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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Tempt with Discovery
Sorcery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search his or her library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles it.
treeforcorvus on
You "lose" the game
3 weeks ago
Looking pretty good! After some playtesting, I have more thoughts. Your landbase is pretty slow, and with 31 lands your deck wants a little more efficiency. Replace:
- Sandsteppe Citadel with Krosan Verge.
- Jungle Shrine with Mossfire Valley.
- Sandsteppe Citadel with Sungrass Prairie.
- Nomad Outpost with Shadowblood Ridge.
- Commander's Sphere with Chromatic Lantern: consider that each of the newer tri-lands cycle for 3 anyways, which means you have ~5 chromatic-lantern cost draws and cycling can't be conventionally countered.
You've got a pretty trim list now, but I still have some suggestions.
First off, you need more ramp. Warrior's Oath looks good, but since it can't be searched by Sunforger, you're better off with ramp. I strongly recommend Tempt with Discovery, which is one of the most powerful land-search cards for a multicolor deck using green: You get any land, and then if any opponents search for lands you get that many more of any land.
Although Black Market Connections is superb, you might find more utility in Rites of Flourishing or Elven Chorus.
Djeru and Hazoret looks great, but since you're only running 16-17 other Legendary creatures excluding your commander, the odds will be 20%-25%. Not great. Consider the power of being able to flicker your commander in & out of play, allowing it to re-position targets: Ephemerate is cheap, or Eerie Interlude can protect your creatures from Wrath spells, but both spells can also be fetched with Sunforger, which improves your deck synergy.
Odric, Master Tactician looks good on paper, but he's much better when a deck is built around him. Here are 4 better options:
- Brutal Hordechief. Since you run no wraths, this is damn good.
- Triumph of the Hordes: Game finisher!!
- Glory -protection allows your creatures to connect, and you can survive wrath cards.
- Filth + Urborg, Tomb of Yawgmoth gets unblockable creatures. If you go this route, replace Warrior's Oath with Crop Rotation.
Eagle0600 on
Urborg's Regrowth
1 month ago
Think to add: Tempt with Discovery, Argoth, Sanctum of Nature  Meld, Titania, Voice of Gaea  Meld.
mr_chazy on
4 months ago
Recommended Removals: Nissa's Renewal Treacherous Terrain Verdant Mastery Violent Ultimatum Omnath, Locus of Mana Omnath, Locus of Rage Omnath, Locus of the Roil Begin the Invasion Endless Detour Titans' Nest Wayfarer's Bauble
Recommended Additions: Muldrotha, the Gravetide Bloom Tender Chromatic Lantern Maelstrom Archangel Surrak Dragonclaw Zaxara, the Exemplary Chulane, Teller of Tales Animar, Soul of Elements The World Tree Genesis Wave Tempt with Discovery Maelstrom Nexus Cascading Cataracts Urza's Filter Esika, God of the Tree  Flip Yennett, Cryptic Sovereign
legendofa on Card creation challenge
5 months ago
Dance of the Sprites
Enchantment
Whenever a land enters the battlefield under your control, you may pay 3 life. If you do, search your library for a creature card with mana value less than or equal to the number of lands you control, reveal it and put it into your hand, then shuffle. Otherwise, mill two cards.
Oathbreaker Show
Commander Show
Same challenge. I want to see what other people come up with.
Grind on
Lord Windgrace but lands matter?
8 months ago
Cool deck!!
Any thoughts about Ancient Greenwarden, Rampaging Baloths, Kessig Wolf Run, Inkmoth Nexus, Tempt with Discovery, Reshape the Earth, Nyxbloom Ancient, Bootleggers' Stash?
Tur on Hidden Power - Crop Rotation
9 months ago
Hello everyone! This will be a trial forum post for a "Commander - Hidden Power" series. My goal is to show relatively inexpensive cards which are often overlooked by commander players in semi-competitive and casual play. (This post is not designed for competitive play.) If you enjoy the topic, please provide positive feedback and I will consider creating similar posts.
The powerful card I plan on discussing here is Crop Rotation.
This card under five dollars and is one of the most powerful mono-green tutors. Period. Yes, I'm counting all mono-green tutors. This includes: Worldly Tutor, Finale of Devastation, Green Sun's Zenith, Survival of the Fittest, Chord of Calling, Natural Order, Tooth and Nail, Sylvan Tutor, Time of Need, Scapeshift, Hour of Promise, Tempt with Discovery, Reshape the Earth, Boundless Realms, Traverse the Outlands, Rampant Growth, Harrow, Cultivate, Harvest Season, Explosive Vegetation, etc.
It's one color, one mana, instant, searches for any land, you can sacrifice a tapped land, and puts the land onto the battlefield untapped (unless otherwise specified).
Although, Crop Rotation is often overlooked by players because of the very expensive cards it can search and not being "flashy" enough. Yes, Crop Rotation is ideal with any of the following cards: Gaea's Cradle, Mishra's Workshop, The Tabernacle at Pendrell Vale, Serra's Sanctum, Bazaar of Baghdad, and Diamond Valley. However, suppose we don't have a one thousand dollar mana base and cannot play the land cards above. Is Crop Rotation worthless? No. It is still one of the best mono-green tutors. There are so many utility and theme lands which are excellent targets. Ramp lands and color-fixing are also viable options. Here are a few categorized ideas:
Utility Lands:
- Command Beacon / Sanctum of Eternity
- Reliquary Tower
- Scavenger Grounds / Bojuka Bog (B)
- Field of the Dead
- Rogue's Passage / Access Tunnel / Shizo, Death's Storehouse (B)
- War Room / Bonders' Enclave / Castle Locthwain (B)
- Emeria, The Sky Ruin (W) / Valakut, the Molten Pinnacle (R)
- Mystic Sanctuary (U) / Witch's Cottage (B)
- Hall of the Bandit Lord / Flamekin Village (R) / Hanweir Battlements  Meld (R) / Slayers' Stronghold (WR)
- Hall of Heliod's Generosity (W) / Academy Ruins (U) / Volrath's Stronghold (B)
- Strip Mine / Wasteland / Dust Bowl / Ghost Quarter
- Maze of Ith / Mystifying Maze / Labyrinth of Skophos / Kor Haven (W) / Glacial Chasm
- High Market / Miren, the Moaning Well / Phyrexian Tower (B)
- Witch's Clinic / Vault of the Archangel (WB)
- Homeward Path
- Cavern of Souls / Boseiju, Who Shelters All
- Thespian's Stage / Vesuva
- Winding Canyons / Emergence Zone / Alchemist's Refuge (UG)
- Mikokoro, Center of the Sea / Geier Reach Sanitarium
- Castle Ardenvale (W) / Kher Keep (R)
- Castle Vantress (U) / Memorial to Genius (U) / Cephalid Coliseum (U)
- Inventors' Fair
Theme Lands:
- Karn's Bastion
- Dark Depths
- Urza's Power Plant / Urza's Mine / Urza's Tower
- Sunscorched Desert
- Windbrisk Heights (W)
- Idyllic Grange (W)
- Ghost Town / Oboro, Palace in the Clouds (U)
- Riptide Laboratory (U)
- Minamo, School at Water's Edge (U)
- Tomb Fortress (B)
- Den of the Bugbear (R)
- Goblin Burrows (R)
- Castle Embereth (R)
- Wirewood Lodge (G)
- Castle Garenbrig (G)
- Oran-Rief, the Vastwood (G) / Gavony Township (WG)
- Mosswort Bridge (G)
- Kessig Wolf Run (RG)
- Sunhome, Fortress of the Legion (WR)
- Grim Backwoods (BG)
Ramp Lands:
- Nykthos, Shrine to Nyx
- Urza's Saga
- Cabal Coffers (B) / Cabal Stronghold (B) / Crypt of Agadeem (B) / Lake of the Dead (B)
- Temple of the False God / Ancient Tomb
- Myriad Landscape
- Blighted Woodland (G) / Krosan Verge (WG)
- Treasure Vault
Color-Fixing Lands:
- Command Tower / Path of Ancestry / Reflecting Pool
- City of Brass / Mana Confluence / Forbidden Orchard
- The World Tree (WUBRG)
- Yavimaya, Cradle of Growth
- Urborg, Tomb of Yawgmoth
There are many more unlisted cards in each category which could fit your specific deck.
Some of the cards listed above have some pretty cool synergies with Crop Rotation here are a few:Urza's Saga, you can let the saga get to chapter III, then with the ability on the stack sacrifice it to Crop Rotation to get both the artifact and land. Field of the Dead is ideal in every two or three color commander deck with a sufficient mana base (in fact some of my win conditions are given by Field of the Dead). You can also use Field of the Dead as a combat trick. Scavenger Grounds and Bojuka Bog are fantastic for graveyard combo disruption. Maze of Ith and Glacial Chasm will hurt your lands, but sometimes it is needed to stay alive.
Simply having the ability to greatly effect the board state using a one-mana instant speed spell is impressive: life gain, damage prevention, removing steal effects, getting around blockers, denying counterspells, combo stoppers, unlimited hand size, sacrifice engines, haste, recursion, ramp, creating token blockers. The list goes on-and-on-and-on. If fact, if you're playing 3-4 of the lands listed above you should really consider Crop Rotation in the ninety-nine.
All in all, I'm always surprised the number of deck lists which do not play Crop Rotation. This is a fantastic card and one of the best mono-green tutors. It has so much hidden power. Ask yourself if there is a nonbasic land which you are playing (or would play) that would do well with Crop Rotation.
IllWarriors on
Kura, Secret Tron EDH (EYW: Green)
9 months ago
Profet93, you've got a lot of good points, here are my thoughts...
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I see your point with my inclusion of Thought Vessel and I would agree something like Heart Warden would be a good swap. In my experience with playing this deck so far, I've actually enjoyed having Thought Vessel as well as Reliquary Tower. When to comes to tutoring for lands, there are usually some more important hits before I would go for the Tower. The tron lands are usually first, but then if I do get another chance to search I'll go for some more explosive plays since I'm usually looking for something like Eye of Ugin, Gaea's Cradle, or Sanctum of Ugin to really pop off. In the games where I have been able to draw a ton of cards past hand size, it's been nice to have that redundancy. That being said, I can see myself playing around with swapping it for something more useful in the future.
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You're totally right about Tempt with Discovery. However, in my current meta we tend not to run loads of LD. It's just not really how we like to play. In the few games where that has come up, I've just had to politics my way aroud it. It's got a lot of potential for explosive turns, but should my meta shift to feature more LD I can easily see myself swapping it out.
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Yup, I think I'll take you up on the Skyshroud Claim. Burnished Hart is a card I like to throw into a lot of decks, but after play testing a bit, it's felt pretty slow since it takes 6 mana total to get the effect.
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I like the idea of Skullclamp. I did run Bequeathal, and Skullclamp feels like a repeatable version of that. I think it's definitely something I'll consider freeing up space for.
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Eternal Witness should've been in this deck a while ago. I liked the lower cost of Regrowth but I like the value of having another body on the field while I'm setting up or trying to re-establish a foothold in the game, so I'm definitely swapping that out.
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Lurking Predators has probably led to the most explosive and fun games this deck has had. You're totally right that I won't get cast triggers, but honestly those have been mostly negligible once Predators has been out for a turn cycle. Hitting any of the titans or something like Blightsteel Colossus most of the time is enough to close out the game, especially if you hit multiple.
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I'm always curious as to what others might cut, so I'm all ears.
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Land count was something I was worried about with such a high curve, but so far that hasn't been much of an issue. It really comes down to taking the right hand and usually you're just fine. Most the time, once you hit 5 mana and can get Kura, the Boundless Sky out, you're all set. It feels a little low especially when I do run cards like Exploration, but my intention behind that was to be able to get tron lands out faster once they're in hand, and not necessarily to hit a land drop every turn.
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I don't run fetchlands because I just don't want to. Would it make the deck better? Absolutely. It's another one of those situations where I know it would improve the deck, so I'm intentionally trying to balance the deck from being too good. The intent behind this deck is to be explosive and play big bombs, but not be a pubstomper. Because of that, I'm making sure to carefully balance how fast the deck can play.
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I love Scapeshift! I know I considered it back when I made the deck but it must've slipped my mind. It's a definite candidate, especially as a good swap for Tempt with Discovery.
Thanks for your feedback! I really enjoyed reading all of your thoughts!
jamezbl0nde on
Oops, All Spells!
9 months ago
because youre not playing alot of lands and you dont really want to keep alot of lands out: City of Traitors
I also like the idea of group hug land grab effects like Collective Voyage or Tempt with Discovery right before you land wipe. "just helping out guys, grab as many as you want"
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