Utopia Sprawl

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed 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
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Utopia Sprawl

Enchantment — Aura

Enchant Forest

As Utopia Sprawl enters the battlefield, choose a colour.

Whenever enchanted Forest is tapped for mana, its controller adds one mana of the chosen colour.

lhetrick13 on Elemental Rage - Exploding Tokens!

2 weeks ago

TheMeadiator - This looks very fun! A Landfall deck that is built not around overwhelming opponents but sacrificing to deal direct damage...unique take!

I had never seen Canopy Cover before...that is nice for decks as not much outside of Blue grants Flying.

Some suggestions is dropping Utopia Sprawl for more traditional land ramp like Nature's Lore. Great card but I found it to be sub-par in Commander but in say Modern, Utopia Sprawl is great! Sight of the Scalelords is easily outclassed by Unnatural Growth, same goes for Vessel of Volatility against some of the spells that do the same thing that are not artifacts as those can be destroyed. Font of Fertility also seems a little lackluster and could be replaced for something similar but better. Lastly, I love Kessig Wolf Run for its ability to double down and really do some damage, might be a good replacement for Skarrg, the Rage Pits.

eliakimras on Menacing Aura

4 weeks ago

Hello! May I step in to give you some recommendations? Since you're on a budget, all cards suggested are 2 dollars or less.

Part 1: Ramp

In: You probably want aura ramp and cost reducers over standard land ramp: Wild Growth, Transcendent Envoy, Hero of Iroas, Jukai Naturalist and Stenn, Paranoid Partisan (choosing Enchantment). These will allow you to storm through your deck casting Auras ad nauseam.

Out: Elvish Mystic, Farhaven Elf, Arcane Signet, Nature's Lore and Cultivate are all great ramp cards, but you can do better (and more thematically) with the cards I mentioned above.

Part 2: Card draw

Just as important as ramp is card draw: Galea won't always be available to you.

In: Sage's Reverie, Enchantress's Presence, Satyr Enchanter, Mesa Enchantress.

Out: Coiling Oracle, Curious Obsession (unreliable), Curse of Verbosity (unreliable), Eel Umbra.

Part 3: Removal

Swords to Plowshares is GREAT, no doubt. But, in this kind of deck, you can spice it up with the great Auras that has for removal.

The objective is, then, to use the cheapest Auras that can hit more than one permanent type, with emphasis on "loses its abilities" in the text box.

In: Mortal Obstinacy, Ossification (synergy with your basic land fetchers).

Out: Reclamation Sage, Swords to Plowshares.

Part 4: Boardwipes

In: I believe you should run more boardwipes that leave your board mostly untouched. Austere Command is one such example. You almost always will clean all artifacts and the half of creatures that are more dangerous to you. Curse of the Swine is another selective wipe.

Out: Time Wipe (not one-sided), Plains.

Part 5: Protection and Evasion

In Voltron, tempo is crucial.

Now to the Auras:

Following the same logic as with removal, I'm using auras over instants to protect the Voltron.

Part 6: Tutors

Without Hammer of Nazahn, Nazahn, Revered Bladesmith is just a more expensive Open the Armory.

In: Open the Armory, Heliod's Pilgrim, Moon-Blessed Cleric, Light-Paws, Emperor's Voice and Invasion of Theros  Flip (bonus that all those tutors also change your library's top card).

Out: Nazahn, Revered Bladesmith, Celestial Archon, Heliod's Emissary, Hypnotic Siren, Curse of Unbinding (7 mana is a lot for an Aura).

Part 7: Win Conditions

In: Since you're going all-in with auras, All That Glitters and Ethereal Armor do wonders.

Out: Bruna, Light of Alabaster is slow and telegraphed in this build. People won't let her stick to the field. Nissa, Steward of Elements is tough to protect in a Voltron build, while she only offers scry, which your lands can already do.

Part 8: Lands

In:

Out:

  • Thriving Grove, Thriving Heath and Thriving Isle are neat fixing, but the Temples are superior since they play into Galea's strategy.
  • Path of Ancestry is great if you're in a 5-color deck or in a tribal-heavy creature deck. This build is neither.
  • Lumbering Falls is good for suiting Equipments on, but Auras will just go to the graveyard when this land stops being a creature.
  • Azorius Chancery, because you don't run the other two bouncelands.
  • Razorverge Thicket. You'll soon realize that the later turns are more important than the early ones in EDH. This land is a beast in Modern, but it is far from worth it in Commander unless you're playing a turn-3 win deck.
  • Forest and Forest to give room for the two remaining Panoramas. (With all the land searching above, you're probably more likely now to have a target for Utopia Sprawl than before.)
  • Seaside Citadel. I know, I know: tri-lands are great and all, but, in this build, I'm trying to bake the top-of-library manipulation into the manabase so you have more free spell slots for your Auras, similar to what I did with Yennett, Cryptic Oddity (to a great success): each land in it has to either enter untapped somehow or change the top card of the library.

If you read this far, congratulations! Here is the list of the deck with all the suggested alterations, in case you want to test it: Galea, Menacing Aura. Good luck and have fun!

wthompson714 on Custom Commander Brew

1 month ago

Some thoughts:

Since your commander already gives evasion, I don't think you need both Swiftfoot Boots and Lightning Greaves.

The group decided Cyclonic Rift is banned in tier 3. I don't know what tier these decks are considered...

Burgeoning is less good the fewer lands you have in the deck. I don't think you will find it as helpful as you would want it to be. I think you have enough ramp to not need it, but if you want something that will ramp similarly to that, consider Carpet of Flowers or Utopia Sprawl.

I like Distortion Strike and Artful Dodge in more casual decks, but I think they are simply less good in commander. I think it would be better to have creatures that simply are unblockable. I do see the value of making anything (including your stand alone commander) unblockable, but only being able to do it twice isn't good enough in my mind. Aqueous Form is great! But some suggested replacements (with extra upsides) for the others are Invisible Stalker, Flitterstep Eidolon, Mercurial Spelldancer, Suspicious Stowaway  Flip, Silhana Ledgewalker, Temmet, Vizier of Naktamun, Surge Engine. I also think these cards would be better than Wu Light Cavalry, Treetop Scout, and Nettle Sentinel (not sure why this is in the deck).

I like a little bit of additional flicker magic for value, but I think Yorion, Sky Nomad and Roon of the Hidden Realm are too slow. I like Brago, King Eternal and Displacer Kitten.

Mavinda, Students' Advocate doesn't seem to fit here. It only works with instant and sorceries that are targeting creatures you control. Yes, it works with Distortion Strike, but Artful Dodge already has flashback, and it isn't good enough to include mavinda only for Cloudshift and Distortion Strike. I think it can go along with the other two.

You have 18 instances of ramp. I think this may be too much. initial cuts: Llanowar Elves, Ranger's Path, and Burgeoning. Growth Spiral is good, but I think you need to be playing 2 more lands to include. Nature's Lore and Three Visits are great, but you need more dual lands with basic land types to make those good. Otherwise, Rampant Growth is better. Other thing to consider here: If you have fewer mana rocks, the better chance that your commander's ability will help you blow up artifacts. I guess in general, you may want to try to limit the number of card types you play.

Treva's Ruins and Flood Plain seem too slow. And again, as a midrange value deck, I think you need to be playing at least 38 lands.

I think Venser, the Sojourner is better here than Sun Quan, Lord of Wu. You can make the team unblockable for one less mana, and if that isn't helpful at the time, you can flicker stuff while you wait. Ultimating is just an insane bonus.

I gotta go, but I will try to come back and offer some suggestions on other cards you should include!

Kaweiwu on Eldrazi Bitches

1 month ago
  • mayael could be fun. sorry, i'm writing this on my mobile phone ^^ Honestly, other The land thing, you already included a ton of the good stuff, so adding some lands would probably already be enough for it run really well :) Personally, i'd probably run it green or gruul, add 8 wastelands, cut the swamps and islands and replace them with forests / mountains. Another easy way of ramping while keeping the 5 color theme would be the usual enchantments like Utopia Sprawl, Fertile Ground, Trace of Abundance, but they would require more sources of green mana to be useful.

TTT60 on Belbe's Big Mana Spells, Fog, & Magecraft Combos

3 months ago

I think the deck would do better with a bit more board interation. Maybe replace Worst Fears with In Garruk's Wake?

And maybe Sadistic Sacrament, Utopia Sprawl, and Well of Lost Dreams with cards like Mortality Spear or Maelstrom Pulse or World Breaker (a personal favorite of mine as well as theme-fitting for you)

lhetrick13 on The Hermit and the Pack

5 months ago

Finn_Fillory - I think the edits you made since this morning (for me at least) already make the deck significantly stronger. You dropped the average CMC from ~3.5 to 2.7, which will speed up the deck noticeably and it will feel more consistent. Especially if you are lucky enough to start with Utopia Sprawl in your opening hand...

wallisface always gives top notch advice and he is right about Howlpack Piper  Flip not being a great card for this specific deck. You might notice this card looks very similar to Elvish Piper and I have seen decks effectively use Elvish Piper or similar creature cheat antics effectively, but it is not a great strategy for this deck. That is something you build around specifically.

I personally love Collected Company to cheat stuff out and add some creature pressure but with 6 creatures with a CMC > 3, you would wiff often with that. Building a deck is always up to the architect but if it were me, I would find a way to drop 3xAvabruck Caretaker  Flip and 3xNightpack Ambusher for similar wolves/werewolves and add in a full playset of Collected Company. I think wallisface turned me onto Collected Company I while back for my tribal knight deck and I try to find a way to squeeze it in to everything since!!!

lhetrick13 on The Hermit and the Pack

5 months ago

Finn_Fillory - I feel like for the modern format, this deck has a pretty high mana curve. If you are just playing some kitchen table magic with friends, that is fine but if you are trying to make a somewhat competitive deck, you need to give some 1-drops or at least run some ramp to accelerate the deck. The average cost of a card in the deck currently is 3.42 meaning you on average will not play a single card till turn 3-4. In modern, that is a long, long time to get a board presence and given the abundance of removal spells seen in modern, one you do get out that first card on turn 3-4, you will seen in annihilated immediately since you are running almost no protection other than Avabruck Caretaker  Flip.

Some recommendations would be adding Kessig Wolf Run and definitely some Stomping Grounds to even out the mana. I would also suggest you drop the land count down to 22-23. I do not think there is a reason to run that many lands unless you keep such a high mana curve, which I am hoping you will not. Maybe remove 6 lands and add 4xUtopia Sprawl and introduce a 1-drop werewolf?

Looks like you are going for a wolf token build so maybe think about adding in Parallel Lives as that could have huge implications.

I see you have Hermit of the Natterknolls  Flip for some extra draws. Werewolf Pack Leader fills a similar roll with a lower CMC with an easier trigger (you attacking). I believe there are other werewolfs that would fill similar roles but can not think of them off the top of my head, Realmwalker is also one of my person favorite for extending my hand to the top of my library in terms of casting creatures and that shapeshifter ability comes in handy for fitting into tribal builds!

Lastly, I feel like every werewolf deck needs a way to force it to be Night. Nothing worse that having an army of weak humans out there you can not get to transform unless you chose not to cast something or hope your opponent can not. Hedge that bet and slip in an instant that can force that!

Lots of food for thought, hopefully something I mentioned had some merit. Happy brewing :)

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