Wasteland

Wasteland

Land

: Gain .

, Sacrifice this: Destroy target nonbasic land.

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Commander / EDH Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Wasteland Discussion

ahthornev2 on Death & Taxes

1 week ago

Hey blessrain -- Walking Ballista is definitely at it's most fair in this deck but it serves a few cool use cases. It has a unique role in the deck where it can act like Umezawa's Jitte w/ counters and ping off some creatures or act as just a bear that can send a few points of damage at the opponent if it is about to be removed. In both cases it is pretty solid, mono-white can use the extra reach sometimes.

a) Tutor target for both Recruiter of the Guard and Ranger-Captain of Eos , and also Ranger of Eos that is in the maybe board. It's usually the best target for Ranger-Captain if the game is going to go long at all or I have some excess mana that I can feed into the Ballista the next turn. Would likely add Ranger of Eos if I was going into the Heliod combo just to maximize on ways to find Ballista.

b) Can help mana denial strategy. Pinging off x/1 creatures is really helpful when half of the payoffs in this deck involve removing the opponent's resources. Pinging their Noble Hierarch or Birds of Paradise leading into an Armageddon / Wasteland to choke out certain colours or an early 3 drop is exactly what we want to do to maximize our disruption.

c) Goes well with the fast mana draws, whether it is Mana Crypt or City of Traitors , Ancient Tomb , getting an early Ballista against creature decks is great for the reason described above, plus it can be a mana sink later while fitting the curve early.

I've been looking to add more +1/+1 counter synergy as well, both Anafenza, Kin-Tree Spirit and Luminarch Aspirant are underrated and there are a few other cards I have been looking at too. I think in a slower meta including the Heliod, Sun-Crowned combo is a very valid build, too. Heliod is just a little bit weak on his own but it is a good card to slam early off a fast mana start. Ballista is just a good enough card on its own that I have really embraced playing it in a deck like this!

zapyourtumor on MANA BURN

4 weeks ago

IF legacy then switch Strip Mine for Wasteland

awalloftext on Mistakes Into Miracles: God-Eternal Kefnet

1 month ago

Coward_Token - Opt is here! Best off-turn Kefnet trigger in the deck, haha - would never remove it.

Goal with Multiple Choice is to always hit mode 4 off Kefnet. Most likely play after that is just to cycle it with the first mode. Worst case scenario, hit it on mode 4 again.

Cavalier of Gales has absolutely overperformed - here's the thing about about this deck: Brainstorm and Dream Cache are super important for setting up loops, but even then are obviously great as single cast to get the right stuff on the top of your library - or even dig for Kefnet if he dies. Cavalier can do that too, but as a second Brainstorm effect, he can put Brainstorm or Dream Cache back on top of the library (if I tutored for them or drew them while Kefnet was offline), setting up a new loop. I'd call him a "pet" card for me for this deck.

You're probably right about Wasteland . I don't think I can squeeze in another colorless, so I'll probably swap it back at some point. Just testing out some new stuff for now!

I might swap Deliberate for Telling Time honestly. Telling is one of my favorite cheap blue spells but it also doesn't have as much synergy with Kefnet because it doesn't draw cards.

Coward_Token on Mistakes Into Miracles: God-Eternal Kefnet

1 month ago

I'm guessing the addition Multiple Choice over something simple like Opt or Deliberate is because it's less of a dead flip with Kefnet? Mode 2 & 3 just seem so underwhelming.

Has Cavalier of Gales overperformed in your experience? It seems kind of expensive for a non-Instant/Sorcery value card. I also feel like cutting Wasteland , your only land hate as far as I can tell, is risky. I'm guessing you got Hall of Oracles for commander damage support, so I'd suggesting undoing the Wasteland/Hall swap and instead cut the Cavalier in favor of Runechanter's Pike again

Resculpt is obviously a thing

xtechnetia on Thespian Tricks

1 month ago

AFAIK you can't maintain a Glacial Chasm lock forever with just it and Stage. Stage can copy Chasm and have no counters on it, but cumulative upkeep will still apply, so really it's just a way of extending the amount of time you can keep it out.

To truly maintain the lock indefinitely, you need something like a Solemnity -type effect or a way to replay your lands from the graveyard (plus a way to play extra lands to counterbalance the ETB sacrifice).

Anyways, other tricks with Stage that I know of (non-exhaustive):

  • You can copy a land that produces extra mana to accelerate your mana production, sometimes without the downsides the land typically comes with (e.g. Lotus Field , Cloudpost ).
  • You can copy a hexproof or indestructible land to get around land destruction (depending on what it is). More sneakily, copying a basic land will fizzle Wasteland -type effects used on Stage.
  • You can copy a land with a particular (super)type to turn on something that checks for such, e.g. copying a snow land to enable deathtouch on Ice-Fang Coatl when you already have two other snow lands.
  • Just like with Depths, you can copy Blast Zone , which will then have 0 counters on it (useful for wiping tokens).

ReddRhino on Mina and Denn, Land Cultivation and Devastation

1 month ago

Lands to consider: Terramorphic Expanse , Myriad Landscape , Blighted Woodland , Valakut, the Molten Pinnacle , Ghost Quarter and/or Strip Mine (use them to create small combos), Thespian's Stage , Mountain Valley , Ghost Town , Jund Panorama , Naya Panorama , Ash Barrens , Wasteland , Drownyard Temple , Lotus Field , Cryptic Caves (a nice draw engine), Warped Landscape , Sunscorched Desert (repeatable damage), Command Beacon (nice way to avoid commander tax)...there's more, but you get the idea. Most of these produce some kind of mana so you won't be without it. You just need to keep the cycle of dropping lands going.

Profet93 on Kick You Whilst I Dance

2 months ago

Fair enough, I kind of figured as much but wanted to run them by you just in case. Thank you for discussing each reason for each card :) Do you have a budget per card? Any reason why you are running all basics and no valakut or atleast some minor nonbasics?

Jeska's Will - Value town

Hanweir Battlements  Flip - Haste for commander, politics (if you're into that), etc...

War Room - Draw

Deflecting Swat - Counter counterspells, redirect targetted draw, extra turns, removal, discard, etc... the utility!

The land that can make your dude a G-d and then if you sac it, you get an indestrucible counter. It came out in the last year, forgot the name as I haven't been up to date since March 2020. Can be helpful as a means of protecting your commander

Champion's Helm > Whispersilk cloak - I take it you aren't attacking with your commander nor the remainder of your creatures

Myriad Landscape - Ramp

Strip Mine / Wasteland / Field of Ruin / Tectonic Edge /Any similar card - Deal with cradle, coffers, urborg, field, etc.... meta call, but these lands are prevalent in my meta.

Blast Zone - Interact with enchantments/others. A bit expensive mana wise, but worth a look at if you have troubleseome enchantments in the meta

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