Three Visits

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Tiny Leaders Legal
Vintage Legal

Three Visits

Sorcery

Search your library for a Forest card, put that card onto the battlefield, then shuffle your library.

DreadKhan on Mazirek, Kraul Death Priest - Insect tribal

2 days ago

If you end up running no combos/don't care much about a particular card, Protection Racket can draw a lot of cards/deal a lot of damage, especially in larger games (it hits each opponent, which is absurd in multiplayer). You'll get no extra lands, but extra spells are what you usually need. It's also great with Exquisite Blood, which is a dumb combo with Sanguine Bond if that's relevant. If you like forced sacrifice effects, Make an Example is incredibly pushed, even at 4 mana. You won't get as many bodies as Pox, but you will always hit each opponents best thing at minimum, and more potentially, it's not even targeted. It's narrow, but Do or Die also does good work at 1B, either take their most important stuff or take a ton of smaller stuff, hard to lose at 1B.

Have you thought about running some land ramping spells over 2 mana rocks like Golgari Signet? Farseek, Nature's Lore, or Three Visits are all better in this deck IMHO since you run Wave of Vitriol, each can find a basic or a non-Basic dual for fixing that won't go away as easily. You can run Utopia Sprawl instead of Sol Ring, it's not quite as good but it's still pretty good 1 mana ramp, offering fixing is always good.

Apologies if this stuff doesn't work with your restrictions, hope you have fun!

Profet93 on Altered Landscape (most fun EDH deck.. ever)

3 weeks ago

R u into infinite combos? Budget per card? Meta? Inherent weaknesses of the deck (I see you've utilized fight mechanics to mitigate green's lack of removal).

Potential cuts....

Devouring Tendrils/Prey Upon/Primal Might - While I'm unfamiliar with all of the fight cards, I feel there are better ones out there, no?

Sandwurm Convergence - I dont see it's purpose here, anti flying? If thats the case, why not add a Nylea's Intervention? That way it can remove your fliers, can search for lands and is more flexible/higher ceiling, all at a lower CMC.

Three Visits > Rampant Growth. Also, Migration Path seems very out of place here. Not sure why it's included.

Oblivion Stone should take the place of at least one of your fight cards. Given your commander makes your creatures lands, it is a one sided wipe which you should take advantage of.

Burgeoning/Exploration - Do you need both of these? I feel one is enough, you are only running 37 lands and you already have both Oracle and Azusa for extra land drops. I run close to 50 lands in my Azusa deck and I dont even run either of these personally. I feel you would be better suited by swapping these with additional mana dorks.

I wanna recommend ancient tomb and mana crypt but am unsure of ur budget. I want to recommend Bane of Progress given your low artifact and enchantment count, adding as another wipe which I feel this build would be greatly assisted by, all dependent on the meta.

Remaining suggestions are creature based which I can review later. Let me know what you think of each idea.

+1 for the name

Triton on Krark & Ikra Spellslinger/Lifegain EDH

1 month ago

I'd suggest cutting the artifact ramp that isn't Sol Ring or Mana Crypt for more spell/land-based ramp. Nature's Lore and Three Visits-like effects just to trigger more abilities/magecraft.

Some other suggestions that might be fun:

enpc on Don't Blink, or You'll Miss It!

1 month ago

Kodama of the East Tree would be a good card for the deck. Seems like a good way to get a lot of stuff into play very quickly. Plus you can run it in a line with Felidar Retreat (this card is just good with lands) and one of the ravinca bounce lands to make infinite 2/2 tokens. Also, given that you're leaning into a lands theme, replacing stuff like Thran Dynamo with Skyshroud Claim and Thought Vessel with Nature's Lore / Three Visits / Farseek will give your deck more consistency and more late game value (since you run cards like Mirari's Wake).

Also, stuff like Momentary Blink is ok, but Ghostly Flicker is better as it lets you hit two things and forms yet another infinite mana line with Eternal Witness and Peregrine Drake.

Drayven9309 on Adrix & Nev, Multi-Tokes

2 months 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)

Wickked on The Toolbox

2 months ago

Deck looks like a bunch of fun. Couple things I would change. I think that 32 lands is not enough, you prolly wanna have somewhere between 36-38. I also wonder how much work Loth does in the deck, if you want a walker then any of the Vivien would work much better. Sifter wurm and Giant Ankher both seem like they don't have enough impact for the investment. Season of renewal is another card I would looks to upgrade in impact. Bala Ged Recovery  Flip would b a great replacement for it to help get the land count up while still having this effect. I would also recommend replacing some of your artifact ramp with low costed mana dorks or green fetch ramp cards like Three Visits. Overall the deck looks great. Come check out my henzie deck and let me know what you think about it.


Gangsta's Paradise - Henzie "Toolbox" Torre

Commander / EDH Wickked

SCORE: 9 | 13 COMMENTS | 768 VIEWS | IN 2 FOLDERS


multimedia on trelassara, the stomper

2 months ago

Hey, impressive version on a budget, you've put a lot of thought into your deck.

An excellent compact infinite combo for life is Staff of Domination + Accomplished Alchemist by gaining five or more life on a turn. What makes this combo compact is it's two cards and Staff can draw which is helpful when you make infinite mana to draw your wincon in this case Aetherflux Reservoir. Staff can be a mana sink for any other infinite mana combos you play. Heronblade Elite is an overlooked mana dork who can get out of hand quick when playing counters as well as other Humans. With 5 or more power it also infinite combos with Staff of Domination.


To improve gameplay use cards that are part of combos, but are good without combos? Cards that do other things such as ramp or gain life and can be used in more than one combo. Try to limit the combos to two cards to make it easier to assemble.

Staff of Domination, Accomplished Alchemist, Ivy Lane Denizen, Spike Feeder, Cleric Class, Heronblade Elite, Scurry Oak are combo cards that are also good outside of combos. In contrast Sorcerer's Wand, Lurking Roper, Famished Paladin, Krosan Restorer, Presence of Gond are subpar cards that are only here because of combos or are only part of one combo. I'm not suggesting to cut all these cards, just to think about what other uses do they have here besides a combo and are they really needed because of that?

For example, Illusionist's Bracers is an expensive price card here that's only in one combo with one card, Krosan Restorer. Consider cutting Bracers and Restorer? Doing this change would also let you cut some of the lesser Bounce lands, Karoo and Jungle Basin because only playing them for Restorer combo. For a budget manabase Canopy Vista and Fortified Village could replace those lands. By adding Canopy Vista then you have a Selesnya dual land that Three Visits can get.

Many of the combos here require an equipment or an aura, Open the Armory can tutor for either one.


Some changes to consider:

Good luck with your deck.

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