Tropical Island

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Legality

Format Legality
1v1 Commander 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
Penny Dreadful Legal
Tiny Leaders Legal
Vintage Legal

Tropical Island

Land — Forest Island

(: Gain or .)

Fluggleshmuggits on Cube Eternal

1 month 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

3 months 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 …

3 months 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

Drayven9309 on Adrix & Nev, Multi-Tokes

4 months ago

Regarding your land base I see you're running Misty Rainforest, but not any of the lands it's 'meant' to fetch - these are dual lands that still have land types and are thus fetchable. Tropical Island, Breeding Pool etc. I don't think you need to run Misty as you're only in two colours and green is the king of ramp, so you're unlikely to be hurting for the right colours as well as cutting 1/10th of your deck's cost.

I don't like to spend a lot of money on my land base (especially in only two colours) but there are some cheap dual lands that are good to throw in, these come in untapped if you fulfill certain conditions (which are reasonably easy to obtain, especially in green) Dreamroot Cascade, Flooded Grove, Hinterland Harbor, Vineglimmer Snarl.

(Simic Growth Chamber is fine to keep - make sure you are bouncing a land you've already tapped for mana though, pro tip)

This is just my opinion so take this with a grain of salt. But I would replace the following lands

Myriad Landscape enters tapped, you're in two colours, one being green so you've got better ramp choices.

Blighted Woodland green has better ramp than this.

Lumbering Falls unless I'm missing something you don't need the utility of having a man-land.

Misty Rainforest expensive mana-fixing and you don't have the other lands needed to make full use of it, and again green has all the ramp options.

Temple of Mystery, Thornwood Falls can be replaced by dual lands that usually come in untapped.

Rejuvenating Springs is fine but I prefer cheaper options.

Again, my opinion, but you seem light on removal and ramp while heavy on land. Most decks run 33-36 land, being in green you could probably get away with 33. Try throwing in some of these Nature's Lore/Three Visits, Vastwood Surge, Growth Spiral, Migration Path, Ordeal of Nylea has some synergy, and if you put it on a creature that already has two or more counters on it, you can sacrifice it the same turn you play it. This is by far a non exhaustive list so feel free to google simic ramp and see what other options there are.

As for removal you'll want to make sure you have removal for not only creatures, but other non-land permanents mainly artifacts and enchantments which can sometimes be difficult depending on your colours (I'm assuming you won't have to deal with problematic lands most of the time). Pongify, Curse of the Swine and, Reality Shift are good picks (Curse of the Swine-ing yourself to create lots of piggies is never not funny and unexpected.)

You don't seem to have any boardwipes, these are cards that, in a panic let you just erase everything from the Battlefield (barring lands, usually) and can be great for when your opponent(s) are simply getting ahead of you in terms of having a developed board-state. The best one you have available is Cyclonic Rift but is a bit pricey, others include Wash Out, Evacuation, Devastation Tide and, Nevinyrral's Disk (for an actual board wipe). Unfortunately Blue really only has options that return things to hand instead of thoroughly destroying or exiling and Green straight up has nothing except anti-flying. They do most of their removal through fighting.

This is turning into an absolute wall of text and I'm getting lazy so I'm just gonna finish here by copying a comment from a YouTube video

Ramp: 10-12

Card Draw: 10

Single Target Removal: 10-12

Board Wipes: 3

Lands: 33-38

Standalone (cards that are effective by themselves/with commander): 25

Enhancers (cards that amplify or are amplified by standalones or commander): 10-12

Enablers (covers a weakness or fills a gap in your strategy): 7-8

Cards on your theme: 30(ish)

Consider overlaps (cards that count in multiple categories) and partials (cards that count as 'half' in a given category. E.g. scry 2 as half a card draw card)

legendofa on Baby's First Deck

4 months ago

Welcome to the club, TimeKitsune! And yeah, there's a lot going on in this game. Confusion is normal. Work with the fundamentals, and the rest will follow.

So this deck doesn't seem to have any particular focus. The Volcanic Islands and Tropical Islands are valuable cards, but out of place here, since none of your cards use or mana. Similarly, this deck doesn't have enough artifacts to use Academy Ruins fully.

My first question is, how do you want to win a game? Do you want to defeat your opponent before they get set up, or attack with big creatures, or lock them down and prevent them from doing anything? Do you want to win through speed, brute strength, technical and tactical maneuvering, or surprise your opponents with a win out of nowhere? And all of these can be combined, if you want to win through brute force out of nowhere, or with speed and technical skill, or anything else.

If you need any help with color philosophy and mechanics, or deckbuilding tips, or anything at all, please ask. This is a pretty good community, and very knowledgeable.

And above all, have fun!

amarthaler on EDH Jorn, God of Winter

4 months ago

Update!

Out: 20 total cards! 1. Time of Ice, 2. Muldrotha, the Gravetide, 3. Iceberg Cancrix, 4. The Tarrasque, 5. Time of Ice, 6. Emergent Ultimatum, 7. Glittering Frost, 8. Boreal Outrider, 9. Faceless Haven, 10. Shimmerdrift Vale, 11. Avalanche Caller, 12. Frostwalk Bastion, 13. Coldsteel Heart, 14. Fabled Passage, 15. Opulent Palace, 16. Tropical Island, 17. Underground Sea, 18. Bayou, 19. Birds of Paradise, 20. Village Rites

In: 20 total cards! 1. Primal Rage, 2. Winged Boots, 3. Darksteel Plate, 4. Panglacial Wurm, 5. Sundial of the Infinite, 6. Diabolic Vision, 7. Inventors' Fair, 8. Thespian's Stage, 9. Boreal Centaur, 10. Hailstorm Valkyrie, 11. Druid Class, 12. Expedition Map, 13. Thing in the Ice  Flip, 14. Glorious Sunrise, and 2x Snow Forest, 3x Snow Island, 1x Snow Swamp

With this new design, we're looking to keep Jorn alive longer and deal more damage. There's also more ways to summon Marit Lage and pump up snow creatures. The mana base is smoothed out with more snow lands, and more card draw / ramp cards. Let me know what you think of the new brew!

Balaam__ on Sliver

11 months ago

Any suggestions offered would be contingent on how competitive/expensive you’re trying to make this. Legacy is a brutal, fast paced format with access to many of the most powerful and effective cards in the game. That’s also why it can quickly become exorbitantly expensive.

If this is somewhat budget oriented or more casual in nature, I’d recommend first shoring up your mana base. Lands that enter tapped like Golgari Guildgate and Skyshroud Forest should be the first to go; replacing them with similar cards that don’t enter tapped (Llanowar Wastes/Yavimaya Coast) will speed things up considerably, and are still cheaper alternatives to Tropical Island or Overgrown Tomb.

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