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Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Takenuma, Abandoned Mire
Legendary Land
: Add .
Channel — , Discard this: Mill three cards, then return a creature or planeswalker card from your graveyard to your hand. This ability costs less to activate for each legendary creature you control.
jamochawoke on Uurg eats everything
9 months ago
This is a super fun little combo deck! But it can get shut down pretty easily. I'd suggest putting some key Commander pieces in that you're missing... and thankfully there's a TON of things that work with a land-based deck archetype like this in those colors.
First off, you need to complete your Cultivator combo with Splendid Reclamation for getting all those lands out of your own yard in a very big way (Cultivator probably becomes the biggest thing in your game at this point)!
Centaur Vinecrasher or Multani, Yavimaya's Avatar are superb alternate or additional beatsticks for Cultivator with tons of synergy with your commander that also dig themselves out of the graveyard after they get immediately removed like in my games!
Terravore is nice if you never hit Cultivator in your games (or it gets hated out).
Constant Mists basically you get eternal fog in a deck like this whenever you want if it doesn't get countered.
Entish Restoration, Dig Up, and Beseech the Queen for synergistic tutors.
Kagha, Shadow Archdruid, Elvish Reclaimer, Grisly Salvage, World Shaper, Circle of the Land Druid, Stinkweed Imp, Winding Way, Life from the Loam, Scapeshift, and Satyr Wayfinder for digging through the deck faster while also rotating lands. Life From the Loam is ESPECIALLY GOOD for its dredge ability in this deck so you can keep casting it. Scapeshift is the single most powerful cycler you could run but it's very $$$ and doesn't synergize completely with this deck (it's more for landfall decks, but it can still work with this too).
The utility lands Witch's Cottage, Mortuary Mire, Memorial to Folly can help get your creatures back out of the 'yard.
The utility lands Witch's Clinic, Rogue's Passage, Ghost Quarter, Strip Mine, Wasteland, Field of the Dead, Thespian's Stage, Restless Cottage, Boseiju, Who Endures, and Takenuma, Abandoned Mire would all help your deck's overall resilience and ability to deal with threats.
Either Abundance or Rishkar's Expertise could be a game-ending bomb for you. Rishkar's is great if your commander has enough power. You can draw a ton of your deck, likely hit a tutor you cast for free, then if your hand is flooded with lands you discard down to 7 putting all those lands in your 'yard making your commander even bigger! Abundance isn't as synergistic, but is basically a creature tutor spell for Cultivator Colossus if you decide to not run any other beaters or utility creatures.
Assassin's Trophy for instant-cast targeted removal of EVERYTHING.
Tear Asunder and Abrupt Decay are less-good Assassin's Trophy but at least Decay can't be countered.
Casualties of War for when you need to get rid of a lot of different pests that turn.
Return to Nature for instant-cast targeted removal of Enchantment/Artifact or Graveyard card.
Drown in Filth for a land-synergistic targeted removal that gets around indestructible.
Terror Tide for land-synergistic boardwipe that also gets around indestructible.
Nurgle's Conscription, Froghemoth, and Bojuka Bog for some enemy graveyard hate.
Rain of Filth for a MASSIVE spike in mana for that turn.
Worm Harvest for generating a TON of tokens off of the lands in your 'yard.
Titania, Protector of Argoth or Rampaging Baloths for much, much bigger tokens.
Gitrog, Horror of Zhava and The Gitrog Monster for super frog-land-pseudocycling synergy!
Brawn since you're putting things in your 'yard anyways you might as well give your commander and other beatsticks Trample for free! Trample has saved me so many times in games. No reason not to run it in this deck tbh.
Erinis, Gloom Stalker, Ayula's Influence, and Old Rutstein for more synergy with your commander's ability.
Life / Death for making an army out of your lands or pulling something out of your 'yard.
The planeswalkers Nissa of Shadowed Boughs and Vraska, Golgari Queen can give you alternate win-cons while also being synergistic with your commander.
If you don't need more combo stuff and just need another big beatstick alternate for the Colossus it's hard to go wrong with Yargle and Multani's power (plus the stained glass alt-art is sick!). But unfortunately it doesn't come with the cool yard recovery abilities of the other beatsticks I mentioned and doesn't have trample or evasion, but it does have more power than Emrakul!
Rasaru on Zombies 2.0
9 months ago
Do you want to the deck to stay within a certain budget? How much money are you okay with spending to upgrade? $25, $50, UNLIMITED?! :)
My first thought is to fix up your mana base. You have a LOT of lands that come in tapped no matter what your board state or hand looks like. That's going to slow your game plan down quite a bit. Let's make these simple swaps to start. Then, we I have a better idea of what your budget looks like, I can recommend additional swaps.
Vivid Marsh -> Takenuma, Abandoned Mire Utility lands are excellent because you don't have to play them as lands if your mana flooded AND it doesn't come in tapped
Vivid Creek -> Otawara, Soaring City Same as above
Scoured Barrens -> Godless Shrine Same colors, just has the option of coming in untapped and satisfies your other land requirements you're playing, like Shineshadow Snarl
Dismal Backwater -> Morphic Pool Same colors, comes in untapped 90% of the time in EDH
Jwar Isle Refuge -> Drowned Catacomb Same colors and at least has the opportunity to come in tapped vs ALWAYS coming in tapped
Reliquary Tower -> Raffine's Tower Land comes in tapped, but produces all three colors and can be cycled to draw a card if you're mana flooded.
If those options are too expensive, you could easily justify just swapping them all out for basics. :)
jdogz32 on Modern Rogues
1 year ago
I've seen alot of rogue decks play Ornithopter as a way to get a cheap blocker and then they can easily replay them the same turn. I'd also suggest adding Otawara, Soaring City and Takenuma, Abandoned Mire in place of some basic lands.
amicdeep on
1 year ago
guessing your trying to stay budget so will try to keep that in mind in recommendations
Dauthi Voidwalker unlockable, utilises discarded cards, alows you to steal opponents removal and tempo plays. run 4
Thieves' Guild Enforcer play a couple of rogues and shes a 3/2 deathtouch for 1. ideal 1 drop run 4
Changeling Outcast strictly better than boggart or stinger, run 4
Vampire Cutthroat runs better than boggart or stigger most of the time, use as extra 1drop if needed
Bad Moon you have only one load effect, this doubles your lord run 3-4
lands Castle Locthwain run 2-3 Hive of the Eye Tyrant run 2-3
as your a creature deck sometimes you get wiped an need to rebuild (this is not a budget card) Agadeem's Awakening Flip run 1-2 Takenuma, Abandoned Mire literally no downside and makes the deck slightly better, run 1
if you have a land slot left unused Ifnir Deadlands also exists and is solid removal in the late game.
you ideally need some more and better removal literally anything. a mix of Victim of Night, Eliminate, Infernal Grasp, Bloodchief's Thirst
in an ideal world you'd also run 4 Bitterblossom (if you do run 4 Morsel Theft which you should be running 4 of anyway the 6 life shift on a cantrip for 2 is on of the main reasons to run rogues)
cards to drop. Oona's Prowler, Frogtosser Banneret, Noggin Whack, Defile, Prickly Boggart. all have better options for the slot
i also find that Earwig Squad tends to do much better in the sideboard (its an excellent hate card agaisnt some decks but a bit useless against others)
BioProfDude on Mono Black Devotion Pioneer
1 year ago
Oh, also 1x Takenuma, Abandoned Mire would be great, and probably 1x Hive of the Eye Tyrant.
Optimator on Yargle says size matters. *C*
1 year ago
I know they're not budget, but squeezing in Agadeem's Awakening Flip, Tomb Fortress, Bala Ged Recovery Flip, Takenuma, Abandoned Mire, Malakir Rebirth Flip, and Journey to Eternity Flip would be really good recursion as well.
There's also Haunted Fengraf but I don't think it's very good. Same with Havengul Laboratory Flip. Witch's Cottage probably won't trigger often.
Mortuary Mire is... okay. Not great, but could be worth a slot. Certainly budget.
You could print off a Volrath's Stronghold!
eliakimras on Thought and Talon
1 year ago
Since your landbase is looking budgetless, how about Takenuma, Abandoned Mire, Shizo, Death's Storehouse, Minamo, School at Water's Edge and Volrath's Stronghold in place of Plains, Irrigated Farmland, Fetid Pools and Tarnished Citadel?
ImmortalDawn on Meren of Clan Nel Toth - EDH
1 year ago
Stitcher's Supplier, Grisly Salvage, Assassin's Trophy, Takenuma, Abandoned Mire, Altar of Dementia
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