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Legality
Format | Legality |
1v1 Commander | 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 |
Thriving Bluff
Land
This enters the battlefield tapped.
As this enters the battlefield, choose a colour other than red.
: Add or one mana of the chosen colour.
MistaMint on The C.R.Y.P.T. Commander
1 year ago
eliakimras on Equipped Samurai
1 year ago
Since your deck is a fast one, consider running lands that don't enter the battlefield tapped:
- Bloodfell Caves -> Sulfurous Springs
- Wind-Scarred Crag -> Battlefield Forge
- Scoured Barrens -> Caves of Koilos
- Evolving Wilds -> Smoldering Marsh
- Thriving Bluff -> Foreboding Ruins
- Thriving Heath -> Furycalm Snarl
- Thriving Moor -> Shineshadow Snarl
- Black Dragon Gate -> Dragonskull Summit
- Citadel Gate -> Clifftop Retreat
- Cliffgate -> Ash Barrens
You might also want to run some utility lands:
- Temple of Malice -> Bojuka Bog (good against graveyard decks)
- Temple of Triumph -> Axgard Armory (tutor on a land)
- Temple of Silence -> Sejiri Shelter Flip (protection spell that can be played as a land)
- Temple of the False God -> Rogue's Passage (free evasion)
- Mountain -> Sunhome, Fortress of the Legion (double strike on demand)
- Swamp -> Buried Ruin (recursion)
Also, since speed is the name of the game for Voltron decks, consider those swaps in your ramp package:
DaringApprentice on Are You Sure You Want to Do That? V2
2 years ago
I'm well, hope you are, too! I don't have quite enough time as I thought I might to go through an in-depth suggestion process, but I've put the highlights below:
Fixing Lands: Path of Ancestry, Exotic Orchard, Caves of Koilos, Vivid Meadow, Vivid Marsh, Vivid Crag, Thriving Heath, Thriving Moor, Thriving Bluff, Citadel Gate, Black Dragon Gate
Utility Lands: Bojuka Bog, Hagra Mauling Flip, Sanctum of Eternity
Card Draw: Morbid Opportunist, Smothering Abomination, Necrologia
Targeted Removal: Wild Magic Surge, Chaos Warp, Oblation, Mortify, Vindicate, Mangara of Corondor, Transmogrifying Wand, Nahiri, the Harbinger, Curtains' Call
Board Wipes: Out of Time, Kaya's Wrath, Depopulate, Shatter the Sky, Nevinyrral's Disk, Sublime Exhalation
Selective Board Wipes: Slaughter the Strong, Divine Reckoning, Cataclysmic Gearhulk, Sculpted Sunburst, Single Combat
Synergy Cards: Braids, Arisen Nightmare, Magus of the Abyss, Anowon, the Ruin Sage, Ruthless Winnower, Ogre Slumlord
thefiresoflurve on Isshin Trigger Warning
2 years ago
One easy upgrade for the mana base is Charcoal Diamond + Marble Diamond + Fire Diamond -> Rakdos Signet + Boros Signet + Orzhov Signet. Also, Shimmerdrift Vale and Uncharted Haven can be replaced with Thriving Bluff and Thriving Heath for a direct upgrade.
montanaflash23 on Toolbox PreCon
2 years ago
First round of updates is on a 25$ budget. Swaps I am testing and in no particular order of swapping:
Kodama's Reach --> Daemogoth Woe-Eater
Thriving Grove --> Demonlord Belzenlok
Lifecrafter's Bestiary --> Gamekeeper
The Beamtown Bullies --> Elemental Bond
Bellowing Mauler --> Greater Good
Artisan of Kozilek --> Riveteers Ascendancy
Deathbringer Regent --> Feldon of the Third Path
Migration Path --> Hornet Queen
Mosswort Bridge --> Jaxis, the Troublemaker
Spinerock Knoll --> Workshop Warchief
Dodgy Jalopy --> Gadrak, the Crown-Scourge
Swamp --> Ognis, the Dragon's Lash
Thriving Moor --> Professional Face-Breaker
Thriving Bluff --> Rampant Rejuvenator
Commander's Sphere --> Cultivate
Woodfall Primus --> Junji, the Midnight Sky
Caldaia Guardian --> Underworld Sentinel
Mezzio Mugger --> Kardur, Doomscourge
Turf War --> Ravenous Chupacabra
Next of Kin --> Blessed Respite
Wave of Rats --> Kazuul's Fury
Flip
Grime Gorger --> Acidic Slime
Stalking Vengeance --> Llanowar Wastes
nuperokaso on Naya Sliver 50
2 years ago
Thriving Grove Thriving Heath Thriving Bluff Universal Automaton Secluded Courtyard Lead the Stampede Winding Way
Sorin_Markov_1947 on Feather - Righteous Strike
2 years ago
With Feather, you need to lean one way or the other, pump or burn. Cards like Firebrand Archer won't do much of anything in a deck that wins by Commander damage, whereas the pump is best replaced in a burn deck. This deck leans more toward pump, so I'll suggest cards for that.
Ajani's Presence is strictly better than some of the protection spells in here. Inquisitor's Flail is a repeatable way to double Feather's damage, it also stacks with both double strike and Unleash Fury. Kediss, Emberclaw Familiar turns a one=person kill into a full win. Blacksmith's Skill is just about the best protection spell you could ever want. Sejiri Shelter Flip is a relevant MDFC. Intimidation Bolt can save you games. Impact Resonance can help you deal with problems too, and speaking of removal, you need some boardwipes. Austere Command is a very flexible sweeper, Blasphemous Act is a quality cheap one that you can frequently protect your own stuff from, and Slaughter the Strong is also cheap and mostly doesn't affect you. If you're running Sunforger, you really need to run Magnetic Theft to fetch on the first activation. It's a very effective combo. And then Storm-Kiln Artist is just a must in every Feather deck. It turns your engine from good to game-ending in seconds. Show of Confidence is also a game-ender, pairs very well with the storm aspect of the deck and the counters are permanent and it's hard to counter.
Generally higher-quality spells to have that are in my deck include Infuriate, Light of Hope, Stave Off, and Rile (it may be a sorcery, but trample is very relevant).
If you find your stuff is getting countered, or you need to use spells but Feather can't stay out, recursion like Dreadhorde Arcanist, Mavinda, Students' Advocate, and Past in Flames might be worth looking into.
In general, remove two-cost spells if possible, remove burn, and think about what color your mana production is. In my experience, most of the spells you want to cast multiple times are white, so red-mana production is less valuable. And Remote Farm will backfire very quickly without a way to increase its counters or blink it. There are a few other cards in here that just aren't quite good enough if you need advice on more things to take out.
If your playgroup starts to adapt, like mine did, and runs cards that don't care about your protection like Sakashima's Will, Out of Time, Extinction Event, etc., think about Eerie Interlude. It's three mana and one-time protection, but it can get you out of a rough spot that no other card can.
Dual-lands are very important in my experience. Consider Alpine Meadow, Command Tower (a must in every EDH deck), Stone Quarry, Thriving Heath, Thriving Bluff, and Wind-Scarred Crag.
Nayru_Incarnate on They are Everwhere
3 years ago
The thriving lands may be more useful than the vivid lands (Thriving Moor, Thriving Grove, Thriving Bluff, Thriving Isle, Thriving Heath) as there is an equal pool of each color right now and it’s a majority green deck. That can just make it to where your lands are not limited to 2 charges of a different color.
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