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Thornwood Falls
Land
This enters tapped.
When this enters, you gain 1 life.
: Add or .
Craeter on Avian Uprising
1 month ago
jaketheaccountant I think I know what you mean, as the deck is predominantly / with a small amount of and even less . This deck does struggle a bit with color balancing, but it seems to work out most of the time in my play testing. There are a number of cards that can produce any mana color: Ancient Ziggurat, Command Tower, Vivid Crag, Chromatic Lantern, Commander's Sphere, Paradise Mantle, Patchwork Banner, Migratory Route and Sword of the Animist can search for a missing basic land.
That being said, this deck could likely benefit from more options for any colored mana. So let me know if you have any specific suggestions. Switching all of the to isn't really an option for me, as like said the basis of the deck is / birds. To take out all of the would involve building a whole new deck essentially. And Nadu is the best bird commander atm so I'd like to stick with him.
I'm not very attached to Stolen by the Fae, any color mana ramp or Forest tutoring would be better than that card imo for instance. I might just swap it out for Thornwood Falls or something similar and go a bit over 1/3 lands here for more mana options.
GangstaFranksta on Arcades, the Strategist's Army
6 months ago
You should think about adding The Pride of Hull Clade because he is good but also cool. But I think you would benefit a lot from improving your mana base. I suggest it should look more like this:
Lands
Basic
Pain
Adarkar Wastes, Brushland, Yavimaya Coast
Scry Lands
Temple of Mystery, Temple of Enlightenment, Temple of Plenty
Tri Color
Brokers Hideout, Seaside Citadel, Bant Panorama
Any Color
If you wanted you could also add the gain 1 life lands: Tranquil Cove, Blossoming Sands, and Thornwood Falls. You may also consider adding Krosan Verge or Myriad Landscape just to help ramp.
It would also be really beneficial to have at least a Sol Ring and an Arcane Signet.
Other
Remove Verity Circle. Seems like there are a lot of possibilities where it is just sitting on the field not providing any value. And it isn't even a creature so it can't block. You could replace this with one of the mana artifacts I mentioned earlier or like a Swords to Plowshares, Pongify, Rapid Hybridization, Path to Exile (I kind of think you need some more removal lol, but you could replace Verity Circle with whatever you wanted.)
Remove Alive / Well. Just straight up not worth. Replace with one of the cards I have mentioned.
Other than that I think this is a really good deck. I think you could use most of my suggestions and keep it close to $100.
Rasaru on Merfolks Counting
11 months ago
If I were to only look at your pending deliveries, I'd make the following changes.
Empress Galina --> Lord of Atlantis
Kumena's Speaker --> Master of the Pearl Trident
Shaper Apprentice --> Realmwalker
Storm Sculptor --> Merfolk Skydiver
Rootwater Diver --> Svyelun of Sea and Sky
Lotus Blossom --> Hadana's Climb Flip
Thornwood Falls --> Flooded Grove
Vivid Grove --> Rejuvenating Springs
Littjara Mirrorlake --> Dreamroot Cascade
Quandrix Campus --> Windswept Heath
Battlegrowth --> Barkchannel Pathway Flip
Once you make some additional updates and clean up your maybe list (I see some cards there that are also in your main board), I'll be happy to take another look! However, some other cards you should consider (that I don't see in either list) are Emperor Mihail II, Murkfiend Liege, Simic Ascendancy, Kindred Discovery, and Guardian Project. A more more expensive card option could be The Ozolith, but I'd wait on that to see if you like how the deck plays after some changes.
Balaam__ on The First Pauper
1 year ago
You may as well run Thornwood Falls over Simic Guildgate for the incidental life gain. Both enter tapped so it’s a strict upgrade.
Edit-just noticed this is tagged as both Casual and Competitive lol. Can’t say I’ve seen that before
Drayven9309 on Adrix & Nev, Multi-Tokes
2 years ago
Regarding your land base I see you're running Misty Rainforest, but not any of the lands it's 'meant' to fetch - these are dual lands that still have land types and are thus fetchable. Tropical Island, Breeding Pool etc. I don't think you need to run Misty as you're only in two colours and green is the king of ramp, so you're unlikely to be hurting for the right colours as well as cutting 1/10th of your deck's cost.
I don't like to spend a lot of money on my land base (especially in only two colours) but there are some cheap dual lands that are good to throw in, these come in untapped if you fulfill certain conditions (which are reasonably easy to obtain, especially in green) Dreamroot Cascade, Flooded Grove, Hinterland Harbor, Vineglimmer Snarl.
(Simic Growth Chamber is fine to keep - make sure you are bouncing a land you've already tapped for mana though, pro tip)
This is just my opinion so take this with a grain of salt. But I would replace the following lands
Myriad Landscape enters tapped, you're in two colours, one being green so you've got better ramp choices.
Blighted Woodland green has better ramp than this.
Lumbering Falls unless I'm missing something you don't need the utility of having a man-land.
Misty Rainforest expensive mana-fixing and you don't have the other lands needed to make full use of it, and again green has all the ramp options.
Temple of Mystery, Thornwood Falls can be replaced by dual lands that usually come in untapped.
Rejuvenating Springs is fine but I prefer cheaper options.
Again, my opinion, but you seem light on removal and ramp while heavy on land. Most decks run 33-36 land, being in green you could probably get away with 33. Try throwing in some of these Nature's Lore/Three Visits, Vastwood Surge, Growth Spiral, Migration Path, Ordeal of Nylea has some synergy, and if you put it on a creature that already has two or more counters on it, you can sacrifice it the same turn you play it. This is by far a non exhaustive list so feel free to google simic ramp and see what other options there are.
As for removal you'll want to make sure you have removal for not only creatures, but other non-land permanents mainly artifacts and enchantments which can sometimes be difficult depending on your colours (I'm assuming you won't have to deal with problematic lands most of the time). Pongify, Curse of the Swine and, Reality Shift are good picks (Curse of the Swine-ing yourself to create lots of piggies is never not funny and unexpected.)
You don't seem to have any boardwipes, these are cards that, in a panic let you just erase everything from the Battlefield (barring lands, usually) and can be great for when your opponent(s) are simply getting ahead of you in terms of having a developed board-state. The best one you have available is Cyclonic Rift but is a bit pricey, others include Wash Out, Evacuation, Devastation Tide and, Nevinyrral's Disk (for an actual board wipe). Unfortunately Blue really only has options that return things to hand instead of thoroughly destroying or exiling and Green straight up has nothing except anti-flying. They do most of their removal through fighting.
This is turning into an absolute wall of text and I'm getting lazy so I'm just gonna finish here by copying a comment from a YouTube video
Ramp: 10-12
Card Draw: 10
Single Target Removal: 10-12
Board Wipes: 3
Lands: 33-38
Standalone (cards that are effective by themselves/with commander): 25
Enhancers (cards that amplify or are amplified by standalones or commander): 10-12
Enablers (covers a weakness or fills a gap in your strategy): 7-8
Cards on your theme: 30(ish)
Consider overlaps (cards that count in multiple categories) and partials (cards that count as 'half' in a given category. E.g. scry 2 as half a card draw card)
Corrus555 on Green/blue sea monsters copy
2 years ago
Alright let's get dorky. So you want more consistent game and early game. I like your mana ramp and some big boys, I just feel you don't have the early game, you wait for your own board state to get big but only have counter spells to remove threats.
My first list of cards I think can be removed for either lower cost cards or the effects arnt good enough. Urban Evolution to much mana for 3 card draw, the extra land drop isnt enough to justify the mana cost. Seer's Sundial is decent but the recuring cost will slow you down. But with a card like Horn of Greed ,everyone getst the card draw but you should be hitting a land drop every turn realistically. Horn of Greed isnt good with cards that put them onto the battlefield, but playing additional lands will trigger it multiple times for you, free effect for doing what your commander does. it will pay for itself in two turns. Acidic Slime its just slow,I like this better than itWickerbough Elder. Reclamation Sage is better and often the land doesnt matter unless its super competative. or Beast Within will help you with the land removal. meh Stumpsquall Hydra do you really need your CMDR bigger?? slow Sporemound Elder Deep-Fiend meh? like any combos or anything with this? Sharktocrab its cool, but you can only do the effect once, and you dont care about counters, but i see its good for the octopus creature type. Stormtide Leviathan often shoots people in their own foot if you dont have the bottom requirement on your creatures.
lands I dislike,Vivid Creek Vivid Grove tapped and only good for two turns? lands I like are Evolving Wilds Simic Growth Chamber Thornwood Falls Molimo, Maro-Sorcerer better version below. Below link are slow fetches if money is a concern, but you can run them outside your color because they dont have the mana symbol, to bad you can't run other bounce lands. https://www.mtglands.com/main-slowfetches.html https://tappedout.net/mtg-questions/bounce-lands-outside-commanders-color-identity/
Decent cards to replace with Hydra Broodmaster. Multani, Yavimaya's Avatar If you go graveyard recursion consistently she isn't bad Titania, Protector of Argoth if youre using fetches and such. If you do graveyardWorld Shaper The Mending of Dominaria Springbloom Druid early blocker,Harrow Crop Rotation crop R triggers your commander and only costs one. for any land. Zendikar's Roil this doesnt get removed by board clears and makes bigger than 1/1 spores.
Skyshroud Claim any forests. if you do dual shock lands. Fabled Passage if you have the $$$. Myriad Landscape if no $$$. Slippery Karst its good with graveyard synergy but often its cycled unless you need it the first few turns to get to land searches like Cultivate
The best card you should get Azusa, Lost but Seeking Roil Elemental Rapid Hybridization one cost removal of commander worth it. Tatyova, Benthic Druid you need cards that do similar effects as your commander so they cant just shut your deck down with one removal of your CMDR.
Tutor for your big guysFierce Empath This will pay for itslef in one turn Lotus Cobra Good long game card in my opinion that can be used for sac outlet and mana sink to pay into Tireless Tracker
Lands I like Terrain Generator Temple of the False God Hinterland Harbor cheaper than dual shocks, Thats Breeding Pool this is a dual shock land.
Late game cards that are VeRy NiCe but extra Praetor's Counsel Tooth and Nail
To battlefieldWood Elves Farhaven Elf and to hand Sylvan Ranger Ulvenwald Hydra these early game guys get you lands and can chump block, which means you block them with anything big they throw at you, assuming it doesn't have trample
Plenty of more expensive fixes but this is a good start, Let me know if you got some $$$ so I can recommend that. Most these cards should be under 10$ ish.
grapplepi on frog 1.1
2 years ago
EDIT
Getting turn 2/3 drops before grolnok comes into play can be huge, so pulling some tap lands that I have found in testing that I am ignoring more often than not in exchange for more reliable basics and an interesting tribal land I forgot I had.
CHANGES
Removed 1x Littjara Mirrorlake 1x Thornwood Falls 1x Evolving Wilds 1x Terramorphic Expanse
Added 1x Island 2x Forest 1x Secluded Courtyard
Saccox on Simic evolve overload
3 years ago
Hi Mtydemon,Cloudfin Raptor,Quandrix Campus,Thornwood Falls?
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