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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 |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Traverse the Outlands
Sorcery
Search your library for up to X basic land cards, where X is the greatest power among creatures you control. Put those lands onto the battlefield tapped, then shuffle your library.
Profet93 on Mono Green Stompy
3 days ago
I actually completely disagree with the above GoldBerserkDragon, (GBD) both personally and professionally. 37 lands is actually my favorite # in EDH. While yes, you could it isn't optimal, especially in a build whose avg cmc is above 4.5. Now to actually provide you with suggestions unlike GBD. Some of these might be better than others, let me know what you think of each....
Rishkar's Expertise - It's draw + tempo. While it is a bit risky if you have one creature, the risk is mitigated if you have several creatures on board.
Pir's Whim > Tempt Discovery - Tempt is best if you have cradle or another high mana producing land to immediately use untapped. I used to run it but my playgroup would either not take the bait, or would just tutor for strip mine and destroy whatever land I got. Pir's whim is political and removal, all at the same time.
Traverse the Outlands - Mass land ramp
Collector Ouphe - Null rod the creature. It only stops 2 of your cards but since artifacts are huge in EDH, it's definitely worth considering. If not, then perhaps a Manglehorn or a Reclamation Sage
Since you run momentous fall, perhaps a Life's Legacy? Better yet, Greater Good!
Nissa's Pilgrimage > Cultivate
Yavimaya Hollow - Regen / politics
Turntimber, Serpentine Wood  Flip - Spell or land, you decide!
Goreclaw, Terror of Qal Sisma - Ramp + Trample
Shaman of Forgotten Ways/Somberwald Sage - With the former as an alt wincon
Siege Behemoth - Push damage through
Berserk - Super fun! I once used this on an opponents (Op1) commander to kill Op2 via commander damage and Op1 lost his commander making him easier to kill. Usually used to close things out. It's also fun to use on Selvala as psuedo ramp. Not needed, but nice.
Profet93 on Godzilla, King of Monsters Budget Build
1 month ago
What is your budget per card?
Why run a signet in a 2 color deck with green? Rampant Growth/Nature's Lore are budget friendly swaps
Elemental Bond - Should budget allow, better than colossal majesty
Soul's Majesty - Budget friendly draw
Harmonize - Regula, reliable draw
Life's Legacy/Momentous Fall - Super draw, beware of the blue player however
Traverse the Outlands - ???? Or do you not have enough basics?
Sakura-Tribe Elder/Wood Elves/Nissa's Pilgrimage/Farhaven Elf - Solid ramp
Eternal Witness - Recursion
Fierce Empath - Tutor
Inferno Titan - Damage
Terastodon - Removal (that can hit pesky lands)
Decimate - 4 in 1!
Would love to hear your thoughts on each suggestion, hope this helps!
MrHighscore on Dehydrated Hydras
7 months ago
It's been a couple of years, and the Hydra horde have matured!
Thanks for all your great suggestions while I've been away. I can see that the deck could need an overhaul with all the wonderful new cards
The following are now under consideration
- Vivien Reid: all her abilities seems useful
- Unbound Flourishing: Wait what? More doubling! Sign me up, double time.
- Traverse the Outlands: Prune deck for all lands AND put them into play? Awesomesauce!
- The Great Henge: Seems alrigt. Not sure it's worth a slot, but ramp and card draw.
- Shadowspear: Trample and some other nice stuff
- Selvala, Heart of the Wilds: Very good alternate commander. Will clearly be better than Polukranos, World Eater, but I'm not sure I can have an Elf Scout piloting a Hydra deck? Or can I? If so, I for sure need
- Umbral Mantle to go full retard on the board
- Rishkar's Expertise may be quite a good draw spell, but I hate to discard
- Nissa, Who Shakes the World: Lots of more mana. Would never +1 her, but if she comes out under Doubling Season, the -8 emblem sounds pretty sexy.
- Monstrous Onslaught: There is a hydra on the card. Nuff said
- Lifecrafter's Bestiary: Could be alright to draw some cards. But makes X one less. not sure
- Karametra's Acolyte: bonkers ramp
- Invigorating Surge: double +2 counters on a hydra. Could be fine?
- Infiltration Lens: Fixes draw for cheap! In this deck it surely beats Skullclamp
- Garruk's Uprising: Pretty good draw engine for the hydrating hydras
- Emerald Medallion: Okay is. Not sure it's good enough compared to the more expensive options
- Branching Evolution: Wait what? Yet another doubler? How are you doing?
New Hydras to make room for:
Coward_Token on Aragorns Green Berries
7 months ago
Hell you don't always need other creatures; e.g. Rishkar's Expertise and Traverse the Outlands work just fine targeting an Arragorn who just pumped himself to 9/9
kouzios on Token Time
8 months ago
Going to list a bunch of cards you probably don't want in your deck for fun
Shalai, Voice of Plenty, decent protection and mana sink
Gwenna, Eyes of Gaea, you only have like 3-4 hits for the untap so meh
Akroma's Will killer card, and it's instant speed
The Weatherseed Treaty is... cute? one less land than kodama's reach, but it then makes a token, then it gives a creature like +2/+2... Ok not amazing, but it does give trample too?
Congregation at Dawn cute tutor
Angel of Grace is a lot of mana to hold up when your opponent will likely just combo for an alt win con but it's also based
Rosie Cotton of South Lane doesn't do a ton for you but it's cute. And it combos with Herd Baloth or Scurry Oak if you're into that.
Farmer Cotton not flash unfortunately, but it is an X token creator and it makes food too which is cute?
The Battle of Bywater is also cute, although you don't care about food, and your alternatives give you other benefit like having a side castable in the graveyard
Broodhatch Nantuko cute blocker, otherwise trash. Same with similar card Druid's Call
Mosswort Bridge feels decent when you know for sure your commander has that 10 power condition satisfied.
Traverse the Outlands based card, can be sad when your big creature is removed in response, but it's based so...
Strionic Resonator is honestly decent, you have a decent number of triggered abilities. I guess Lithoform Engine is also valid there
Optimator on Terror of the Deep
1 year ago
Personally, I think Quest for Ula's Temple is a total trap. It only gets a counter roughly 1/3 of turns. They payoff is nice, but not as nice as in a 60-card format where the payoff is proportionally larger and it's easier to have a deck be 2/3 creatures and get the counters up faster.
I had it in my sea monster deck for a long time and it always disappointed. Coral Capers -- (Budget Seamonsters) and Tidal Trouble. Check 'em out!
You'd be far better off with Monster Manual or Elvish Piper, or a big ramper like Traverse the Outlands, Gilded Lotus, etc. Or just another card-draw card.
lespaul977 on What's your dream play?
1 year ago
A combo I put together in a deck recently is AEther Charge + Rampaging Baloths + Traverse the Outlands. Six lands entering the battlefield, six 4/4 beast tokens, 24 damage (plus more if I have multiple copies out).
Tur on Hidden Power - Crop Rotation
1 year ago
Hello everyone! This will be a trial forum post for a "Commander - Hidden Power" series. My goal is to show relatively inexpensive cards which are often overlooked by commander players in semi-competitive and casual play. (This post is not designed for competitive play.) If you enjoy the topic, please provide positive feedback and I will consider creating similar posts.
The powerful card I plan on discussing here is Crop Rotation.
This card under five dollars and is one of the most powerful mono-green tutors. Period. Yes, I'm counting all mono-green tutors. This includes: Worldly Tutor, Finale of Devastation, Green Sun's Zenith, Survival of the Fittest, Chord of Calling, Natural Order, Tooth and Nail, Sylvan Tutor, Time of Need, Scapeshift, Hour of Promise, Tempt with Discovery, Reshape the Earth, Boundless Realms, Traverse the Outlands, Rampant Growth, Harrow, Cultivate, Harvest Season, Explosive Vegetation, etc.
It's one color, one mana, instant, searches for any land, you can sacrifice a tapped land, and puts the land onto the battlefield untapped (unless otherwise specified).
Although, Crop Rotation is often overlooked by players because of the very expensive cards it can search and not being "flashy" enough. Yes, Crop Rotation is ideal with any of the following cards: Gaea's Cradle, Mishra's Workshop, The Tabernacle at Pendrell Vale, Serra's Sanctum, Bazaar of Baghdad, and Diamond Valley. However, suppose we don't have a one thousand dollar mana base and cannot play the land cards above. Is Crop Rotation worthless? No. It is still one of the best mono-green tutors. There are so many utility and theme lands which are excellent targets. Ramp lands and color-fixing are also viable options. Here are a few categorized ideas:
Utility Lands:
- Command Beacon / Sanctum of Eternity
- Reliquary Tower
- Scavenger Grounds / Bojuka Bog (B)
- Field of the Dead
- Rogue's Passage / Access Tunnel / Shizo, Death's Storehouse (B)
- War Room / Bonders' Enclave / Castle Locthwain (B)
- Emeria, The Sky Ruin (W) / Valakut, the Molten Pinnacle (R)
- Mystic Sanctuary (U) / Witch's Cottage (B)
- Hall of the Bandit Lord / Flamekin Village (R) / Hanweir Battlements  Meld (R) / Slayers' Stronghold (WR)
- Hall of Heliod's Generosity (W) / Academy Ruins (U) / Volrath's Stronghold (B)
- Strip Mine / Wasteland / Dust Bowl / Ghost Quarter
- Maze of Ith / Mystifying Maze / Labyrinth of Skophos / Kor Haven (W) / Glacial Chasm
- High Market / Miren, the Moaning Well / Phyrexian Tower (B)
- Witch's Clinic / Vault of the Archangel (WB)
- Homeward Path
- Cavern of Souls / Boseiju, Who Shelters All
- Thespian's Stage / Vesuva
- Winding Canyons / Emergence Zone / Alchemist's Refuge (UG)
- Mikokoro, Center of the Sea / Geier Reach Sanitarium
- Castle Ardenvale (W) / Kher Keep (R)
- Castle Vantress (U) / Memorial to Genius (U) / Cephalid Coliseum (U)
- Inventors' Fair
Theme Lands:
- Karn's Bastion
- Dark Depths
- Urza's Power Plant / Urza's Mine / Urza's Tower
- Sunscorched Desert
- Windbrisk Heights (W)
- Idyllic Grange (W)
- Ghost Town / Oboro, Palace in the Clouds (U)
- Riptide Laboratory (U)
- Minamo, School at Water's Edge (U)
- Tomb Fortress (B)
- Den of the Bugbear (R)
- Goblin Burrows (R)
- Castle Embereth (R)
- Wirewood Lodge (G)
- Castle Garenbrig (G)
- Oran-Rief, the Vastwood (G) / Gavony Township (WG)
- Mosswort Bridge (G)
- Kessig Wolf Run (RG)
- Sunhome, Fortress of the Legion (WR)
- Grim Backwoods (BG)
Ramp Lands:
- Nykthos, Shrine to Nyx
- Urza's Saga
- Cabal Coffers (B) / Cabal Stronghold (B) / Crypt of Agadeem (B) / Lake of the Dead (B)
- Temple of the False God / Ancient Tomb
- Myriad Landscape
- Blighted Woodland (G) / Krosan Verge (WG)
- Treasure Vault
Color-Fixing Lands:
- Command Tower / Path of Ancestry / Reflecting Pool
- City of Brass / Mana Confluence / Forbidden Orchard
- The World Tree (WUBRG)
- Yavimaya, Cradle of Growth
- Urborg, Tomb of Yawgmoth
There are many more unlisted cards in each category which could fit your specific deck.
Some of the cards listed above have some pretty cool synergies with Crop Rotation here are a few:Urza's Saga, you can let the saga get to chapter III, then with the ability on the stack sacrifice it to Crop Rotation to get both the artifact and land. Field of the Dead is ideal in every two or three color commander deck with a sufficient mana base (in fact some of my win conditions are given by Field of the Dead). You can also use Field of the Dead as a combat trick. Scavenger Grounds and Bojuka Bog are fantastic for graveyard combo disruption. Maze of Ith and Glacial Chasm will hurt your lands, but sometimes it is needed to stay alive.
Simply having the ability to greatly effect the board state using a one-mana instant speed spell is impressive: life gain, damage prevention, removing steal effects, getting around blockers, denying counterspells, combo stoppers, unlimited hand size, sacrifice engines, haste, recursion, ramp, creating token blockers. The list goes on-and-on-and-on. If fact, if you're playing 3-4 of the lands listed above you should really consider Crop Rotation in the ninety-nine.
All in all, I'm always surprised the number of deck lists which do not play Crop Rotation. This is a fantastic card and one of the best mono-green tutors. It has so much hidden power. Ask yourself if there is a nonbasic land which you are playing (or would play) that would do well with Crop Rotation.
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