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Legality
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 |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Terminal Moraine
Land
: Add .
, , Sacrifice Terminal Moraine: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library.
mtgplayer903 on Somewhere Over the Rainbow
1 year ago
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Child of Alara instead of Fusion Elemental… Damn thing was a useless 8/8 even back when it could’ve been playable in Conflux Zoo decks.
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Supreme Verdict instead of Duneblast
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Medomai the Ageless instead of Primeval Spawn… Works better with the Yore-Tiller Nephilim
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Circuitous Route instead of Explosive Vegetation. Includes Guildgates (like Gond Gate)
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Drop Evolving Wilds and Terramorphic Expanse for Warped Landscape and Terminal Moraine… I can tell that you may be a fledgling EDH Player… Those lands have since been phased out due to the restriction of being Basic Fetchlands with no net Benefit… The others can act as generic mana producing lands regardless of whether they get cracked… Ash Barrens and/or Krosan Verge, your choice for replacing one of the slow Fetchlands.
DreadKhan on Fear of The Deep
1 year ago
Here are a few ideas, maybe something will work for you?
One of my favorite cards in Tatyova is Oboro Breezecaller, this can easily be made mana positive, which makes it very easy to go infinite with Retreat to Coralhelm, or to just make mana for you (it helps if you can untap a land that taps for 2, be it Temple of the False God, Guildless Commons, Simic Growth Chamber, or Jungle Basin there are better lands but these untap fine. Another old favorite of mine is Soratami Mirror-Mage, this is also mana neutral at worst (1 mana per land to bounce), and you get to bounce a creature via it. For a bit more money (but you require Islands), you could try Flooded Shoreline, this card is bonkers if you can replay lands/count on hitting 2 Islands. Finally, Tatyova probably shouldn't leave home without Gush, even without Mystic Sanctuary shenanigans it's still a very strong draw spell.
I could be wrong, but I feel like Gretchen Titchwillow is a better card than Zimone? Both are decent fits, but it's very hard to combo off with Zimone in my experience as the lands enter tapped, Gretchen lets you use spare mana to ramp/draw cards at the same time. I think you could easily justify both if you wanted.
At the moment Crop Rotation is pretty cheap, it's a very good card in Tatyova, if you replace a land with a 2 mana land like Temple of the False God you actually ramp yourself (right away with Temple).
Stone-Seeder Hierophant is a really good version of Lotus Cobra if you have lands that tap for more than 1, but it's also another budget Lotus Cobra either way. This card is much better on a higher budget (with stuff like Ashaya, Soul of the Wild especially, or Lotus Field/Lotus Vale), but it should do work here too.
A few more budget fetchlands you could run include Bant Panorama, Terminal Moraine, and Warped Landscape, any of these enters untapped and can find whatever land you want if you have nothing better to do with your resources.
If you've got a lot of lands (and tend to put out some tokens, but not an infinite number), The Great Aurora offers a weird-but-useful board wipe option. As long as you've got a decent board (and run more lands), you'll get enough lands that you aren't hurt very much, spikier decks that are thin on lands get hurt badly, while decks with too many tokens just draw themselves to death.
As Tatyova decks tend to have a fair bit of mana, you might look at Curse of the Swine, and/or Mass Manipulation. Another bigger mana card that can do a huge amount of stuff (almost anything you need really) is Primal Command, I use that and Elixir of Immortality to recycle my graveyard, but I tend to end up in infinite loops pretty easily, so YMMV without strong discard outlets like Mind Over Matter.
If you want a high budget card that has ridiculous synergy, you might take a look at the aforementioned Ashaya, Soul of the Wild, this makes all your creatures into lands, meaning any non-token creature that ETBs will draw you a card, but it also forms various combos. It's hard to find a card that Tatyova wants more in my experience.
It was mentioned already, but 40 lands isn't exactly a ton in Tatyova, you've also got a lot of creatures that benefit from having extra lands in hand. At 40 lands you are at a real risk of missing your 5th land drop, let alone your 6th to draw a card. I run 45, and I often feel like I should run more (keep in mind, at 45 lands you still only 'expect' to have 3.2 lands, so if you have even 1 less than normal you almost certainly have to mulligan, 40 means even more mulligans). In my experience, many ramp spells that normally are worthwhile just aren't in Tatyova when you could just run a land instead (and not have to pay mana for your land drop).
seshiro_of_the_orochi on Moraug's Relentless Attack! *C*
2 years ago
This looks really cool, very well built! As the owner of a terrible minotaur myself, maybe take a look at Momo: Twice the horns, twice the fun.
Mirage Phalanx is cool, great addition to the deck. Also, I didn't know Terminal Moraine as a fetch land.
Two useful cards I recently added to the above list are Smoke and Imposing Grandeur. The former is a pretty unsuspected stax piece that leaves us mostly untouched, while the latter is a guaranteed draw six that doesn't benefit our opponents all the time.
I'm planning to add Hellkite Courser and Anger to my list. Over there, I can go for a very early first kill with Courser and Ilharg, the Raze-Boar.
I wish you the bestest of fun with the list!
LuPe2593 on Balthor, the OG
3 years ago
Ashnod's Altar , Bottomless Vault , Ebon Stronghold , Everglades , Field of Ruin , Terminal Moraine , Head Games , Diabolic Tutor , Demonic Tutor , Harvester of Souls , Read the Bones , Cover of Darkness , Boneknitter , Erratic Portal
coolguy0723 on The Ultimate Bloodline
3 years ago
Crypt Ghast is a must-have in any black deck. Looking at your symbols, you might want to replace a couple of your mountains/plains with swamps. Don't go overboard with the exchange but it might help. I like the other ways you have for ramping like Smothering Tithe and the rocks you have. I feel like Terminal Moraine should be replaced with Myriad Landscape, Burnished Hart, or Solemn Simulacrum. Hope this helps and cheers!
GrandAlchemistX on Traxos, Lord of the Junk Pile
4 years ago
I know you said this is made of stuff from around the house, but I know you have some of these: Power Conduit, Urza's Factory, Coretapper, Walker of the Wastes, Ghostfire Blade, Champion's Helm, Tenza, Godo's Maul, Shadowspear, Basilisk Collar, Cloud Key, Wayfarer's Bauble, Ichor Wellspring, Mystic Forge, Karn's Bastion, Terminal Moraine, Crystal Vein, I know you don't have Mana Vault, but I would be willing to trade one of mine to you for a pile of cards TBD over time if you're interested.
enpc on White's issues in Commander
5 years ago
Tzefick: I read through the original post, but I want to circle back to it later. And you will have to excuse the order in general, I was responding to this across the course of a day.
On artifact removal
There are a few points to unpack here. The first, and most importantly, is that removal is a big part of Magic, the Gathering and honestly, is what makes games (and deckbuilding) interesting. IF MtG was just about amassing board states and then slamming big creatures into other big creatures, the game would be much more boring (not to mention take much longer). But your argument here basically boils down to "artifacts are bad because they die to removal". I get that there are a bunch of good artifact removal cards, but that doesn't mean that we should stop leaning into artifacts because of it.
As for dealing with removal (especially mass removal) - there are still many options that white already has access to which does actually allow them to ramp. Wayfarer's Bauble , Burnished Hart , Solemn Simulacrum , Kor Cartographer , Knight of the White Orchid are all perfectly valid land ramp cards. Sure, the average CMC of these spells is higher than their green counterparts, however green is THE ramp colour, so it would be expecteded that there would be hihger costs/more contitions to be met for other colours to do a similar thing. And that's without even touching on cards like Sword of the Animist or Explorer's Scope which are both equipment and what white excels at.
In addition to this, while not ramping, white already has access to cards like Weathered Wayfarer , Land Tax , and Tithe which allow you to consistently hit your lands. While not as good as outright ramping, if you're hitting your lands each turn, you're genereally not doing too badly. And when combined with other ramp effects, by mid to late game you still end up with as much mana as most players.
Now onto the artifacts. Yes, there are a lot of good artifact removal effects which can slow players down. But I would also point out a few things here too.
Mana dorks are a very common form of ramp in commander. Most green decks will run a bunch of them and there are even strategies (elf ball) which almost solely relies on them. But just as artifacts can be hated on, white has some of THE best creature removal in the game. This includes both single target but also mass removal, which can severely hamper your opponents with regards to ramp. And unlike green (who is the main comparison point here), white doesn't rely on mana dorks, leaving you relatively unaffected from a mana standpoint.
In addition to this, white has a lot of ways of protecting your stuff from being destroyed, whether it's indestructible, hexproof, just an outright Teferi's Protection (which yes you did mention), or more importantly shutting down an opponent's removal source using Torpor Orb effects, of which white has many. Sure, this doesn't stop everything, but it can shut down a lot of (especially green) big bad ones. We are seeing a lot of these printed in new sets, to the point where WotC are really trying to drive home the point that "this is what white does".
Ok, now circling back (And I will do this more than once) and picking up on my previous paragraph. On the topic of land ramp - white is very good at shutting down this. between all of the MLD, Balance type effects and library shutdown effects like Aven Mindcensor , white hating on green's land ramp is to green hating on artifacts (i.e. white's main ramp source). Again I reiterate, this is what white does. It has been made abundantly clear, since we have time and time again seen printing of cards that equalise the board, to take away other players' advantages. So again I push the point that white is capable, however the issue here is that it's not the way you (or some other casule commander players) want it to be. But again, that's not white's shortfall.
On Graveyard Recursion
This topic follows on from the whole artifact removal thing. Yes, white is very strong in graveyard recursion. And just to touch on one of your points, even recently white got a bunch of graveyard recursion via cards like Daring Archaeologist and Restoration Specialist . Not repeatable sure, but still decent. And let's face it, any mono-white commander product is going to see Sun Titan reprinted. But back to the whole recusrion thing in general - while white is good at recursion, it's permanent based, not specifically land based. Yes, this overlaps (especially in the case of Sun Titan ) but here it's just a bit of nice value.
Land recursion is very much a green thing (I'm not even going to list the cards) and that makes sense. But for white, the recursion is generally symmetric if en masse. And again, this makes sense. White is good at wrecking stuff, so it's also good at bringing stuff back. But the point is that just because you wreck stuff and bring it back symmetrically doesn't mean that you can't exile a graveyard or two in the middle. Ok, but what's my concern with what you're recommending (both across the board but let's talk specifics)?
So, fundamentally I have no issues with the release of white cards which can return permanents from the graveyard to the battlefield, and fundamentally I have no issues with pairing these cards with any kind of fetchlands to ramp. As you mentioned, we have the new Sevinne's Reclamation and Brought Back alongside Sun Titan and Profound Journey .
Where I have issue in this case is not with the concept of having a cheaper spell that hits smaller stuff, but in this case your suggestion. Unforntunately, ther is a fine line between being able to be used early game for ramp purposes and just being broken. The card you proposed is similar in effect to Unearth , though it being able to hit any permanent for 2 mana (yes, even CMC 2 or less) is super good. That means that in legacy it can hit cards like Young Pyromancer , Snapcaster Mage (to get other spells even at sorcery, like itself for example), Thalia, Guardian of Thraben , Wasteland , etc. as well as potentially getting another permanent too. It just seems way too powerful. Sure, we could start tweaking the mana costs/effects but I think you would end up with effectively a functional reprint of Sevinne's Reclamation . And look, if that's what you're going for then that's fine. But that's the danger with working under the guise of returning permanents while focusing on lands.
As for the land sepcific recursion effect though, this just seems out of charater (and heavily moving into green's territory). Just because one card was printed, which again did a symmetric effect (almost seems good with Armageddon + Tormod's Crypt ...) does not mean that it's a shoo-in for more cards to be printed like that. Planar Birth was printed inthe same set as Catastrophe and it seems like those cards were designed to play well with each other. As for hitting land drops each turn, I have no issues with this (hell, I even mentioend it before) and to aid in the available "non-good fetch" fetches, you have Terramorphic Expanse , Evolving Wilds , Myriad Landscape , Grasslands , Flood Plain , Bant Panorama , Esper Panorama , Naya Panorama , Warped Landscape , Terminal Moraine and Thawing Glaciers . That's a pretty good collection of budget fetch effects that already exist. And between Scaretiller , Sun Titan , Sevinne's Reclamation and Crucible of Worlds (and in conjuction with other ramp) there are already options there.
Again, I will double down on my argument that if you look, these cards already exist and can be made to work together in a deck. Yes, Crucible of Worlds has ~$25 USD price tag (at the time of writing this) however that is not too exorbitant for a strong EDH card.
On Other Colours
I get that each colour has its strengths and weaknesses and that when you put all of them alongside each other there will always be a worst colour. But I don't think that's a bad thing. White is an incredibly powerful colour outside of commander, and as a second colour, white is still super good. But mono-white has to have a weakness. In this case, it's slow. Buat again, that's done for a reason - because white represents balance. White might be slow, but it will do a really good job of slowing you down with it. And again, I get that ther will be a group of players who don't want to play all of the stax cards for fear of getting other poeple's backs up. But what about the players who don't care about that? you've now just armed a bunch of people with ramp and draw with their existing supply of stax. Think of how much worse that will be.
Now onto red (since you touched on it) - yes, WotC have come up with a nice balance for red's card advantage (in that it matches red's ramp style) - momentary bursts of value. Rituals and exile - you use it or you lose it kind of effects, which makes sense (and which you pointed out). But it's all done within the bounds of the colour pie still. But everything about white screams that it's card advantage is making sure your opponents don't have cards.
On Budget
While I believe that commander should be avaialble to anyone, there are some cold, hard facts: Some people can spend more than others, and, not everybody within a playgroup has the same budget.
The cards I listed before were budgetless and in most cases, the best of the best. And I understand that only a small portion of commander players actually own said cards. But there are always alternative cards at all budgets, they just may not be as desirable. But that's where my double standard comment came in, which is "if you want to play a colour that doens't have good ramp, but still want the best ramp then either pay the money to buy the good (read "expensive") stuff or deal with the fact that you can't/won't buy it." I don't think that's an unfair statement, and it's a slippery slope once you start pandering to it.
But again, if ther is a budget discrepency within a playgroup then I also don't think that it is WotC's responsiblity to fix it. This is something that the players have to own and is an entire discussion point in an of itself, so I will leave that there. But I think most players would agree with me on this.
On Other Players
Here's where we get to brass tacks (if we haven't already), I wouldn't agree with you on the comment that "a large portion of the commander community" thinks that mono-white needs fixing. Ther eare some poeple, sure. And those people might make a lot of noise about it, but that doesn't mean it's the majority of players. I know that most players who I interact with would agree wiht my viewpoint on it.
And don't get me wrong, I play both casual and competitive lists, I work full time and have funds available to afford nicer cards. A casual list for me sits in the $400-500 range. But before you discount my opinion becasue fo that, hear me out. I have looked at many, many, many lists on tapped out, ranging from <$100 to >$5000 and have learnt a lot over the years. Typically the things I notice is that the kinds of poeple who complain about a lack of XYZ have also employed a lot of bad deck-building practices (no, I'm not implying this on your lists). Really heavy mana curves, little ramp to begin with, high CMC ramp, lack of focused win conditions, all that good stuff. And I'm not saying that the decks are completely unplayable, but a lot of them are really clunky and slow. And I won't begrudge people for building those decks. But if your average CMC is 4.5 and then you're complaining that your deck is slow, that's becasue of the card choices you made. However bad deckbuilding is not WotC's fault.
So compared to those poeple, I will be a bit arrogant and say I undstand balance better than them, yes. But, and more importantly, so does WotC - because they seem to be printing more stax cards for white as sets come out, but not more ramp and card advantage which would fix the non-problem.
FloW72 on Slimefoot
5 years ago
Cards to replace: Fungal Sprouting Evolving Wilds hearthstone Thallid Shell-Dweller Sporesower Thallid Nullmage Shepherd Caustic Caterpillar Fungal Sprouting Thallid Fecundity Warped Landscape Fungal Sprouting Thallid Germinator Terminal Moraine Fungal Sprouting Jund Panorama Savage Thallid
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