
Combos Browse all Suggest
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?
DaringApprentice on
Are You Sure You Want to Do That? V2
5 months 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
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.
montanaflash23 on
Toolbox PreCon
9 months 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
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.
tindolos on
Sefris Dunegons
1 year ago
Manabase upgrades from collection
Out
- Evolving Wilds
- Terramorphic Expanse
- Dimir Aqueduct
- Orzhov Basilica
- Azorius Chancery
- Thriving Heath
- Thriving Isle
- Thriving Moor
In
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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