Three Visits

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Three Visits

Sorcery

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

Profet93 on Unashamedly Gruul Assault

5 days ago

Headers13 +1

I like how you play Xenagos with smaller creatures and pump spells. Very aggro combat trick based deck, it's enjoyable. Here are some thoughts for cards under $5...

Eternal Witness - Recursion is nice

Savage Ventmaw - Combo with aggravated assault or just value on it's own.

Siege Behemoth/Carnage Tyrant > Kodama - Kodama has shroud so you can't target it. Siege has hexproof so you can, and a relevant ability.

Greater Goodfoil - Best card in Xenagos, even with low stat creatures. Pump them up with commander, maybe even another pump spell and then you can sacrifice them in response to removal to get draw/virtual + actual card advantage, fill your GY, as well as preventing theft and exile!

Rancor - Reuseable cheap buff

Rishkar's Expertise - While not entirely serious given your set up, despite being risky, it can pack a pump. Refueling hand and adding tempo? Sign me up

Return of the Wildspeaker - Can be used as draw or buff. It is expensive for sure, but worth considering.

Three Visits > Rampant growth - Three visits can grab duel type forest/mountain lands

Speaking of lands, there are some potential lands I can show you should you wish. Looking forward to your response.

KongMing on these rats are getting jacked

3 weeks ago

Also, since you have access to Green, you should run Three Visits and Nature's Lore instead of your Guild Signets - lands are more resilient to removal than artifacts, and it thins your deck too.

Profet93 on Kodama’s Tinker Shop

1 month ago

AromontTheDruid

Three Visits > Rampant growth

Have you considered swapping out River Song's Diary for Yavimaya, Cradle of Growth? Diary doesn't seem to be on theme while Yavimaya is another land which you might find helpful given your land count. You have a low avg cmc of 3.06 which is lovely. I do wonder how often you have difficulty getting the lands you need. Yavimaya, while risking helping other decks get their colors, allows you to tap maze of ith for mana and make your PW Nissa's static ability even more useful.

Perhaps a Cloud Key or even a Semblance Anvil to help reduce either creatures or artifacts?

Maybe a Creeping Renaissance to recur about 20% of your deck?

Lastly, Beast Within for removal.

Lmk what you think

GregariousG on You Wouldn't Download A Spell | *Primer*

1 month ago

To Lastline77,

I’ve never liked the look of tags in my posted lists. I just use a separate Word document to making categories for ramp, draw, interaction, etc. That’s just easier for me. For me, deckbuilding is just as entertaining as playing. I really enjoy making a concept, playing it, and moving pieces around. I started a long time ago so I’ve gotten better, hopefully. After building , playing, and tweeking, I can just know what each piece is supposed to do and whether it is effective or not. I can walk you through my thought process for this Ivy build. When I saw Ivy, I knew off the jump that she would make a good tempo commander because of her low cost and copying ability. Because this was going to be Simic Tempo, I need a low curve. Thus, most of my cards should sit between and and very few high cost cards. If you look through my editing history, you can see the few amount of high end creatures and spells were continuously cut. As well, tempo decks want to draw a lot of cards. Because of that, I stacked the deck with Combat Research-effects and looked for new ones with each set. The ETB draw enchants are also good, which is why there are so many. At first, I had the stereotypical ramp package, with mana dorks and land fetches like Cultivate. However, I noticed that drawing cards is just as good as some of the classic ramp spells. For example, Enter the Unknown is probably one of the best ramp pieces in this deck. The ability to have an extra land drop per target for just . is busted. Thus, there is no point to have Three Visits when I can drop two or more additional lands. As well, ramp that copies, like Migratory Greathorn is just better than Three Visits because it can be copied. Besides card draw, this deck needs all of the interactions, aka counterspells and protection. This is one of the reasons why there is so much draw; this deck needs interaction. I always want a counter or protection in my hand. Two reasons. First, a tempo deck that gets interacted with early generally doesn’t do anything for the rest of the game. You want to control the pace as much as possible. Second, Ivy tempo is a major problem once it gets going and people will notice. That’s when the removal and the board wipes start to fly. However, this is Ivy tempo. With overwhelming card draw and interaction, you probably won’t care what the opponent is doing. Opponent going to Farewell the board. That’s great because you have Slip Out the Back to phase out or just a counter. However, you need that card advantage. As for switching out cards, this comes best through playing testing. For example, Double Major is in 50% of the 8,378 Ivy decks recorded by EDHREC. As of a few days ago, my deck was included in that number. However, Double Major has always been on the chopping block. Great on paper, awkward in play. This might not be true for others, but Double Major was rarely worth it. There are easier and more curve-friendly ways to get copies of Ivy. This was a long rant but I hope it kinda helped.

Nunu312 on Bealoth elfball

1 month ago

This deck is pretty cool, I love me some goad. It does run pretty good as well.

But I do feel it's also quite fragile, lacks card draw and has a bunch of deckbuilding traps in it. The only real way to protect your commander is Swiftfoot Boots, Tyvar's Stand Wrap in Vigor and two of those are instants that mean you need untapped mana. Given you are going to be getting him out on turn 4-5 and then pumping him up turn 5-6, he will be quite vulnerable to any form of damage or control. And given his ability, he is going to be a target for the whole table.

There are quite a few more instants that are good for protection, the standout being Heroic Intervention that will protect your whole board state. For ongoing protection Asceticism is a little expensive but it comes online at about the right time and is quite strong. I don't think you need much more but that goes hand in hand with the next thing.

Actually getting to these is going to be pretty unreliable though as you have 3ish sources of card draw. Given an average game might go 15 turns (lot of variance I know), that's 23 cards. You will be seeing about 1 source of card draw every 3 games. The deck thinning from dropping extra land helps, but I would recommend about 10 cards that have some form of drawing, meaning you should bump into one by at least turn 3 every game. These might just be things like Commander's Sphere, War Roomfoil or Collector's Vault, but red has some good ones like Cathartic Reunion. There are a lot of options here and it's just good to get up to a certain critical mass.

You might also be able to make yourself a little more resistant to control with some recursion (people are going to be killing Raised by Giants), Eternal Witness being the green standard but I'm sure you can find an elf like version.

As for the traps I mentioned... Those are things like:

Guild Artisan, Which requires you to attack with your commander, and gives you two mana. Your commander might attack 2-4 times after turn 8? It's not hard to replace, but its surprising how slow some cards that seem good can be.

Farhaven Elf is similarly pretty good, but your deck doesn't benefit from having it over Llanowar Elves, which only costs 1. The only difference is that land doesn't die easy... but unless someone is trying wipe the board or you really need a blocker, neither do the 1/1 elves.

Same for Kodama's Reach and co compared to the 2 cost versions like Three Visits. The extra land in hand is nice, but the one land in play a turn earlier is often nicer. These could speed the whole deck up by at least a turn.

Hope this helps

mrweaselman on Stompy Boys (EDH)

3 months ago

Since you're in green, you have some pretty good options for ramp for two mana. Oketra's Monument, Rhonas's Monument, Invasion of Ixalan  Flip and Thought Vessel seem to be the weakest. Three Visits, Nature's Lore, and Skyshroud Claim are all very solid options that are much harder to remove. Selvala, Heart of the Wilds can also make a ton of mana and draw you cards.

Cards that seem weaker:
Wayward Swordtooth: You only run 33 lands, I am not sure how often this is going to trigger. With a lower land count you have a lesser chance of having multiple lands in hand.
Akroma's Will: This may be overkill. A better option may be Return of the Wildspeaker because it can also draw you a lot of cards.
Bite Down and Ram Through: Requires you to have a creature of the board. Something either cheaper or more flexible like Swords to Plowshares or Touch the Spirit Realm can be beneficial.
Boros Charm: Unless you play in a token heavy meta, there may better options like Flawless Maneuver or Tyvar's Stand. Both can protect your commander the turn you get it out for cheap.
Virtue of Strength: This card does say basic land and you do only run 18 in the whole deck. Take a look at Mirari's Wake, or you could run Bala Ged Sanctuary  Flip and another ramp spell for basically the same slots.
Kinjalli's Caller, Knight of the Stampede, Marauding Raptor, Otepec Huntmaster, and Atzocan Seer: These cards are definitely thematic, but I'm not sure if they're all better than Delighted Halfling, Birds of Paradise, Avacyn's Pilgrim, Bloom Tender, and Sylvan Caryatid. Especially if you're only casting one big dinosaur a turn. Same for Commune with Dinosaurs < Once Upon a Time

ThassaUpYo@ssa on Kros

4 months ago

Swagner240sx

For your strategy, I'd focus on either infect or +1/+1 counters since the list seems to be a bit "busy" with too much going on. Once you choose which way you'd like to take the deck, we can further tweak - proliferation will still be central to your overall plan.

Here are some suggestions by color that you might want to consider adding to your mainboard:

:

Heroic Intervention, Nature's Lore, The Great Henge, Three Visits.

:

Akroma's Will, Flawless Manuever, Smothering Tithe, Teferi's Protection, Trouble in Pairs.

:

Cyclonic Rift, Fierce Guardianship, Mana Drain, Swan Song.

Permission Denied

I think you can get away with swapping out removing some counter spells as it seems a bit overkill - Cancel, Dispel, Envelop, Negate, and Nullify could probably come out in favor of Fierce Guardianship, Mana Drain, and Swan Song (the others could just be cut).

For your land base, I'd work the following lands in to help with your color wheel:

Fetch Lands: Flooded Strand, Misty Rainforest, Windswept Heath

Filter Lands: Flooded Grove, Mystic Gate, Wooded Bastion

Pathways Lands: Barkchannel Pathway  Flip, Branchloft Pathway  Flip, Hengegate Pathway  Flip

Shock Lands: Breeding Pool, Hallowed Fountain, Temple Garden

Tri-Cycle Land: Spara's Headquarters

True Duals: Savannah, Tropical Island, Tundra

For mana rocks, I prefer the talismans over the signets:

Talisman of Curiosity, Talisman of Progress, Talisman of Unity

I think your Kros, Defense Contractor list is in a good spot, it just needs to be a little more focused.

DreadKhan on Sandstorm

4 months ago

In addition to 31 lands not really feeling like a lot of lands, do you have enough fixing in here? I'm seeing about 4 Fetch lands and an awful lot of colourless lands, do you find you have enough early access to Green mana in here? Green is very good at fixing your other colours, while also being good at speeding up your game plan, most decks with Green that aren't playing cEDH should favor Green sources, or run enough total sources that the ratio is less important.

That brings me to my next point, what happens if your Commander is killed twice? I don't see much ramp in here, much less than I'd expect, Green land ramp spells are amazing IMHO, even if they are mostly sorceries. In particuar Farseek, Three Visits, and Nature's Lore are each able to find your Triome or any Dual with types (some are quite cheap and are still reasonably playable). If you ran more Basic lands you could run stuff like Harrow, Cultivate, or Kodama's Reach, IMHO Cultivate and Kodama's Reach are MUCH better cards the more lands you've shaved down, getting a bonus land in a 45 land deck means less than doing so in a 31 land deck. Also, no Hour of Promise in here? Am I missing something?

It's a very 'cute' card, but Ruin Ghost is a way to get an extra landfall each turn for only W (and the land can enter untapped), it might be too small, but if you've got enough landfall triggers in a deck then it's a solid enough card.

I didn't really have that much time to look over your deck before posting this, so if I've missed something key and I sound like a crazy person, sorry! I'll probably take another look when I have more time.

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