The World Tree

The World Tree

Land

The World Tree enters the battlefield tapped.

: Gain .

As long as you control six or more lands, lands you control have ": Gain 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.

Latest Decks as Commander

The World Tree Discussion

multimedia on Tiamat's Coven

3 days ago

Hey, well done for being new and knowing that you can still learn and improve your deck building.

Some cards within your budget to consider adding:

You have Old Gnawbone, Hellkite Charger is a combo with Gnawbone for infinite attacks as long as Charger can keep attacking you can keep paying seven mana with treasures to have another combat step. This combo uses Dragons as the win condition by attacking with Tiamat being a source of lethal Commander damage. Savage Ventmaw can make six mana when it attacks that can be used to pay for Charger, needing only one mana to have another attack which can result in having a lot of extra attacks on your turn each turn equal to the amount of untapped mana you have. Crux of Fate can wreck since it can destroy all nonDragon creatures your opponents control leaving only your Dragons alive to attack.

Temur Ascendancy does two things that are really good for Dragons, it's a haste enabler and repeatable draw whenever a Dragon ETB. Faeburrow Elder can tap for two mana, green and white, but if you control other colored permanents then it can tap for even more mana, up to tapping for five mana, one of each color. Fellwar Stone is another two drop rainbow mana rock.

Boros Charm at instant speed can protect all permanents you control from most removal including all your lands. Swords to Plowshares and Counterspell are staple single effect instant removal options. Blasphemous Act is really good in multiplayer Commander as a fail-safe/reset the battlefield of creatures and it's mana cost consistently can be reduced to only one red mana.

Patriarch's Bidding is among the most powerful reanimation effects for tribal, for five mana it reanimates all Dragons that are in your graveyard.


Some cards to consider cutting:

Temple of the False God is not a good land. My advice is cut it from all your decks, since you can't tap it for mana until you control five or more lands. If you have it in your opening hand then that hand is a mulligan and any land that does this shouldn't be used. Orb of Dragonkind can't tap to make mana to cast any nonDragon card or pay for anything else, there's better ramp options.

You're not going to be casting enough instant or sorceries in a turn to reduce the mana cost of Demilich much. Quad blue or triple blue mana cost is too difficult to make with this manabase without controlling Chromatic Lantern or The World Tree with five other lands. Velomachus Lorehold cares about cheating the mana cost of powerful 5 CMC or less instants and sorceries which you don't really have here or do you need to include since Dragons are the high CMC cards you want to cast. Casting a Crux of Fate for free would be nice, but even so I don't there's enough worth while instants or sorceries to make Velomachus worth playing.

Good luck with your deck.

AkroanEmperor on Tiamat Dragons

3 weeks ago

vanedor I've been taking into your account your suggestions and I've made some changes to the deck above. I've taken out Beledros for another copy of Velomachus Lorehold, and I slotted in The World Tree. I've been considering Temple of the Dragon Queen, but I'm unsure about what to take out for it.

kalanare on Five Color God Stuff

3 weeks ago

Hey! I was wondering if you had updated your list since Kaldheim came out? Sythis, Harvest's Hand and Sanctum Weaver seem like a good fit for your deck.

Also, you said the The World Tree made winning with Purphoros too easy, but I thought Theros gods would not entre the battlefield as creatures if you did not meet the devotion prior to casting them. How do you get the devotion for all of them before using The World Tree, to assure Purphoros triggers?

vanedor on Tiamat Dragons

3 weeks ago

These days, I'm playing a 5 color deck a bit similar to your.

I'm not sure I'm a fan of Beledros Witherbloom. Velomachus Lorehold, with vigilance, haste and its ability to cast instant without paying their mana cost is a much better deal, imo. A pretty useful land you might try, in Standard, is The World Tree. That, along with Dragon orbs and treasures, make casting Tiamat fairly easy.

A couple of other cards I thought could be fun exploring for that sort of deck :

Replicating Ring Treasure Chest Draconic Intervention Temple of the Dragon Queen

nbarry223 on Darude - Landstorm (Turn 2 Win)

3 weeks ago

I mean if you want a land based wincon, the closest thing I can think of is The World Tree + Maskwood Nexus, but that would require adding in an artifact that doesn't do too much for you otherwise.

Alternatively, I guess you could do the overdone Valakut, the Molten Pinnacle route with some unassuming cards like Dryad of the Ilysian Grove or Prismatic Omen. Dryad of the Ilysian Grove actually ramps you, so that's probably one of the better options.

PlutoniumWedding on Pinball wizard

1 month ago

Hey!

Golos really embodies Timmy edh in that sense of 'I don't care what I'm casting as long as it's big and flashy!', doesn't he? :D

I have a few ideas and comments, in no particular order.

Expropriate seems like it would be one of the big ones for a bit more pay-to-win oomph.

I think Field of the Dead is amazing in Golos decks, since your five colour edh land base is unlikely to contain many duplicate names. It's not the wincon it apparently was in... Historic? But it generates a very steady stream of chump blockers. It's apparently still like $10, though.

Emergent Ultimatuming up a board wipe and Fated Return sadly only works if Golos for some reason is already in the graveyard, since you cast the two spells immediately and will need to choose targets for Fated Return before the wipe resolves. You can of course get some other big thing that's died during the course of the game.

The flat damage spells (Sorin's Vengeance, Searing Wind) seem weak - they only impact the game if someone is already at 10 or less life, and even then only if they're currently the threat. I'd look to those if you need to make cuts for higher quality cards.

Rise of the Dark Realms and Clone Legion are a few ways to get instant boards. Both work very well if you can sneak in an Eternal Witness (or Archaeomancer) as they can recur the little creature for infinite fuel, even though you're of course unlikely to cast either more than once per turn.

Omniscience is a great way to get all the fat spells in your hand to actually be useful. It's wonderful if you get it off of Golos, but perfectly OK to hard cast before emptying your hand of bombs.

I know you're mostly going for instants and sorceries - is there a reason for this? You don't have to have one, but there are a lot of nice permanent bombs that fit the Golos playstyle, like Etali, Primal Storm, Debtors' Knell, Worldspine Wurm and Mind's Dilation. Ugin, the Spirit Dragon is a boardwipe that spares Golos and sticks around as a nuisance and possibly even a long-term threat.

Another great card with Golos is Illusionist's Bracers. Twice the madness.

Given the deck's reliance on Golos himself, I'd think it almost mad not to run some protection, such as Lightning Greaves, Darksteel Plate, Swiftfoot Boots, Hammer of Nazahn etc. Counterspells would be an option, but it's so sad to flip them with Golos...

Since Golos ramps on ETB, flicker cards like Teleportation Circle, Soulherder, Conjurer's Closet and Thassa, Deep-Dwelling can each get you one free land every turn, not limited to basics. Running all of them is probably... A different deck. One or two might be nice.

If you do go with that approach, you have lots of options, like Urborg, Tomb of Yawgmoth + Cabal Coffers for lots of mana, The World Tree, Cascading Cataracts and Crystal Quarry for fixing, or utility lands like Maze of Ith and Mystifying Maze. Since these are lands that are perfectly fine to draw on their own, this takes up a lot less deck space than it might initially seem like.

I hope I've given you some ideas at least!

kookoo on Esika Enrage

1 month ago

I like those ideas, I think I need more basics to make that work though. I think I drop the checklands for Utopia Sprawl, The World Tree, Tempt with Discovery and 6 basics. Then Illusory Ambusher for Staff of Nin.

Atsuma on Esika Enrage

1 month ago

So I think the first major thing is that you rely on a large amount of mana for a lot of your big effects, as well as specific colors of mana.

For general ramp, I would recommend looking at Kodama's Reach, Cultivate, Overgrowth, Harrow, Fertile Ground, Utopia Sprawl, Search for Tomorrow as possible ramp cards that get more mana and do a bit of color fixing.

for major color fixing, I would recommend Crop Rotation, Tempt with Discovery, Chromatic Lantern, and The World Tree which all either allow you to fetch world tree or urborg, or mana fix for you.

I also think a good include would be Staff of Nin for allowing you to get some extra card draw and enrage pings for when you are trying to get your state rolling.

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