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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | 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 |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Terra Eternal
Enchantment
All lands are indestructible.



kamarupa on
Squirrels, Squirrels, Squirrels! (Squirrel Prison)
5 months ago
Fun stuff! I have some thoughts. I hope you find something useful, but no worries if you don't!
White is really where it's at with enchantments and the graveyard, namely Hall of Heliod's Generosity. I'd imagine if that were the only thing you needed white mana for, you could probably pretty often get by with a Birds of Paradise and maybe something like a Fertile Ground or Prismatic Omen. However, there are some other nice white spells that might prove just as helpful to you - Sacred Ground and Terra Eternal.
I don't play competitive MTG, but it's my understanding that in fast formats like Modern, you don't really need or even want repeatable/permanent solutions to threats your opponents might have. What we want are fast, efficient, and broadly applicable answers that buy us just enough time to gain enough advantage to win. So my advice - and do take this as a humble suggestion and not any sort criticism - is to forget the artifact defenses (and enchantments I mention above) and focus on having the mana available to cast your counterspells and/or add some low MV protection spells like Tamiyo's Safekeeping or Heroic Intervention and also a Fog/Holy Day or two.
I'd also say that while Drift of Phantasms is decent, I've come to prefer card advantage over tutors. It always seems like it too much to spend 3MV on a cantrip tutor that also reveals your threat. If you wait until you have enough mana to tutor a card, cast it, and have the mana to protect it for two turns, you're already looking at something like T10 without a synergized ramp in place. And that's probably just too slow for [competitive] modern. So, personally, and again, I'm not interested in competitive play, so feel free to ignore me, but I prefer spells like Harmonize for the card advantage and broader range of impact in getting me what I need, even if it is more of a gamble than a tutor. If you keep the artifact defense, you might consider Thoughtcast.
As much as I like what you're trying to do, I'd want an extra land or two, even with the Birds of Paradise. As little as I like it, I've come to believe 22+ lands is usually worth it, especially in a deck that's counting on casting multiple 3MV spells for their win-con.
I like a lot of things about Verdant Command, but I haven't found it useful enough in my little playgroup to warrant a full set in a mainboard.
My final piece of advice is to use the 'Copy Deck' feature here to make forks of this to try out things I suggested (and other ideas you might have). I find it so useful to have multiple builds of the same deck to playtest and compare what's really helping, what isn't, what's fun, what's slow, etc.
warwolf831 on
Journey to the Maze's End
1 year ago
I decided to forgo the UB cards for a 99% mono-green build (the only non-green spell is Terra Eternal), to mitigate Armageddon-type effects.
SufferFromEDHD on
Death by Manlands
2 years ago
CruelEntertainment hello tapped out newcomer! Thanks for commenting on one of my favorite decks.
If you look in my sideboard you will see Sacred Ground. I have gone back and forth between that and Terra Eternal for years now. Manlands definitely benefit from indestructibility but I don't like granting such a powerful ability to my opponents. Sylvan Awakening is my current indestructible tech (alongside Sylvan Advocate it ends games) but it is a one shot in this deck. Terra would at least fit under Sun Titan. That is a major decision point if a permanent is added to this list or not.
I'm going to take a serious look at this list again based off your suggestion.
CruelEntertainment on
Death by Manlands
2 years ago
SufferFromEDHD - I love the idea of using Genju as a commander, an as a rule 0 commander he looks like fun on the bun, but one thing I must ask is why not use Terra Eternal, if you are turning lands into creatures permanently, it would give them Indestructible?
Still awesome list man, definitely adding to the idea board in my book
ViperishGazelem on
Gates, Bill
2 years ago
I'll definitely switch out my commander for Garth One-Eye. Pir's Whim would likely come in handy as well. And Terra Eternal is a solid maybe, mostly depending on if I know there's land destruction coming my way and it would contribute to Sphere of Safety.
DeinoStinkus on
Gates, Bill
2 years ago
Garth One-Eye might be slightly better than Kyodai for the commander, just because it can give you removal, card draw, a chonky flier, or, my personal favorite, recursion from the graveyard. Kyodai is a good one too, just thought I'd offer the suggestion.
Terra Eternal and Pir's Whim are good additions for any Gate deck.
DeinoStinkus on
Let's Go Shrines!
2 years ago
Crop Rotation and Tempt with Discovery are cards that I've seen perform well in gate decks in the past. You might also consider Terra Eternal.
carpecanum on
Obuun, The Hated
2 years ago
Terra Eternal, Asceticism, Iroas, God of Victory or something along these lines to protect your creatures and land creatures.
There are about 6 Indestructible lands in your colors.
Beastmaster Ascension could buff your creatures but land creatures would get the buff twice, for themselves and as the base power/toughness from Obuun.
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