Tundra

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Legality

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

Tundra

Land — Plains Island

(: Gain or .)

jaminfine on ranar

4 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

4 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 …

5 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 …

5 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

9 months 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

10 months ago

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

unwucht on Omnath, Locus of Landfall

1 year ago

Updated again. Added Tundra for Prairie Stream.

HalbrechtHalbrecht on Big Nope.

1 year ago

Ooh, I love the idea of this deck! Unique decks are always fun. +1

Some thoughts:

I saw the comments about Sol Ring and Legacy/Vintage. But are you actually trying to play a specific format, either online or at a sanctioned event? Or is this more for casual kitchen table Magic? If the latter, just change the T/O format to Casual, and then you can run all 4 copies of Sol Ring!

As to ramp, Piracy doesn't work. Think of it more as mana denial. Unless your opponent is crazy, they're going to tap all their lands in response in order to keep you from getting mana (and since mana burn is no longer a thing, they don't even get hurt for doing this like they used to). While you get no mana, what that DOES accomplish is deny them mana during your combat and second main phases, which keeps you safe from counter magic and combat tricks (except Force of Will is still a thing....). THAT SAID.... back to the above format question: If you're running this casually in multiplayer games, then you can potentially get an opponent to agree to help you with mana through a temporary alliance (or two-headed giant game). But outside of two-headed giant, good luck getting an ally to agree to this once they know your deck is going to completely lock them out of the game. ;)

I actually think High Tide, in your maybeboard, is much better. You have a lot more blue than white in your deck, so you can switch some Plains out for Islands, and you can change your duals over to Hallowed Fountain and Tundra, or budget options Irrigated Farmland and Prairie Stream. You could easily have 20 Islands in your deck this way, making High Tide very potent.

Finally, since you have both Academy Rector and Noble Benefactor that need to die, I recommend a sac outlet. Here's a list of 12 free sac outlets available in WU colors. I'm sure there's more that require an activation cost, but free is always preferable. Of note are the Altars, which will help ramp you in the mid-late game.

Again, love the deck idea, and hope some of this helps!

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