playing lands nonstop and going to be drawing a lot.
Overall, you got a solid deck. Dont be afraid to play more lands and you should consider cards that help ya get more land drops. I recommend checking out my Naya Land deck to maybe give you some ideas.
4 months ago
Looked thru my maybebox again and found Summer Bloom , so made a couple swaps...
4 months ago
Thanks for the upvote and comment, I'm glad to see your Tat deck is also improving. I'd love to know if those panoramas are working out.
I totally agree with the land count comment, yet, this past Friday I lost 2/3 games because I missed land drops on half my turns (then after one of those games I counted 9 lands in the next 10 cards, gawd I hate land pockets)! Just my luck, consistently bad that night... but you're probably right about the land count. The dig cards you mentioned were put in initially when I thought I might build a control shell, and to help with manipulating draws early into proper ramp/curving. As I've gone a bit deeper into the midrange realm, they're still good for finding countermagic (a necessity for my cEDH-like meta), but can easily find their way onto the chopping block. When I'm choking early from bad opening hands, having some extra fetch cards like Kodama's Reach could definitely help get things going quicker.
Just like Explore , Broken Bond is a solid little card, and it's actually on a short list of cards waiting to find a spot, but the reason it's not in yet is simply due to its situational nature. While it's probably 75% effective, well... see my luck comments above. Summer Bloom is fantastic, if I had it :)
I'm not above playing hug cards. I don't have any of the cards you mentioned, but I have considered cards like Dictate of Karametra and Dictate of Kruphix just to gain political favor at the table, though they do nothing for giving ME additional advantages like land-drop-based effects instead. I do have Storm Cauldron , but when I played it in Omnath, Locus of Rage , it often screwed me over because of how many "big" spells/cards I had. Seems it's better in a low-curve control build than a midrangey one.
Lab Man is one of those cards that made it into the list when I was crafting the deck as control with a combo or two... but feels really awkward without any more cards into making it work, and drawing him early just feels bad. At the moment, he's probably the MOST cut'able card as I'm tuning the deck. In other words, at this point, I'd rather cut him than add support cards, which brings me back to the other cards you've rightfully suggested. Like I mentioned, though, my meta is very heavy with control/combo decks, so this deck isn't above adapting to suit.
I might have some time today to take the deck out for some tweaking. This has been a super long week for me at work, and personal time has been squeezed hard in response, making little room for hobbies.
Summer Bloom occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%