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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 |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
The World Tree
Land
The World Tree enters the battlefield tapped.
: Add .
As long as you control six or more lands, lands you control have ": Add one mana of any colour."
, , Sacrifice The World Tree: Search your library for any number of God cards, put them onto the battlefield, then shuffle your library.







FadingReality on
Dragons, Dragons, Dragons
1 month ago
I forgot to mention this in the above post, but Archdruid's Charm is also grave hate because it can grab your Bojuka Bog at instant speed. Card does so much work.
Anyway here's a list of lands worth taking a look at. Main reason for this second post.
Maelstrom of the Spirit Dragon
Horizon of Progress Taps for literally any mana (even colorless since it says "mana of any type" instead of "mana of any color"), can ramp you (!!!!), and can draw you a card in a pinch. Super good.
First two are for ramp/dragon stuff respectively. Last 4 all make your mana base stronger and more consistent. Also, when The World Tree comes online, all your lands that hurt you (cracking fetches, Ancient Tomb, Mana Confluence, Horizon of Progress, etc will no longer hurt you. They will now have the new ability "add one mana of any color" and you can pick that ability so that the lands don't deal damage to you.
FadingReality on
Dragons, Dragons, Dragons
1 month ago
A couple ramp options that are all either land ramp (the best) or ramp that isn't artifact or creature based.
1.) Wild Growth
2.) Three Visits
2.) Wargate. Wargate gets any land in the game untapped; a very rare effect at any mana range (much less 3 mana). It is as opposed to but aside from that it's superior to even Darksteel Ingot. 3 mana to get an untapped Command Tower is strictly better than 3 mana to get even an indestructible artifact (artifact can still be exiled). This card also gets utility lands that even fetches can't get. On top of all that, Wargate also gives you the additional option of making X be more than 0. If you do that, you can tutor any permanent in your deck directly onto the battlefield. Very useful late game in that regard. So there's a ton of utility in this card for the same price as a 3 mana rock that just gives any color. Lastly, the blue pip in the casting cost gets you closer to being able to run Force of Will.
3.) Archdruid's Charm. Currently the only other card in the whole game besides Wargate that can get any land in the game for 3 mana. could be tricky, but your mana base can handle it honeslty. Although the land you get with it does come in tapped, Archdruid makes up for this by being instant speed! What really makes this card shine is its utility. It is ramp, removal for artifacts, creatures, and enchantments, AND it is a creature tutor. Again, compare this to a 3 mana rock that just gives any color. This gives any LAND instead of a rock, also tutors, and is also removal. This card is nuts.
Lastly, this card isn't ramp per se, but The World Tree can give you a Chromatic Lantern effect and doesn't take up a deck slot. It can be tutored with wargate or archdruid's charm. Just something to keep in mind if you do cut Chromatic Lantern. I'd try to implement all 3 of the land ramp recommendations and then add wild growth if you still need more ramp. Alternatively, you could cut Delighted Halfling for wild growth. Wild growth gives you colored mana for any spell (not just legendaries like halfling), survives WAY more boardwipes and removal, and is also slightly faster since enchanting an untapped land with wild growth allows you to use its mana immediately. Halfling will never tap for mana same turn unless it has haste.
BlondieN8 on
Atraxa Hyper Counters
4 months ago
The World Tree might be a good investment for a land.
hybridv21 on
Ramos and the God's
5 months ago
Check out the new shrines if you want to add more shrine tribal, they're so cool!
I've mentioned in other comments about mana bases and ramp so i won't waste your time repeating it here.
seeing the gods, make sure you have The World Tree and keep an eye out for all the new gods we got recently, as well as Tyrite Sanctum and the deck could use a bit more ramp to account for all these big costs, other than that, an army of gods is a strong way to win and this looks great!
DreadKhan on
10 months ago
I think you should do something about your mana fixing, you have a reasonable 39 lands, but you don't have a great deal of mana fixing options (you do have Chromatic Lantern, but not The World Tree), in addition you don't run many land ramp spells (stuff like Nature's Lore or Untamed Wilds that can find lands are generally better than creatures that will die when people wipe the board to get rid of your Dragons, land ramp makes it easier to recover). In a deck with lots of Basics I like stuff like Kodama's Reach, Harrow, Roiling Regrowth, and Entish Restoration are all options that are really good at getting you to WUBRG (and Tiamat). I like Blighted Woodland, Myriad Landscape, and even Krosan Verge for fixing in a deck with lots of Basics, but note that Krosan Verge can fetch a non-Basic Forest and Plains, I like to find Murmuring Bosk and a typed Plains/Island or Plains/Mountain, so it can find 4 colours without a fancy/expensive Triome. If you run lots of Green land ramp spells you should probably not cut any Forests (even for duals that offer Green), I would cut non-Forest Basics instead since your deck will work better if it has access to Green mana. I have a Meren of Clan Nel Toth deck that REALLY needs to have at least one Green source very early or it's dead, that deck runs 19 Green lands, and even though the deck is mostly Black spells the deck only runs 11 Black lands; my Green sources can find my Black ones for me, so I don't actually need to draw any Swamps in a normal game to have plenty of Swamps. Hope this helps/makes sense, making a great mana base is really hard to do.
I think recasting Tiamat is probably a useful enough thing that Netherborn Altar might be handy, as would similar effects. You can also use Capsize or Unsummon to return Tiamat to hand so you can get her trigger again (to recover from a wipe).
If you're really into Dragons you might like Crux of Fate, this can clear out non-Dragons, probably letting you alpha strike. You can also try Mandate of Abaddon and target a Dragon that is big enough to kill all the relevant blockers, yet small enough to not kill your important Dragons.
ToastedBagl on
The Saga of Tom Bombadil
1 year ago
Arcane Adaptation could turn your praetors into gods to fetch them with The World Tree. Same with Conspiracy.
Resurgent Belief would add an endgame opponents would be afraid of.
Aether Snap would reset your saga counters.
Cleansing Meditation would be helpful in the mirror or just generally helpful against enchantments.
Apollo_Paladin on Apollo_Paladin
1 year ago
@ Halfdan_TH I'm glad it was helpful! Those trophies are especially nice since they can also hit lands. It can really disrupt an opponent to take out their enchanted land, The World Tree or Maze's End that they were counting on for manafixing and/or a win condition.
There are so many new nonbasic lands out since the Trophy was first printed & I've found them to be a particularly useful solution in a wide array of cases.
Darb_the_Bard on
Buttercup: Princess Bride
1 year ago
I think The World Tree would be a fine include. We're obviously not using its ability, and since it comes into play tapped it's worse than a basic forest until we play our 6th land. I think I normally have all 5 colors available by the time I get my 6th land, so I don't know how helpful this is. Obviously, there will be some games where we are missing colors and we would be happy to see this. And we are relying on creatures to produce some of our colored mana (most notably with Jegantha, but also Birds of Paradise, Ornithopter of Paradise, and others), so a board wipe could also really hurt our ability to hit all the colored pips we need. For now, I don't want to pay $3 or $4 for a tapped land. However, I could see myself putting this card in later if, after playing it against actual opponents, I find it difficult to create all my colors. Again, from my playtesting I find I normally have all the colors, but I also don't have opponents messing with my stuff...
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