Sungrass Prairie

Sungrass Prairie


, : Gain .

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Sungrass Prairie Discussion

DemMeowsephs on Captain Sisay's Legends

4 weeks ago

Oi there! You might like some of these lands!

In the end I would consider all of these land choices, they can make the deck run much more smoothly! If this helps, be sure to check out some of my decks, (Double Trouble EDH, A Deal With the Devil EDH) both of which I recently decked out with CSS and huge descriptions! Anyways though, I hope this helps, good luck on your deck, and have a great day! Happy tapping!

SynergyBuild on A lot of mana quickly

4 weeks ago

Nah, TriusMalarky Zacama facilitates multiple infinite mana combos, without blue just fine, such as Temur Sabertooth and Sanctum of Eternity with enough lands or mana generated by lands.

Dockside Extortionist is probably a great card in the deck, comboing with Temur Sabertooth and additionally as a value piece on your own. I mean theoretically dependent on board state all you need, Omniscience is life is a Lotus Petal or a Spirit Guide and a land and you could have 11 mana turn one with a Dockside Extortionist.

More realistically:

Lotus Petal/Elvish Spirit Guide -> Mana Vault/Mana Crypt -> Simian Spirit Guide/Lotus Petal -> Treasonous Ogre -> Sungrass Prairie -

BlackoutX on Cats Pumping Iron!

1 month ago

Hunter's Insight, Greater Good (just reprinted 5$), Skullclamp, Puresteel Paladin, and The Great Henge are all good for card draw (not sure if this is budget or not).

I personally like See the Unwritten, Sun Titan, and Rancor in my Arahbo deck.

Stonehewer Giant (4$) was reprinted and is amazing in any equipment deck, Open the Armory and Eladamri's Call should be in the deck.

Sungrass Prairie is cheap and good for fixing, Avacyn's Pilgrim and Wild Growth are both good cheap ramp cards.

AllMyPlantsAreDead on Trostani

4 months ago

Canopy Vista, Sunpetal Grove, Wooded Bastion, Sungrass Prairie, Fortified Village, Horizon Canopy, Brushland, Windswept Heath, Temple Garden, and of course Savannah...

Likely you'll be priced out on some of these, and you may not even want to pick them all since some make others slightly weaker... but these are all worth thinking about. Not exhaustive, but I favored the cards that let you play your spells "on time". (I.e. I gravitated away from the duals that etb tapped.)

6thExtinction on Enchanted Vibe Check

7 months ago

This looks like a fun deck. My only suggestion would be to work on the mana base a bit. For example, there's really no reason to be running Tranquil Expanse, a tapland with no upside. There are a lot of replacements such as Temple of Plenty for scry, Scattered Groves for fetching and cycling, or even Graypelt Refuge or Blossoming Sands for life gain. You could also look at bounce lands such as Selesnya Sanctuary, or filter lands such as Sungrass Prairie. Those are just the WG ones, but there are WU and UG equivalents for most of those dual lands.

Some other cool lands are: Treva's Ruins (a good replacement for Seaside Citadel), Soldevi Excavations (scrying for 1 generic), Halimar Depths, and Mistveil Plains (return card from graveyard and then tutor for it).

DreadKhan on Green-White Enchanted Angels

9 months ago

Oh yeah, you might want to consider some fetch cards if your budget permits, with things like Crop Rotation and Enlightened Tutor coming to mind. 2 Crop Rotations will greatly increase the odds of you getting out your Sanctum, and thus you could possibly replace some of your ramp lands with dual lands, such as the very budget Stirring Wildwood , or Sungrass Prairie or the less budget but still affordable Fortified Village . If you like the Wildwood, you might also like Treetop Village , which is a very affordable beat stick that resists some forms of removal.

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