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Legality
Format | Legality |
1v1 Commander | 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 |
Oathbreaker | Legal |
Penny Dreadful | Legal |
Pioneer | Legal |
Tiny Leaders | Legal |
Vintage | Legal |
Thespian's Stage
Land
: Add .
, : Thespian's Stage becomes a copy of target land and gains this ability.
Profet93 on
Azusa, Lost but Seeking Cthulu [Primer]
4 weeks ago
Boseiju, Who Endures - Interaction that takes up a land slot
Cavern of Souls - Ensures your huge mana investment into eldrazi doesn't go to waste.
Field of the Dead - Zombies!
Gaea's Cradle - Even better with zombies!
Deserted Temple - Untap cradle
Thespian's Stage - Copy field, deserted, opposing utility land or even an eldrazi temple in a pinch
Petrified Field - Recur important utility land
High Market - Sac eldrazi to prevent theft, prevent your GY from being exiled by saccing an eldrazi to shuffle grave in. Depends on the meta, same with Homeward Path
Momentous Fall - More sac outlets! Draw more cards, gain some life, etc...Be aware though, that sacing is additional cost to cast so watch out for blue player
Mana Crypt - Ramp
Realms Uncharted - Tutor for Eye of Ugin, petrefied field and 2 other utility lands. Damned if they do, damned if they dont. Much better with land recursion effects such as crucible, Ramunap Excavator
More suggestions to come should you enjoy these.
Mazera on
Colorless Thopter buster JLP 3
1 month ago
You should add Thespian's Stage to copy any interesting lands like Dark Depths since it can make itself a copy of Dark Depths without any snow counters, instantly popping a Marit Lage for just 2 measly mana
Tur on Hidden Power - Crop Rotation
1 month ago
Thank you for noticing my intention, that is the key point of this argument!! Newer and casual players tend to disregard or ignore Crop Rotation, because they only see it for very expensive cards such as: Gaea's Cradle, Mishra's Workshop, The Tabernacle at Pendrell Vale, Serra's Sanctum, Bazaar of Baghdad, and Diamond Valley. (I.e. sacrifice a Forest and get Gaea's Cradle.)
In fact, I own all of these cards and in only one single case is Gaea's Cradle the first priority for Crop Rotation. Here are a few examples using commander decks: (These do not include utility lands, such as Bojuka Bog, Cavern of Souls, nor Homeward Path.)
Commander: Lord Windgrace
- First Priority: Lotus Field / Lotus Vale / Scorched Ruins
- Second Priority: Urborg, Tomb of Yawgmoth / Cabal Coffers
- Third Priority: Field of the Dead
- Fourth Priority: Thespian's Stage / Vesuva
- Fifth Priority: Bazaar of Baghdad
- Sixth Priority: Glacial Chasm
Lotus Field is great for ramping with Lord Windgrace minus three ability. Cabal Coffers is fantastic for ramp. Field of the Dead provides a win condition and blockers.
Commander: Mina and Denn, Wildborn
- First Priority: Valakut, the Molten Pinnacle
- Second Priority: Thespian's Stage / Vesuva
- Third Priority: Field of the Dead
- Fourth Priority: Gaea's Cradle
Because of Fiery Emancipation, Valakut, the Molten Pinnacle became ridiculously overpowered. Nine damage every time a mountain enters the battlefield. Furthermore, the Scapeshift combo causes you to win the game.
Commander: The Gitrog Monster
- First Priority: Dakmor Salvage
- Second Priority: Urborg, Tomb of Yawgmoth / Cabal Coffers
- Third Priority: Field of the Dead
Dakmor Salvage is the combo engine for The Gitrog Monster. Therefore searching for it, the sacrificing it to The Gitrog Monster is crucial for the deck.
Commander: Gargos, Vicious Watcher
- First Priority: Hall of the Bandit Lord
- Second Priority: Reliquary Tower
- Third Priority: Nykthos, Shrine to Nyx
- Fourth Priority: Temple of the False God / Ancient Tomb
- Fifth Priority: Diamond Valley
Hall of the Bandit Lord provides haste to the hydra tribal. Reliquary Tower is necessary for cards such as Soul's Majesty and Greater Good. Nykthos, Shrine to Nyx is pretty nice with the triple green devotion from Gargos, Vicious Watcher.
Commander: Carth the Lion
- First Priority: Field of the Dead
- Second Priority: Urborg, Tomb of Yawgmoth / Cabal Coffers
- Third Priority: Volrath's Stronghold
- Fourth Priority: Karn's Bastion
Field of the Dead is way too good in Carth the Lion, because Garruk, Cursed Huntsman emblems immediately with Carth the Lion. Making at least one 5/5 zombie with trample every turn is very strong.
Commander: Maelstrom Wanderer
- First Priority: Sanctum of Eternity
- Second Priority: High Market
- Third Priority: Command Beacon
Sanctum of Eternity allows you to put Maelstrom Wanderer back into your hand, allowing for the on-cast trigger to happen again. High Market not only taps for mana, but allows you to send Maelstrom Wanderer back to the command zone.
Commander: Sythis, Harvest's Hand
- First Priority: Serra's Sanctum
- Second Priority: Nykthos, Shrine to Nyx
- Third Priority: Field of the Dead
- Fourth Priority: Hall of Heliod's Generosity / Gaea's Cradle
Unfortunately, for this deck Serra's Sanctum is the best target for Crop Rotation, however Nykthos, Shrine to Nyx is a close second best target. With Sythis, Harvest's Hand you have to commit heavily to the board, so your devotion is going to be high. Field of the Dead gives blockers before you can stabilize with Sphere of Safety, Solitary Confinement, and Ghostly Prison.
Commander: Marwyn, the Nurturer
- First Priority: Gaea's Cradle
- Second Priority: Wirewood Lodge
- Third Priority: Deserted Temple
- Fourth Priority: Yavimaya Hollow
- Fifth Priority: Nykthos, Shrine to Nyx
- Sixth Priority: Ancient Tomb
Unfortunately, for this deck Gaea's Cradle is the best target for Crop Rotation, however Wirewood Lodge is a close second best target for untapping Marwyn, the Nurturer. In fact, I found myself frequently choosing Wirewood Lodge over Gaea's Cradle because it does not draw as much threat for Strip Mine effects. Wizards of the Coast is frightfully aware of this fact and has made many cards to compensate by using creatures and enchantments: Priest of Titania, Itlimoc, Cradle of the Sun, Elvish Archdruid, and Circle of Dreams Druid.
Hope this helps clarify my stance!
Tur on Hidden Power - Crop Rotation
1 month 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.
DraconicDestruction on
Kura, Secret Tron EDH
1 month ago
you could add Dark Depths and Thespian's Stage to use marit lage as a backup base for voltron (20/20 flying, indestructible?). this would be good, because kura's death ability is for 3 of any lands, not just basic ones
Profet93 on
Azusa, Just Lost...
1 month ago
Initially you said you want to overwhelm with speed, then you say you want resiliency. One is usually at cost for the other. For me, I've valued resiliency the majority of the time. Given you are playing 3 player (or even 4 for that matter), you should focus on late game rather than trying to be incredibly explosive. Not to say you shouldn't do what green loves to do, ramp, but the way you ramp depends on your goals. I'm going to focus on a resilient deck mindset. That way, you don't get needlessly targeted and are out of the game, it also makes the games as you described.
Good/Bad Fetches - Fabled Passage/Misty Rainforest/Prismatic Vista/Terramorphic Expanse/Verdant Catacombs/Windswept Heath/other fetches that are older and came out more recently that I can't recall. Some are more expensive that others, for you, terramorphic and a few of the cheaper fetches (Listed here and the ones that recently came out, I don't keep up with new sets) should be a great asset to you. Fetches are incredibly important for Azusa. Don't sleep on it
Castle Garenbrig - Ramp
Field of the Dead - RIGHT at the budget mark, VERY powerful. The more nonbasics you get, the more powerful. Think fetchlands triggering this, Acnient Greenwarden doubling the triggers. Azusa + 3 fetches = 6 Zombies! Not needed, but SO powerful, definitely add when you have more nonbasics. This card goes NUTs with effects that brings lots of lands into play like boundless realm/reshape the earth, Scapeshift, etc....
Mirrorpool - Not at all needed, a pet card of mine. Getting another Terrastodon, eteranal witness or just any powerful nonlegendary spell really. I like to copy Greenwarden myself.
Reliquary Tower - When you add much more card draw (which you seriously need), then add this.
Sanctum of Ugin - The way my deck works is that I have various land tutors to search for this or Eye of Ugin. Then I cast a spell like All is dust/akroma's memorial to sac sanctum to find either Kozilek to refill my empty hand. Depends on how many 7+ colorless spells you end up running. I think you should run both Kozilek's for sure. Ulamogs are upgraded removal > Desert Twister. But you don't want too many per your comment, so this land remains to be seen in how effective it is. For your build, I'm inclined to say no, but given it's saved my ass more times than I could count, I wanted to bring it to your attention.
Strip Mine - With crucible of worlds = GG. Although from my understanding, you don't want to do that. Nevertheless, it's still useful for getting rid of opponents Cabal Coffers, Cradle, Nkythos or any other utility land that's giving you an issue. You could also utilize another Land Destruction land which is less oppressive should you wish, I could name a few.
High Market/Miren the Moaning Well - Sac lands prevent theft, exile and trigger death (Greenwarden, Kura, etc...).
Thespian's Stage - Meta dependent, not needed. If they run Urborg + Coffers, you can copy their coffers. I use it to copy my field of the dead (imagine 2x zombies per land + 3 fetches = 12 zombies if I'm doing match correctly, combine that with ancient greenwarden to swarm!). All depends on the lands you end up choosing and your opponents lands. Meta dependent as well. I know some people combine it with Dark Depths for Marit Lage token in more casual playgroups should you be inclined for that synergy. Crucible of worlds makes this repeatable. Just remember that the token itself is legendary.
Garruk, Primal Hunter/Soul's Majesty - Garruk is better for sure as it is a permanent to come into play with Genesis Wave (unsure why you aren't running it, $?) and is more versatile. Not sure of budget at the moment, but he also provides tokens which he can use his 2nd ability to draw from. Ult is largely irrelevant.
Kozilek, Butcher of Truth/Kozilek, the Great Distortion - The primary purpose of these cards is to refill your hand. While there are other cards prior mentioned to refill your hand, card draw is insanely necessary in Azusa. Given distortion is cheaper and better IMO, I would go with distortion. Just ensure you have enough utility lands in the deck (I'd add like 5-15, 10 probably, more depending on your preferences). I understand you want this to be a green deck and don't want to rely on them as a wincon, thats fine. I see you already run Avenger + Craterhoof.
Abundant Harvest, Broken Bond (eh, its okish), Desert Twister, Nature's Lore, Nissa's Pilgrimage, Reshape the Earth, Groundswell , Naturalize (Return to Nature is a strict upgrade, but I would run neither), Primal Bellow, Wrap in Vigor (Heroic Intervention upgrade), Primal Rage, Retreat to Kazandu, Caged Sun (with less basics, its less effective), Opal Palace, Jungle Basin, Darksteel Citadel, Undergrowth Champion , Ulvenwald Oddity , Seedborn Muse (you are not a passive deck), Scythe Leopard Kalonian Twingrove/Dungrove Elder (see caged sun), Brawn , Arboreal Grazer
Obviously it's your deck and depending on your meta, making your deck really good could make it less fun for your opponents. Or they could improve their synergy as well. Azusa is a very powerful commander, Like Tier 3 IMO which is pretty high, especially in a casual meta like yours.
If you have any questions regarding why I recommended a particular cut or suggestion, please let me know. I love to help fellow Azusa players :)
kirbysan on
[Primer] Helming the Host of Heaven *Update*
2 months ago
I love your deck and have been using it as a template as my regular deck for random pub games. While it performed pretty well without any upgrades, I found it ran out of steam mid to late game after I get blown out by a board wipe. After a game or 2, players would usually exile Giada the moment it hits the board, slowing down our ramp signifcantly. Also, if we miss a land drop mid-game, we're basically stuck waiting for a good draw. I realized that building an early oppressive board state begs for a board wipe when everyone else is still building but it sets us back significantly. With that in mind, I cut a lot of the lower CMC angels and built more towards value/recursion. Based on your comments it seems that this deck is more budget focused but since I'm making this my main, I've decided on pulling the best cards from other decks for some spicy upgrades. Let me know what you think below (sorry for the wall of text):
Mox Amber - With Giada on our board turn 2, this is like an additional land drop.
Mox Opal - I'm currently running 19 artifacts so hitting metalcraft isn't hard.
Archaeomancer's Map - This one isn't as good as Land Tax but it can help us keep pace with Green ramp and drop the tapped lands on opponent's turns when we can't use them efficiently.
Smothering Tithe - I've played this card in 2 other decks and it's always been great. It usually pays for itself by the time it comes back to you and if not removed can add plenty of mana over the course of the game.
Smuggler's Share - I have mixed feelings about this card. The smarter opponents will play around it, but should still give us some card advantage overall.
Scroll Rack - Wheeling away a mediocre hand for 1 is strong. Particularly good with Land Tax or Windbrisk Heights.
Flagstones of Trokair - Comboes with Lotus Field.
Thespian's Stage - Copy Lotus Field or Lost Vale.
Vesuva - Copy Lost Vale or Flagstones of Trokair or Myriad Landscape.
Nykthos, Shrine to Nyx - Value with a strong board presence.
Ancient Tomb - Helps with the artifacts and equip costs, life loss is not a concern in this deck.
Cavern of Souls - I hate when blue counters our big angels, so this stops it.
All the fetch lands - Arid Mesa, Fabled Passage, Flooded Strand, Marsh Flats, Prismatic Vista, Windswept Heath. This reduces our number of basic Plains to 11-12 but I haven't had issues with it yet so far as long as we have access to colored mana in my starting hand.
Stoneforge Mystic - Amazing with Sword of Hearth and Home. Keep blinking it and grab the rest of your equipment package for free. Second target would usually be Lightning Greaves just to get some protection on the board or make some hasty angels.
Weathered Wayfarer - Comboes well with the newly added lands. Fetching Lotus Field helps guarantee activation while keeping pace with the ramp.
Recruiter of the Guard - Prime targets would be Stoneforge or Wayfarer but can also hit Starnheim Aspirant or Karmic Guide. Also gets the cost reduction from Herald of War which is nice.
Pyre of Heroes - While Search for Glory can fetch some of our legendary creatures, I prefer getting them straight onto the battlefield. I wouldn't use it on the lower cmc Angels, which I mostly pulled out, but on the higher cost ones to cheat out big angels. The dream is to target the one-off 5 cost angels like Karmic Guide or Sigarda's Vanguard to pull Sanctuary Warden for the card draw into Emeria Shepherd for the recursion or Bruna, the Fading Light Meld to bring out Brisela, Voice of Nightmares Meld Meld
Sword of Fire and Ice - I haven't added this one in yet but I think it's a strict upgrade over Rogue's Gloves. Getting the pro blue/red and pinging things off the board is just so much more value for the extra 1 cost.
Lightning Greaves - Short of board wipes, single target removal is the bane of this deck. I usually voltron Giada with all my equips and let the other angels synergize the board.
Emeria Shepherd - Especially strong recursion with fetches. Dropping this on the right turn with a fetch in hand can be game ending.
Serra Paragon - Doubles as a Crucible of Worlds and can grab our swords back when destroyed, and it's an angel to boot. Definitely an auto-include.
Steel Seraph - Haven't playtested this one yet but I like that it's a 3 drop with relevant abilities. The dream is to cheat out Emeria Shepherd with Pyre of Heroes as a turn 3-4 play.
9-lives on Urzatron and Filter lands vs …
3 months ago
I'm wondering if Lotus Field combo works better or worse than using Urzatron with filter lands? Here's my manabase with Urzatron:
- 2x Cascading Cataracts
- 2x Painted Bluffs
- 4x Shimmering Grotto
- 4x Unknown Shores
- 4x Urza's Mine
- 4x Urza's Power Plant
- 4x Urza's Tower
- 4x Expedition Map
28 cards total
Here's the minimum manabase and cards to make Lotus Fields work:
- 6x Forest
- 4x Island
- 4x Lotus Field
- 2x Temple of Mystery
- 4x Thespian's Stage
- 4x Yavimaya Coast
- 4x Hidden Strings
- 4x Sylvan Scrying
- 4x Vizier of Tumbling Sands
36 cards total
Also, I can use filter lands themselves to make more colored mana. Urzatron with filter is even better. Lotus Fields requires that they are untapped artificially, which seems to giv the urzatron an advantage.
Have (5) | metalmagic , reikitavi , orzhov_is_relatively_okay819 , sachiel2nd , Gowigglytuff |
Want (8) | GrandeKhan , jw560211_magic , dchaffee02 , mitchman502 , Shinmaximo , Barakana , Amaterasu312 , Arrzarrina |