Survivors' Encampment

Survivors' Encampment

Land — Desert

: Add to your mana pool.

, Tap an untapped creature you control: Add one mana of any color to your mana pool.

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Legality

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

Survivors' Encampment occurrence in decks from the last year

Latest Decks as Commander

Survivors' Encampment Discussion

multimedia on Vertically Challenged Dragon Tamers

6 days ago

Hey, good start on a low budget. The deck name gave me a laugh :)

Some cards $1-$2 or less each to consider adding:

Having ways to tap Dwarves without attacking especially Magada is helpful to create treasures. Springleaf Drum , Survivors' Encampment , Holdout Settlement are ways to tap Magada to make mana. Dwarven Warriors and Dwarven Nomad can make Magada unblockable as long as she has only 2 power. Key to the City can make any creature unblockable such as Fearless Liberator .

Aethersphere Harvester is a Vehicle and Vehicles have an ability called crew which lets you tap any number of creatures you control with power equal to or more than the crew number. You can crew any number of times even if the Vehicle is already a creature with as many creatures as you want. Aethersphere with crew 1 means any creature can crew; each Dwarf you control can create a treasure.

Good luck with your deck.

9-lives on Vizier of Tumbling Sands and …

1 month ago

Would Survivors' Encampment work with Vizier of Tumbling Sands to where when i use the former to tap the latter, it automatically uses the latter's tapping ability? Or are these separate abilities?

Lanzo493 on welcome to arcum asylum

1 month ago

Sadly, Holdout Settlement and Survivors' Encampment don't actually ramp. They don't produce extra mana by tapping creatures down, they just make mana that isn't colorless. There is a land that accelerates your deck: Hall of the Bandit Lord . There's also Grand Architect which could be useful, but I don't know how many blue creatures you run. It goes infinite with Pili-Pala at least.

theFro on welcome to arcum asylum

1 month ago

oh, i forgot... Holdout Settlement and Survivors' Encampment are fun ways to turn your Persistent Petitioners into early turn dorks, too (although you can't sac 'em until the lattice comes down)... helps make sure you can accelerate into T3 Arcum Dagsson every game

bushido_man96 on Kalamazoo, The One Punch Man

1 month ago

Survivors' Encampment and Holdout Settlement are good lands for tapping down Kalamax.

9-lives on -Deleting-

1 month ago

Hello, Heretical_Tarp!

I think Defiant Strike is just as good as Opt but instead of scrying it gives +1 P. Very useful when I want to buff up my white weaklings as well as draw a card. Silence is the ultimate fog card, and only costs 1 mana. Remember that I have a manabase problem with needing cards that have only one of non-generic mana, and the rest has to be generic mana. When I reach 4 cards that tap for 3 mana if I only draw filter lands, then I will be in good tempo. Imprisoned in the Moon is incredibly useful for answering creature and planeswalker threats, as well as making their lands useless for them. If I want to keep them from doing anything, Imprisoned in the Moon is a good card, and it only costs 3 CMC. Ahh I had thought that Solemnity would affect Planeswalkers. I guess I'll put it in the sideboard?

All of those cards you mentioned are difficult for me to use because I have to have either a Mana Confluence , Survivors' Encampment or Aether Hub , and Survivors' Encampment depends on my creatures on the battlefield. Painted Bluffs and Shimmering Grotto require me to use that land and another land to generate rainbow mana, so that means that I would always be one turn behind with these cards. Aether Hub is only useful once in the game, unless I run some energy counter accumulating cards. And Cascading Cataracts is only useful on turn 6 if I don't have ramp like 4x Arboreal Grazer , 2x Dryad of the Ilysian Grove . And, if I do get Chromatic Lantern , I will be able to cast all colored things, but that depends on if the opponent has artifact removal.

Do you know of any good Stax effect cards I can use? Teferi, Hero of Dominaria is pretty useful, especially his draw ability. I personally put 1x Teyo, the Shieldmage , 3x The Wanderer for their Stax effects and their cheap mana cost. The Wanderer is incredibly useful for going against high CMC cards, and Teyo, the Shieldmage is good for not only his making the player hexproof, but generating cards that I can tap for mana with Survivors' Encampment .

I think I'll remove Demolish .

Grind on Don’t scry Kalamax, you can cast that too

1 month ago

cool deck!!
Holdout Settlement and Survivors' Encampment are lands that can tap klamax without combat, incase you want the option to avoid combat and still get value.

MightyRauros on Kalamax Combat Tricks

1 month ago

Love this! I keep my decks as prototypes, but this is exactly the angle I take with Kalamax: Non-combo combat. My goal is to just take out one other player per game. Can I get the table with Chandra's Ignition ? Bonus.

Kessig Wolf Run is a fun land to give you trample when needed. Ram Through is a good removal/damage spell.

Springleaf Drum , Holdout Settlement and Survivors' Encampment are inexpensive ways to tab for rounds that you don't want to go in swinging. Fatal Frenzy is a budget pick you'll want to grab for this strategy.

Harrow can give you some crazy ramp (and the lands enter untapped).

Shadow Rift is budget evasion (and a cantrip, which I value highly in my build)

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