Sungrass Prairie

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Sungrass Prairie

Land

, : Add .

eliakimras on Ghired - Precon Primal Genesis - Heavy Upgrade

9 months ago

If I can suggest something, Mirri, Weatherlight Duelist is great in a deck where you can tap and untap her at will, but not here. If you want some protection from attacks, Ghostly Prison and Reconnaissance serve you better (activating Reconnaisance during your "end of combat" step effectively gives your creatures vigilance).

I see you run Akroma's Will, Boros Charm, Heroic Intervention and Flawless Maneuver. Unless you play in a boardwipe-heavy meta, you can remove the Charm and Intervention for Gamble (if you can trade into it) and Helm of the Host. 9 mana is expensive to tech into, but it is a instant win condition with many of your cards, unlike Soul Foundry.

How reliable is Momentous Fall in your deck? The more I play, the more I value repeated draw on permanents (like Keeper of Fables) over single-use instant or sorceries (and I started as a blue control mage - dark times indeed). But if the Keeper is not working for you, bring back Eladamri's Call to get the creature you need from your deck, even if it is just to ramp into Ghired.

Lastly, unless you play against nonbasic land hate, I believe you should include Gavony Township, and Kessig Wolf Run in your deck. They are mana sinks stapled on lands for when you have unused mana laying around or don't want to commit your cards in hand. If you're worried about not having the proper colored mana with that many lands, Skyshroud Elf fix you for all and costs while ramping you for . Also, you can run Mossfire Valley and Sungrass Prairie to filter colorless into colored mana.

DreadKhan on Cheap dragon

9 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.

LinkOpensChest_wav on Karametra Budget Enchantments

1 year ago

Some suggestions based on enchantments I run in my Selesnya enchantment deck:

Ancestral Mask

Felidar Umbra

Hum of the Radix (slows down artifact decks)

Kithkin Armor

Spirit Mantle

Sterling Grove (protects your enchantments, and also works as a tutor)

Eidolon of Blossoms

Also, Fortified Village is really cheap right now and so is Sungrass Prairie

multimedia on Atla’s Eggs

1 year ago

Hey, nice version, but the manabase hasn't been as upgraded as much as the rest of the deck, you forgot Command Tower.

Because you have Avacyn, Angel of Hope and Ulamog, the Ceaseless Hunger do you really need lots of other big creatures? Most creature board wipes are good with Eggs because even if Atla will die to the wipe she will trigger for each Egg that also dies. All your opponents creatures die and you're left with a battlefield of creatures from Eggs. Avacyn and Ulamog have indestructible making them survive board wipes that destroy or do damage.

Vanquish the Horde and Blasphemous Act are powerful creature board wipes in multiplayer Commander because they care about the number of all creatures from all players on the battlefield. Wrath of God and Day of Judgment are the traditional four mana ones and Austere Command is very versatile. Fanatical Devotion is a nice budget sac outlet for Eggs since it can protect Atla from most board wipes.


Consider more ramps sources especially two drop or less ramp that's not creatures can help with Atla?

The manabase here has a few good lands (Mesa, Orchard, Glade, Shrine, Panorama), but most are subpar for much lower budget decks. Temple of the False God is a not a good land; my advice is cut it from all your decks even decks with green which have land ramp. Needing five lands just for Temple to be able to make mana isn't worth it. The Life lands such as Blossoming Sands, etc. are lackluster since 1 life gain is not worth the land always ETB tapped. If you're on a budget for lands then consider these for upgrades?


Some cards to consider cutting:

Good luck with your deck.

TriusMalarky on Dime-store Derevi (Competitive, Budget $100!!)

1 year ago

0rc ah yeah, I did miss the rogue-jank angle being incredibly effective. I've actually won several games with such a strategy myself.

I personally like playing high power with a budget, but I give my self a little larger budget as I dislike having to deal with tapped lands.

Might I suggest Compost , Verity Circle , and Insight as well? I've seen Circle just act as Rhystic Study against one or two green players, but I haven't tested the other two yet(they look amazing tho). Also, if you can find the budget, Root Maze is god tier when you're trying to use high budgets against people.

Also Yavimaya Coast , Sungrass Prairie and Skycloud Expanse might still be cheap enough. I also really like Hickory Woodlot , Saprazzan Skerry or Remote Farm if you can reliably flicker/proliferate, although that might not be on the menu here.

Quick edit: Compost and Insight look a little bit pricey for the $100.

TriusMalarky on Dime-store Derevi (Competitive, Budget $100!!)

1 year ago

You have 11 taplands. 11. When playing cEDH, the most you have is 1. Ever. Yavimaya Coast , Botanical Sanctum , Exotic Orchard , Sungrass Prairie , Skycloud Expanse , Sunpetal Grove , Glacial Fortress , Hinterland Harbor , Razorverge Thicket , Seachrome Coast , Spire of Industry . You'll have to spend a little more, but it's only like $30. And without that, you're never gonna win at a cEDH table.

Also, Edric, Spymaster of Trest , Triton Shorestalker , Mist-Cloaked Herald , Slither Blade , Gudul Lurker .

You're also not running Spell Pierce , Autumn's Veil , Dovin's Veto , Swords to Plowshares , Pongify , Rapid Hybridization , Path to Exile , Dispel , Mystical Dispute , Delay . Those are pretty much necessary. Also, Neoform , Eldritch Evolution , Eladamri's Call .

Most of your combos are . . . not cEDH viable. They require you to run taplands AND bad ramp cards and they require you to have several pieces on top of just needing several cards that aren't good outside the combo.

Now, is this a solid deck that will do well in moderately tuned games? Definitely. But it isn't competitive. And it is totally possible to make a competitive deck without going over $200, you just lose some of the speed and have to build your deck a bit differently to stay in the game.

LitchOubliette on Commander Staples Cube

2 years ago

Changelog (22/11/2020)

White

Blue

Black

Red

Green

Multicolored

Colorless

Mana Fixing

Krogania on Ich-Tekik, Golem Boi

2 years ago

I agree with the suggestion for Rebbec, Architect of Ascension or at least include her. In no particular order: They are reprinting Three Visits, which is strictly better than rampant growth. Nature's Lore is good too. Cavalier of Dawn can be used on your own artifacts. Guardian Idol is a good ramp card early and doubles as a Golem. Land Tax is rarely going to be worth it in a green land ramping deck. Maul Splicer is expensive, but trample is good evasion for decent sized golems. Sensor Splicer gives vigilance. Vital Splicer gives the ability to regenerate for 1. It's not great, but is another creature you can bounce for more golems. Ichor Wellspring is a great target for both self destruction and recursion, in case of opponents having no artifacts to destroy. Arcbound Reclaimer for ensuring you get a good draw. Ancient Stone Idol for a really big boi. Ancestral Statue can replay splicers or get rid of bad auras. Also you have a lot of stuff like myrsmith, palladium myr, and I think those might be better served by a couple more treasure/clue/food generation cards. Treasure Map  Flip, Prying Blade, or Tireless Tracker, Ulvenwald Mysteries, or Gilded Goose (replacing Avacyns pilgrim). Any decent equipment, but especially a Bloodforged Battle-Axe. Maul of the Skyclaves, Heirloom Blade. Swords are good. And as always: Lightning Greaves Swiftfoot Boots Skullclamp Running a bunch of basics is always cheaper, but if you have a couple of bucks consider the following mostly budget additions. Homeward Path Scattered Groves is cheap and fetchable. Gavony Township for more counters. Gingerbread Cabin for an artifact with your land. Krosan Verge/Myriad Landscapefor mana fixing ramp. Command Tower because it's better than a basic. Path of Ancestry because the splicers are all human. Evolving Wilds/Terramorphic Expanse/Fabled Passage Blighted Woodland Sungrass Prairie Opal Palace

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