Three Visits

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform 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
PreDH 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.

pyyraus on Yurlok of Scorch Thrash Mana Burn

1 month ago

The mana base needs some improvement. Playing only 33 lands is not enough in a deck that cares about lands as much as this one does. All the land mana doublers are more and more powerful with every additional land- up to a point, but you're well away from that. I'd try to go to at least 37 and up to 39 with the current amount of lands-matter cards. Specifically adding some basic lands so you can get more out of cards like Lavaleaper which currently only works with three cards in your deck. This would also encourage adding more land ramp spells like Cultivate and Kodama's Reach. I would recommend switching to these spells independent of any other details of the deck because you can easily remove cards like Arcane Signet and Chromatic Lantern to make room for instants and sorceries; I personally almost never run Chromatic Lantern in green decks because of these spells. I also think you can drop Animist's Awakening for a more consistent spell like Three Visits, Skyshroud Claim, Migration Path, or even Hour of Promise. It's an okay mana sink but it's not great when in the early turns when you need to get lands but don't have mana to put in. And when you have a lot of mana, you don't necessarily more lands. I think the few mana dorks you have are good and you're not running the more redundant ones like Elvish Mystic, etc.

I think the deck's removal package is solid but could use a few more targeted non-creature removal spells to work with Assassin's Trophy- currently, the only card that can really hits those; maybe good ol' Beast Within? I do like Comet Storm as a mana sink & removal in one card but I don't think it fits the wrath slot as it's more of a multi-targeted removal spell. That doesn't necessarily drop it but I strongly recommend at least one more consistent wrath for a more passive deck like this; Blasphemous Act and Damnation off the top of my head are solid.

Apart from that, I feel like there is a good mix of mana sinks and sluggey effects at the core and the card draw and is good. However, I think it can be improved by dropping some miscellaneous cards to make room for improvements to the aforementioned categories.

  • Vexing Shusher/Destiny Spinner: this is a good ability but Hexing Squelcher is better and I don't think you need this much redundancy especially since these only protect from a single, impactful granted, type of threat

  • Heartstone: this doesn't reduce Yurlock's ability due to the wording- does it work with something else I'm missing?

  • Regrowth: Eternal Witness is honestly just better because it comes with a body

  • Leyline of Abundance: I don't think this is really worth it with only four creatures that add mana; I think 8 mana is a bit awkward for a mana sink and the counter aren't super great in a deck that doesn't like combat that much

  • Scytheclaw Raptor: I'm not definitively recommending you to drop this but it seems a bit weak on paper

  • Torment of Hailfire/Exsanguinate: at least one pls :(

theNeroTurtle on I summon pot of greed to draw 3 additional cards!

1 month ago

<3

any time I run green, I am a big fan of speed. And green is all about speed when you have access to cards like...

Cultivate

Exploration

Farseek

Kodama's Reach

Nature's Lore

Rampant Growth

Skyshroud Claim

Three Visits

just my opinion.

NV_1980 on The Police - Roxanne

1 month ago

What an excellent looking deck! the only thing I would change to it would be to add some more early ramp or some dorks, so that Roxanne can come out to play a little sooner. Sorceries like Farseek, Nature's Lore and Three Visits come to mind.

Optimator on Everyone Gets A Counter!

1 month ago

Seems like a really great list! I don't have many notes. You have good land-count and draw and utility and everything.

Since you have Ziatora's Proving Ground, I guess Three Visits and Nature's Lore would be better than the talismans.

If it were me, I might want even more effects that double your commander's triggered ability. Rings of Brighthearth, Illusionist's Bracers, and Strionic Resonator are worth considering. Genji Glove, et al, giving reliable extra combats would be great. Karlach, Fury of Avernus would be excellent. Love that card.

Not sure what I would take out though.

Profet93 on Kosei, Modified Voltron Warlord

2 months ago

Beckores +1

Vines of Vastwood - Buff + Protection

Three Visits > Rampant growth

Yavimaya Hollow - Protection and a good target for sylvan scrying

Castle Garenbrig - Ramp

Reliquary Tower - Utility

Commander's Plate - Amazing

Crystal Chimes / Creeping Renaissance - Recursion

Optimator on Boots for the Beatdown

4 months ago

True Conviction could be some sort of limit break. Or Big Guard or Enemy Skill Materia.

For your lands, why not do alters of :

Jetmir's Garden - Temple of the ancients? The Crater? Wall Market? Another version of Aeris's church garden or home garden? The Ancient Forest?

The inclusion of Jetmir's Garden also makes Three Visits and Nature's Lore a lot better. Fetch lands too, but I understand the desire not to run fetches. It also turns on all three Check lands.

Sacred Foundry - Stomping Ground - Temple Garden -- Temple Garden would be extra-thematic for Coral Valley or The Temple of the Ancients

Bountiful Promenade - Spectator Seating - Spire Garden

Commercial District - Elegant Parlor - Lush Portico

You have all three Check lands in, so of course having duals with land types is extra desirable. Check lands also go extra-well with Fetch lands, but you may not have room if you're keeping the cool precon lands.

I feel like if you're going all-out with this deck, why not have the good lands? Aggro decks need them more. Swap the cycling duals and the always-tapped duals? (Radiant Grove etc). You could also swap the Snow duals, though it is fairly thematic for those lands to be Snow lands. Still, you have no Snow payoffs to worry about.

I feel like Wooded Bastion and Sunscorched Divide could be upgraded easily enough--although I do kind of like how the Sunscorched Divide and Wooded Bastion complete the cycle from the precon. I've always found the Shadowmoor filterlands to be a bit unreliable in three-color decks. Not awful, mind you. Still, I think you'd be way better off swapping the alters over to shock lands or Battlebond duals.

You could turn Wooded Ridgeline into Stomping Ground and keep the art and flavor text.

I love the inclusion of the "Slowland" cycle (Sundown Pass etc)

DatShepTho on Prossh's Pit - EDH

4 months ago

I think you would enjoy using some more efficient deck smoothers such as:

for ramp:

for card advantage:

for removal:

...by cutting less mana efficient cards such as...

I also recommend trying custom tags to separate card purposes. Apart from lands, ramp, draw, and removal, I would make the other categories "enablers" for cards like Awakening Zone and "payoffs" for cards like Dictate of Erebos

You might notice you're not running too many ways to generate enough tokens and a tad too many sac outlets or payoffs that aren't triggering often enough.

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