|Commander / EDH||Legal|
Printings View all
|Zendikar Expeditions (EXP)||Mythic Rare|
|Khans of Tarkir (KTK)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
, Pay 1 life, Sacrifice Wooded Foothills: Search your library for a Mountain or Forest card and put it onto the battlefield. Then shuffle your library.
|Have (3)||CampbellStev , RyanHruska ,|
|Want (13)||Otakufan64 , FurryTyrant , saffye , PTsmitty , snip102 , Douten , yewminyst81 , Forsetyr , CampbellStev , BlackShads , Forkbeard , x_Tetris_Dude_x , mikegioia|
Wooded Foothills Discussion
3 days ago
Your lands could use some improvement too: Stomping Ground , Wooded Foothills , Command Tower , Reliquary Tower , Temple of the False God , Cinder Glade , Game Trail , Fire-Lit Thicket , Karplusan Forest , Temple of Abandon , Rootbound Crag , Kessig Wolf Run , Nykthos, Shrine to Nyx , Spire Garden , and Copperline Gorge are all easy additions
1 week ago
match_lighter: Thank you for your appreciation :)
For the manabase: the next plan is to go +2 Fetchlands, -1x Forest , -1x Snow-Covered Swamp . Since Forest and Overgrown Tomb are both fetchable with the "Forest"-keyword I can go for the budget version of Verdant Catacombs : Wooded Foothills / Windswept Heath .
The only reason to run Snow-Covered Swamp is against Blood Moon , which is not played very much, also i'd need a full playset of Verdant Catacombs to fetch is consistently. So neither my budget allows it nor have I the requirements by the Meta to play it.
(It allows me to play Inquisition of Kozilek and Plague Stinger , otherwise I would use the to animate Inkmoth Nexus ).
Regarding Pendelhaven : I upgraded to 2 last week and need to playtest. You increase the consistency of drawing it but also run the risk of beeing stuck with one on the field and one in hand. Need to see how the playtests go and then I'll decide if I go down to 1 again. 3 seems an overkill to me.
I never thought of using Surgical Extraction in such a matter, it seems like a good idea. Maybe I can borrow the card or proxy it for playtests, but currently it is out of my budget.
1 month ago
Ok here my Goblin Deck:
Creatures, Goblins, 22:
2 Krenko, Tin Street Kingpin (3 cmc that permanent +1,+1 counter to itself every turn. and when attacks puts out a number of 1/1 goblins equal to uts power), not great by itself, but when its pumped is almost as good as Krenko Mob Boss, but cheaper 3 cmc, FASTER, doesnt TIE up mana like with Mob Boss, so actually better then 4 cmc Mob Boss.
4 Mox Opal
2,3,4 Wooded Foothills
2,3,4 Bloodstained Mire .
The general idea of how tgis deck works is:
Get goblins, creatures out FAST:
Either Kuldotha Rebirth either a Mox Opal, or a Memnite turn 1, or 2 memnites, 1 signal pest, or best ia 1 signal pest, 1, 2 memnites, 3 1/1 goblin tokens from rebirth.
Signal pest, or Wardriver, or Bushwhacker, or Chieftain,or Krenko Kingpin
Turn 3: kingpin, Rabblemaster, Piledriver, Goblin Grwnade
Turn 4: Rabblemaster, Piledriver, Kingpin, Goblin Grenade.
So this gets goblins out fast. Then pumps them up, then Krenko Kingpin, in addition to Kuldotha Rebirth puts out lots goblins that pump up Piledriver, Rabblemaster, STUPIDLY BIG.
So deck goes wide, and stupidly big, and fast, and removes threats, and uses the removal to burn, finiah opponents off.
Also on rare bad draws, can do 15 damage to opponent on turns 3,4 by Goblin Grenade, then Narset Reversal Copy it, for 10 damage then Genade goes back to hand, where I can recast it for 5 more damage for 15 total damage.
This also works great for destroying 10/10, 15/15 tramplers.
So here is a optimal draw, play.
Turn 1: 1,2 Memnites, 2 Mox Opal, use 1 Mox to Rebirth 3 1/1 goblins. 1 signal pest.
Board: 1 Pest, 1,2 Memnites, 3 1/1 goblins, 1 Mox Opal
Turn 2: Chieftain: everything attacks.
Board: 3, 3/2 goblin tokens, 1,2, 2/1 memnites, 1, 3/2 Chieftain. For 16 possible damage.
Turn 3: Kingpin, Pest.
Kingpin: +1 to 1/2 itself. 2/2. +1 +1 from Chieftan, 3/3, +1 from pest. 4/3. Kingpin makes 4, 1/1 goblins that hasted by Chieftain.
7 3/2 goblin tokens.
2, 2/1 memnites
1 3/2 Chieftan
1 4/3 Kingpin
32 max damage possible turn 3.
Turn 4: Piledriver, Wardriver.
Kingpin: +1 to itself, 3/3, +1 +1 from Chief, 4/4, +1 from Pest, 5/4, +1 from pest, 6/4, +1 from Wardriver, 7/4.
Kingpin makes 7, 1/1 goblins hasted, pumped by Chief.
7 + 7 more from kingpin =
14 5/2 goblin tokens, pumped by 2 pest, 1 Wardriver, 1 Chief
1 5/3 Wardriver
1 5/2 chieftain
1 7/4 kingpin
2, 4/1 memnites
2, 2/1 Pest
1 39/3 Piledriver
142 max possible damage turn 4.
1 month ago
"Found myself a Taiga and Tropical Island . I doubt that it'll make a huge difference, but I gotta give the swarm what asks for."
I assure you that the inclusion of what i'm assuming are Revised dual lands make a massive difference - just in subtle ways:
For example you crack a Wooded Foothills to search for a "Forest" but you only have a handful of Blue cards/creatures - you can acquire that Tropical Island and not have to pay an additional 2 life to have it come into play untapped. Sure, 2 life isn't that consequential...but it makes a difference when you have to do that every time you want to try and color fix your mana. Those little shocks for land really add up over time.
Having an additional array of typed lands that can be fetched helps in color fixing - this will help you get the right mana at the right time which is the biggest hurdle all 5c decks have.
Acquiring Dual lands is no small thing - you are part of an elite few number of deck builders that have gained access to the mecca of lands.
1 month ago
Hey, how much are you willing to spend to upgrade your deck? I ask because there's several high price cards you could add to improve game play such as Vampiric Tutor , Verdant Catacombs , Misty Rainforest , Sylvan Library , Survival of the Fittest . There's also some less expensive price cards that could improve game play such as Command Tower , Wooded Foothills , Forbidden Orchard , Twilight Mire , Arcane Signet , Nature's Lore , Arbor Elf .
You need a green source a lot more than a black source in the early game. Having more Swamps than Forests is not helping consistency of having a turn one green source for a mana dork. It should be the opposite, more Forests and less Swamps. Consider cutting some Swamps? The more lands you can add that can give you a possible turn one untapped green source the increase of consistency of being able to play a turn one mana dork. Increasing consistency of being able to reliably play a turn one mana dork will help your deck.
1 month ago
- Taurean Mauler : He big mean and super easy to block. Even though he is technically an angel, he lacks the power most other angles have. Very little way to give trample.
- Godo, Bandit Warlord : Six CMC fetch an equipment and cheat it out to battlefield, seems good and has combo potential. However, is a dead card early game when needing equipment to protect and generate value. Maby? Still very torn over cutting this card.
- Spinerock Knoll : Hard to activate and never have the mana open to activate it when needed. Most of the time it hit a low CMC card and it not very useful.
- Rugged Prairie : More room for Basic/Fetch.
- Clifftop Retreat : More room for Basic/Fetch.
- Inkmoth Nexus : Only man-land in the deck to equip and swing almost never comes up and only killed with this little guy once. Low performance.
- Dockside Extortionist : Good for huge burst of mana, easily fetched with the two Recruiter. Can easily allow me to make a massive threat early.
- Steelshaper's Gift : Early tutor for equipment allowing for more equipment that is useful in times of need.
- Flooded Strand : More fetch to reduce deck size.
- Wooded Foothills : More fetch to reduce deck size.
- Slayers' Stronghold : Way to give Vigilance and haste.
- Mountain : More Basic due to reduce red sources.
1 month ago
1 month ago
Wooded Foothills occurrence in decks from the last year
Commander / EDH:
All decks: 0.17%
RG (Gruul): 1.69%
GU (Simic): 0.56%
RUG (Temur): 2.58%
RGW (Naya): 1.99%
BRG (Jund): 1.57%
BUG (Sultai): 0.75%
UBR (Grixis): 0.48%
All decks: 0.89%
All decks: 0.76%