Thriving Moor

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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
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Thriving Moor

Land

Thriving Moor enters the battlefield tapped.

As Thriving Moor enters the battlefield, choose a colour other than black.

: Add or one mana of the chosen colour.

Serinsar on In Soviet Russia, Snake Hug You!

1 month ago

It's an interesting deck for sure! I've only playtested it a few times, and 1v1 at that, so I don't have a good idea of how the deck functions in real life. I can see the politicking from forcing people to draw extra cards be useful - punch somebody when they're down, and that helps bring them back up! And maybe buys you an ally for a few turns too. Seems fun.

The card draw is certainly insane once you get it going, and it's fun generating a massive horde of snakes. I think you need more ways to benefit from it though. Also, if there's anything in Temur colors that slows down how fast your opponents can play, that might be good too. After all you don't want your opponents to be able to do too much with the cards you help them draw.

If you wanted more consistent Niv-Mizzet combo wins you could throw in Keen Sense and/or Curiosity. But I'm guessing that's merely in there as a tertiary wincon.

I'm guessing Thriving Moor is supposed to be Thriving Isle?

chivalruse on Don't worry... I've got an enchantment for that

6 months ago

Rupture Spire and Transguild Promenade really trigger me. Those aren't lands you should be running in a constructed deck, even in 5 color I don't like it. Also I skimmed the list and didn't immediately see any payoff for putting lands in your graveyard. So Terramorphic Expanse and Evolving Wilds are probably not worth it. I find dual lands are generally just better fixing. Some replacements for the above lands that I prefer are: Path of Ancestry, Silverquill Campus, Waterfront District, Skybridge Towers, Fabled Passage, Thriving Moor, Thriving Isle, Thriving Heath, Celestial Colonnade, Creeping Tar Pit.

Nayru_Incarnate on They are Everwhere

1 year 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.

Lanzo493 on Improving Budget Atraxa

1 year ago

One of the better ways to fix a land base is to lean into green more. Cards like Harrow , Sakura-Tribe Elder , Cultivate , Kodama's Reach , Fertile Ground , Roiling Regrowth , and Khalni Heart Expedition make playing your other colors easier. There’s also cheap rainbow lands like Unclaimed Territory (since most if not all of your creatures have the new creature type Phyrexian). I love the thriving lands from Jumpstart like Thriving Isle , Thriving Heath , Thriving Moor , and Thriving Grove for 4C decks.

hungry000 on Pauper Glyphs: Things That Exist

2 years ago

The new Thriving cycle from Jumpstart would help your manabase a lot. Thriving Heath, Thriving Moor, Thriving Bluff are the relevant ones for your deck.

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