Tundra

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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
Tiny Leaders Legal
Vintage Legal

Tundra

Land — Plains Island

(: Gain or .)

legendofa on Mana Crypt is bad

4 months ago

I generally assume that somebody genuinely will want to know the answer to any given question in the future.

WotC doesn't directly control the EDH banlist. Some members of the Commander Rules Committee and Commander Advisory Group have been employed by WotC, and the groups coordinate with each other, but WotC chooses to take no direct control and very little indirect control over EDH. They can print cards for the format (which is a policy I don't always agree with, but whatever), but that's it. They can't order the RC to ban Sol Ring, or Tundra, or any other card.

Tryptic on Mana Crypt is bad

4 months ago

The concept of Supply and Demand doesn't apply, because Wizards has near 100% control over both. Maybe there was a brief window of community-controlled EDH, but from the moment Wizards created Commander they have had the power to ban cards AND the ability to print them. It's all artificial scarcity in the first place.

The problem here is entirely in your statement, "This gives players to the same great cards from 10-15-20 years ago..." Sol Ring and Mana Crypt are not great cards, they are pure shit. Just like how Oko, Thief of Crowns is shit, and Tundra is shit. Powerful does not equal good, and Players like powerful cards whether they're good or not, is the problem. If you got rid of the reserved list today, which Wizards seems to be actually considering, and unbanned Ancestral Recall in Commander, players would get hyped for it but you would be teaching players to eat shit and like it.

The design space isn't infinite, but it isn't small either. It's easy to remove early, badly designed cards and add newer, more fair versions of them; Wizards does this all the time. The problem with this is that you don't know what the replacement COULD be as long as the crappy old version is around. What other mana sources could Wizards cook up if LITERALLY EVERY EDH DECK ON EARTH had to dump Sol Ring and Mana Crypt? That's 1-2 cards per deck in an entire format, which could be filled with something more fun to play, and the total monetary value of the system wouldn't decrease by much.

The problem is, Wizards have dug themselves into an awful hole by handing Rings and Crypts out like candy and stupidly expensive candy, respectively. Their shortsightedness has made it so they can't ban these cards without a huge backlash, so they're permanently stuck with this bad design in the Commander format.

jaminfine on ranar

9 months ago

I recommend replacing Conjurer's Closet with Teleportation Circle One less mana for a slightly stronger effect.

I'd also recommend adding Skycloud Expanse as a cheap mana fixing land for Azorius.

Having a Tundra surprises me, as the rest of your mana base seems pretty basic. But if you're willing to spend a bit, I would consider adding Mystic Gate in as well.

I also really like Venser, the Sojourner for this deck as another Conjurer's Closet type effect. If you're okay with infinite combos, I'd recommend you add Peregrine Drake. When combined with Deadeye Navigator, you get infinite mana, ETBs, and LTBs.

jbgrv on Triome Evolving Wilds

9 months ago

Is it then possible to fetch OG duals (Tundra, Bayou, Plateau, etc.) with Evolving Wilds, Prismatic Vista, or Fabled Passage, or also not? How can land have the basic type written on itself, but still not count as a basic land (triomes or shocklands...)?

This is very counterintuitive. I thought all lands that HAVE any of the basic land types written on them (Shocklands, Amonkhet cycle lands, Mystic Sanctuary..) are fetchable with anything that can search for basic land. But you say they are only fetchable with cards like Farseek or original fetch lands, but not with Evolving Wilds, Prismatic Vista, or Fabled Passage? If you are correct then it is really strange and against logic.

plakjekaas on How Good are the New …

10 months ago

Commander is an increasingly fast format because of the cry for not ramping on turn 2 being a death sentence. You can still Farseek off of one of these if you play it turn 1. The only turn they're bad is turn 2, and if you have to play it tapped turn two, you should probably have mulligan'd your hand. I'll play Deserted Beach over Seachrome Coast in any commander deck. Which doesn't mean I'll play it, to be honest, I think it goes the two-colored equivalent of:

Tundra

Hallowed Fountain

Sea of Clouds

Glacial Fortress

Horizon land if available (Horizon Canopy and such)

Mystic Gate

Hengegate Pathway  Flip

Prairie Stream but only with fetches

Celestial Colonnade

Adarkar Wastes

Irrigated Farmland better with fetches, cycling still solid

Deserted Beach

Temple of Enlightenment

Azorius Chancery

Seachrome Coast

Port Town

Glacial Floodplain higher with fetches, of course

And then all the tapped minor downside stuff like Razortide Bridge or Tranquil Cove or a Campus for enemy colors, whatever fits your deck for synergies could raise those too of course.

That's the general order I'd consider them to include in my 2-color deck if available, I guess.

DemonDragonJ on How Good are the New …

10 months ago

The new Innistrad block provided a new cycle of dual lands (Deathcap Glade, Deserted Beach, and so forth), which I appreciate, and I especially like how WotC printed a full cycle of ten dual lands, rather than half a cycle of five dual lands, as they too often do.

Naturally, I am wondering how those dual lands compare to other cycle of dual lands, so I wish to ask others about their opinions of those lands.

The best dual lands of all are obviously the original dual lands (Bayou, Tundra, Plateau, and so forth), but those are too expensive for all but the most hardcore of players, so I shall not mention them any further in this thread.

After the originals, the second-best dual lands are the shock lands (Hallowed Fountain, Sacred Foundry, Godless Shrine, and so forth), which are nearly as good as the originals, with only a very minor downside.

After that, however, it is difficult to say what the next-best cycle is; I say that the "battle lands" (Cinder Glade, Canopy Vista, and so forth), the "check lands" (Glacial Fortress, Sunpetal Grove, Isolated Chapel, and so forth), and the filter lands (Cascade Bluffs, Wooded Bastion, Sunken Ruins, and so forth) are all contenders for the title of third-best dual lands, so I am not certain where the new Innistrad lands rank in comparison to them.

What does everyone else say about this? How good are the new Innistrad dual lands?

Balaam__ on

1 year ago

No problem, lespaul977, happy to help. Shimmering Grotto isn’t too bad; the can be paid into any spell with generic mana requirements, of which you have quite a few. So that works. Ideally though you’ll want access to and without needing to pay —that’s the big downside to the Hefner land. Which is why the gold standard will always be OG Dual lands (Tundra), Fetchlands (Flooded Strand) and Shocklands (Hallowed Fountain). If you wish to keep both kidneys, that really limits one’s options. Basically everything else that can produce and either enters tapped or else has some other recurring drawback (think Forbidden Orchard).

Short answer: Shimmering Grotto is perfectly functional, but is too slow for any real competitive scenario.

Unwaged_Tiger on

1 year ago

You should put in Tundra or Hallowed Fountain instead of Tranquil Cove

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