Tropical Island

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Tropical Island

Land — Forest Island

(: Gain or .)

Abaques on MASSIVE EDH RC ban list …

1 week ago

Gleeock Instead of buying a Tropical Island, I paid $10 for a Serra Angel at the Maplewood Shinders back in the day. Why would I pay good money for a land when I could have that sweet 5-mana angel?

ThassaUpYo@ssa on Kros

4 months ago

Swagner240sx

For your strategy, I'd focus on either infect or +1/+1 counters since the list seems to be a bit "busy" with too much going on. Once you choose which way you'd like to take the deck, we can further tweak - proliferation will still be central to your overall plan.

Here are some suggestions by color that you might want to consider adding to your mainboard:

:

Heroic Intervention, Nature's Lore, The Great Henge, Three Visits.

:

Akroma's Will, Flawless Manuever, Smothering Tithe, Teferi's Protection, Trouble in Pairs.

:

Cyclonic Rift, Fierce Guardianship, Mana Drain, Swan Song.

Permission Denied

I think you can get away with swapping out removing some counter spells as it seems a bit overkill - Cancel, Dispel, Envelop, Negate, and Nullify could probably come out in favor of Fierce Guardianship, Mana Drain, and Swan Song (the others could just be cut).

For your land base, I'd work the following lands in to help with your color wheel:

Fetch Lands: Flooded Strand, Misty Rainforest, Windswept Heath

Filter Lands: Flooded Grove, Mystic Gate, Wooded Bastion

Pathways Lands: Barkchannel Pathway  Flip, Branchloft Pathway  Flip, Hengegate Pathway  Flip

Shock Lands: Breeding Pool, Hallowed Fountain, Temple Garden

Tri-Cycle Land: Spara's Headquarters

True Duals: Savannah, Tropical Island, Tundra

For mana rocks, I prefer the talismans over the signets:

Talisman of Curiosity, Talisman of Progress, Talisman of Unity

I think your Kros, Defense Contractor list is in a good spot, it just needs to be a little more focused.

DeathBySprnkles on Can I have multiple copies …

11 months ago

Can i have multiple copies Rimewood Falls in my commander?

I am putting together a Simic Commander deck. I was going through the listing of land cards on the Magic Gatherer Database, and came upon Rimewood Falls from Kaldheim. The page for Rimewood Falls says that the rarity of the card is Basic Land. This had me questioning other duel "Basic land type". I looked at Tangled Islet from Dominaria United set it too says basic land. Other cards I saw were Tropical Island, which says it is not a basic land just has basic land types, and Highland Forest, which is rarity says basic land for Kaldheim but common for Commander Legends: Battle for Baldur's Gate.

I do have a feeling that the answer is that I'm allowed only of copy of Rimewood Falls in the commander but I just want to be sure.

redeyeswizard on Lucea Kane's Hydra Farm

1 year ago

I've made maybe 10-15 changes from the original build to include more mana from artifacts and a couple lands like :Gruul Signet; Mana Crypt; Simic Signet; Taiga; Tropical Island; Volcanic Island. Came to include Benefactor's Draught. For 2 mana I can UN-tap my commander and any other creatures that may have abilities that can also UN-tap her for when you really want to get nasty numbers in copies off one specific spell while also drawing at least one card. The small downfall is the creature UN-tap for everyone, but this deck benefits so much more as long as a counter spell doesn't catch your target X spell in the end. Can't remember everything ive swapped out and in as a lot of it happened while i was tired but i tried to remove anything that would slow down the deck while trying to get faster access to Magus Lucea Kane and more pop off directed towards her spell/ability copy.

Entity_178 on Gimbal, Don’t Get Wet or Feed After Midnight

1 year ago

Replaced -> Replaced with

Yavimaya Coast -> Tropical Island

Shivan Reef -> Volcanic Island

Karplusan Forest -> Taiga

Perplexing Test -> Alchemist's Gambit

Shamanic Revelation -> Acquire

Myr Battlesphere -> Tezzeret the Seeker

The changes I would personally make, though I don't tend to look at a deck with a budget since I don't play with real cards

Fluggleshmuggits on Cube Eternal

1 year ago

Changelog 12/10/22

Original Dual lands are in
2 color man lands are in
upgrades in every color and almost every guild pair

IN

OUT

Ardees on Gates? Nine Fingers Keene Competitive

1 year ago

If you are aiming at 'competitive' in the technical sense of the term (as in 'cEDH' or 'competitive EDH'), like the title seems to suggest, I see many staples missing that unfortunately make the deck quite far from being competitive.

Artifacts: you should be running at least Mox Diamond, Chrome Mox, Mana Crypt, Sol Ring, Arcane Signet, Mana Vault, Jeweled Lotus, maybe even Grim Monolith and Lion's Eye Diamond.,

Tutors: you are missing Vampiric Tutor, Imperial Seal, and Worldly Tutor and Green Sun's Zenith if you run any combo, win, or strategy whatsoever based on creatures. You could also add Wishclaw Talisman and Solve the Equation, and, although not a tutor, Peer into the Abyss, which works quite nicely with Thought Vessel.

Lands: any competitive deck plays true duals, namely Underground Sea, Bayou, and Tropical Island. Same for shocklands and at least 6-7 fetchlands in a 3-color deck like this one. You could also consider lower the number of lands, depending on whether or not you want to keep the Gate strategy

Protection: any competitive deck that plays blue automatically plays top-end counterspells, namely Swan Song, Arcane Denial, Force of Will, Force of Negation, Pact of Negation, Fierce Guardianship, Mental Misstep, An Offer You Can't Refuse, and Flusterstorm. You are also missing key cards like Cyclonic Rift or Chain of Vapor. Needless to say, ideally a competitive deck playing blue also plays Timetwister: not a counterspell but a must card (yeah, the price is another topic of conversation).

Creatures: I understand the Gate theme but you are missing some high-value creature cards in here, most notably Dauthi Voidwalker, Malevolent Hermit  Flip, Lotus Cobra, Azusa, Lost but Seeking, Tatyova, Benthic Druid, Ramunap Excavator, Dryad of the Ilysian Grove, Oracle of Mul Daya, Elvish Reclaimer - to name a few. Much depends on the strategy of your deck, although don't let keywords aligned with your strategy (e.g. 'Gate') fool you into thinking some cards are good for that.

Enchantments: a few staples in the current competitive meta: Rhystic Study, Mystic Remora, Sylvan Library, Burgeoning, Exploration, maybe Abundance and Necropotence

Removals: you could most definitely swap some of your removals for something better and more competitive, such as Force of Vigor, Nature's Claim, Abrupt Decay, Assassin's Trophy, and more.

Now, I totally understand there is a budget situation going on with upgrading to competitive MtG (spoiler alert: MtG is a pay-to-win type of game, research confirms), but generally the term 'competitive' sticks to decks that, to the very least, include most if not all cards mentioned above - without mentioning the fact that any competitive deck needs running at least one winning combo. At this stage, your level is more looking towards casual. This isn't to criticize you or anything of course, pretty interesting build, just not really a competitive deck in its strict sense.

If you want to try the competitive experience, my suggestion is to proxy cards by printing them online - this should cost around 10 bucks on colored and good quality paper, and effectively save you more than 7k worth of cards.

estoner on I solved mana screw and …

2 years ago

I heard of that variant as well. They had the right idea, but didn't realize that when they remove the variance of drawing spells versus lands, that variance has to be relocated somewhere else to prevent breaking the game. Adding colorless lands to randomly "brick" your manabase achieves this, and Wastes are not only perfect because they lack basic land types and don't affect domain, they're already a part of the game.

From a lore standpoint, why are lands in your "library" to begin with? And conceptually, a player should have to build up from Wastes to something like a Tropical Island or a Cabal Coffers. It means that the texture of the game changes as you progress to later and later turns instead of just watching the numbers increase. And it's not as though you have NO colored mana: you still have your original 24 lands, just mixed in with a number of colorless sources.

Even to a newcomer, the concept of starting with Wastes, ramping during the game, and ultimately achieving a board state of a bunch of Forest, Lair of the Hydra, and a Nykthos, Shrine to Nyx makes sense and is thematically resonant.

People are misunderstanding the handicap system. In a game like Go or Golf, you're never FORCED to let the other player have a handicap. It's just an optional rule to let players who are in different leagues still enjoy the game. The idea of manabase dilution ENABLES a handicap, but you are never required to give one to either yourself or your opponent.

Also, in my personal opinion, Thoracle should be banned in all formats and Gidgetimer is a WOTC employee

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