As Vesuva enters the battlefield, you may choose a land in play. If you do, Vesuva enters the battlefield tapped as a copy of the chosen land.
|Want (4)||sebbyk , mefisto22 , futureprimitive , GekkostatesOfAmerica|
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|Commander / EDH||Legal|
Vesuva occurrence in decks from the last year
Latest Decks as Commander
1 week ago
Commander Legends review for Lord Windgrace and Thoughts
Missed out on looking at these cards the first time so another look at cards that can synergise with this deck or with more general Lord Windgrace decks after actually testing them out.
This card looks like it may just slot right in but I would caution against just jamming this in. It is very powerful to be able to just pick out ten lands from the library and slam them on the battlefield, no sacrificing or any real downside but there are a couple of issues to consider:
- The card is 9 mana, and requires triple green. This is not difficult to do with mana fixing but because the lands enter tapped from Reshape the Earth and the spell is sorcery speed, this is pretty much your entire turn. This means that you better be planning to win the game with this spell on the turn you play it because your green mana will be heavily depleted when you do. There are pretty much two options: Field of the Dead or Valakut, the Molten Pinnacle for ETB triggers, but this can also be a trap. If you fetch Vesuva with this ability, you have to have one of the above lands already on the battlefield. This is because when Vesuva enters the battlefield at the same time as another land, due to timing it only checks land already on the battlefield. There is a similar issue with Thespian Stage as when the land enters...it has already had its ETB. This means that you can't just fetch Field of the Dead or Valakut, the Molten Pinnacle along with the two copy lands from the library and try to stack the triggers, it just doesn't work. This card just can't immediately win you the game in most circumstances. You could look at Dread Presence dealing a good 20 damage or getting a sweet Valakut Exploration turn, but you can't just straight up 40 someone unless you already have a very specific boardstate. I just don't think this card is worth including in this archetype.
I was surprisingly up on this card when it was first spoiled because of the Glacial Chasm synergy (never take combat damage, never lose the Monarchy). Now on top of being the eternal Monarch, you get the benefit of all your permanents being hexproof, which includes your land. Now you have protection against opponents removing your key lands! The issue is that it is still a creature body, doesn't really have any land-synergistic abilities and is 7 mana. I dropped Avenger of Zendikar for being expensive to play, and this just draws you a card at end step, not terrible, but not the most exciting thing to ever happen. Maybe this card is just too 'win more' to be an inclusion, but it has a sweet interaction with this deck.
Honestly not terrible but not exciting either. The key thing is that it doesn't untap your lands, and there's no real benefit for them being creatures, if you have a Glacial Chasm out they can't even attack...and they're 1/1s so you need something to buff them up before they attack. That's several steps more complicated than dumping a Torment of Hailfire or Exsanguinate on the board.
Now I'm usually very up on enchantments in commander. They're usually (in my experience) more difficult to interact with compared to artifacts. This is a way to just ramp or cheat out creatures. If you're planning of dumping big creatures on the board: this is a great card if you're running Glacial Chasm because you will never stop being the monarch, but it's an upkeep trigger. In this particular deck I don't think it has enough value to justify cutting another card to fit it in, it's just too slow.
Interesting value engine: play a land, you get to cheat in another land. Would/should you pay 6 mana for this? Well only if you have a bunch of lands in hand, which is generally not where this deck wants to be (usually they should be being discarded so you pull them back onto the battlefield). Any ramp potential is stymied by the mana cost. Powerful effect, just doesn't seem to quite work in this deck.
Not bad: find forest, put on battlefield, solid cheap ramp, consider adding it in if you have the space. There aren't that many great forests, so this isn't as much of a utility spell tutor, just plain ramp.
1 week ago
Great to hear, OJSTheJuice.
So looking over how Field of the Dead generally plays from experience:
This deck as it stands is more like a land toolbox deck that ramps to just try and cast a big Torment of Hailfire, honestly that's the gameplan 99% of the time. So you won't usually be fetching out Field of the Dead until it's necessary as it enters tapped and taps for colourless mana, so its not a good ramping card and fixes nothing colour-wise. You also can't attack while Glacial Chasm is out, which is your main way to just pretty much phase out of until you ramp into big mana with Cabal Coffers and Urborg, Tomb of Yawgmoth, so its offensive capacity is somewhat hindered if you're turtling. Honestly by the mid game you should have seven different land names because with the fetch/land tutor mix unless you get rather unlucky and end up with a whole bunch of basics with no fetches, snow lands wouldn't really make that much of a difference. If you have have access to fetches, you can fetch shocks or cycle lands (still waiting for triomes in jund, one day...). So the only case where this would really affect anything is where you have maybe 7-9 lands and some duplicate basics. Given that maybe half the deck is lands, there are multiple search and graveyard recursion strategies, I think that this is the only scenario you could lose out.
Looking at Field of the Dead, the best setup you could have would be something like Vesuva + Thespian Stage copying Field of the Dead with a Ramunap Excavator and Azusa, Lost but Seeking plus Lord Windgrace. Now best case scenario this might be something like 5 land drops over 3 to that's 15 zombies: 30 power isn't bad at all (even assuming you get fetches, you might squeeze an extra 2 or 3 drops before you start running low on fetchable sources), but it shouldn't really be the focus of what you're doing. Field of the Dead is a good way to throw up blockers, not really be offensive unless you have no other options (either because of counterspells or because you milled both Torment and Exsanguinate with no Bala Ged Recovery Flip to get them back). The vulnerability in this deck is that it has surprisingly few ways to get back things that aren't land.
How I've used Field of the Dead in the past is for instant-speed blockers, because it's not something a lot of players can really interact with. It's a good way to defend Lord Windgrace from an attack (as he's not protected by Glacial Chasm). It's value should be largely incidental to what you are already doing (ramping), not the focus unless it is one of your last remaining strategies (only just above Valakut, the Molten Pinnacle).
1 month ago
Field of the Dead + Vesuva + Thespian's Stage can be pretty backbreaking, especially if you are running lots of fetches, things that allow you to play multiple lands a turn such as Cultivate or Azusa, Lost but Seeking, Crucible of Worlds effects, and things like Ancient Greenwarden. Oboro, Palace in the Clouds is a great option because as long as you have your commander, it isn't a dead card, and it also plays into the Field of the Dead (or any land combo that involves a land entering the battlefield) - consistently ensuring you have a land each turn.
1 month ago
Responding to a couple of comments :D
Jegantha, the Wellspring isn't that good of a partner, but I think it fits the bill better than the rest. Obosh would only buff Golos (since tokens/lands are CMC 0, which is even), and Zirda isn't usable as a partner due to the inclusion of Vesuva. I even had Zirda as the partner for this deck at one point! That's too bad because it would be a really good fit for the deck :(
2 months ago
2 months ago
If you want to push this through, my idea is to play a hybrid brew of 12 post and Hypergenesis. The 12 post lands (Cloudpost, Glimmerpost, and Vesuva) you drop through Averna will generate hopefully enough colorless mana to cast colorless huge threats. Or if you can't find Averna, cascade through Hypergenesis (use Shardless Agent and Violent Outburst to stay in RUG colors) to drop said colorless huge threats. Be reminded thought that Hypergenesis has a deck building restriction to function properly (can't include cards with less than 3 CMC). Not really an ideal build when compared to a real 12 post or Hypergenesis build, but can be built and played for fun if you really wanted to.
3 months ago
Commenting on lands only so far. Personally I often find that Exotic Orchard isn't worth the downside, unless you have some sort of combo with it that I haven't noticed yet. But too many decks can make good use of random chumps for sacrifice fodder or chump blocking etc. Also what is the purpose of Thespian's Stage and Vesuva, what lands are you hoping to copy? Or do those just kind of go with the whole "I'm playing your deck" theme in general? Also Mirrorpool stands out as a bit odd to me since I wouldn't think this iss a spellslinger or token focused deck.
4 months ago
Actually, no. Both Prismatic Omen and Dryad of the Ilysian Grove both take care of that issue. These in combination with Ashaya, Soul of the Wild will cause triggers from creatures ETB as they’ll be land creature and recognized as all land types. Ancient Greenwarden gives double triggers without dropping Vesuva using Scapeshift or similar cards.
The real issue I’m finding is that whit doesn’t offer this deck design much. I’m actually leaning towards Lord Windgrace who would offer better tutoring effects and draw.