, 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.
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|Commander / EDH||Legal|
Wooded Foothills occurrence in decks from the last year
Latest Decks as Commander
Wooded Foothills Discussion
5 days ago
if you've been out of the game for 20 years, you may have missed the fetch lands like Wooded Foothills. fetch lands are especially strong with shock lands like Temple Garden. since Temple Garden has the forest type, it can be grabbed with Wooded Foothills. an example of a "check land" would be something like Rootbound Crag, which also works with shock lands to come into play untapped.
1 month ago
In the future this deck may be improved by adding better fetch lands like Misty Rainforest and Wooded Foothills, but for now - and for budgetary reasons - Evolving Wilds and Terramorphic Expanse will do.
1 month ago
Nice deck. Have you considered adding more basics to get more out of your commander? Lands like Mobilized District, Treetop Village, Drownyard Temple, Castle Garenbrig, Command Tower, Stomping Ground and so on doesn't synergize too well with your commander. I run a Phylath deck (you can find it here: Phylath) where im using only basics and fetches (Evolving Wilds, Fabled Passage, Prismatic Vista, Terramorphic Expanse and Wooded Foothills) to insure i get at least 6 tokens when i cast Phylath. In a 2 color deck its no problem running mostly basics. It also opens up for Blood Moon if your playgroup is ok with that.
Cards i highly recommend:
Conjurer's Closet - bounce Phylat on each of your end step is really nice
Skullclamp - turn all those 0/1 into card advantage
Greater Good - your plants can get really big. Get some serious card advantage when needed (nice to have in case of boardwipe)
Beastmaster Ascension - attack with 7 creatures is really easy in a Phylath deck. This will activate the turn you play it, giving all your creatures a permanent +5/+5 for only 3 mana :).
Purphoros, God of the Forge - Deal some serious damage to each opponent when you cast Phylath. Also really good with Scute Swarm
Tireless Tracker - Card advantage on landfall
1 month ago
Thanks for your comment. I am very happy about such comments, as it is difficult to keep an eye on every possible combination with over a thousand commanders, especially with such a commander like Ishkanah, which you don't meet in your LGS every day. Thanks to your comment, I can see more of the potential of Ishkanah. I you want to tune up your deck, I have some recommendations for that:
I would exchange:
- Panharmonicon has only 3 targets + your commander... I think that's not efficien enough I would rather play this beast of a card: Ohran Frostfang because this card converts your spiders into carddrawing killer spiders.
- Far Wanderings for Cultivate because it's more reliable and effective
- Vessel of Nascency for Jarad's Orders because this card is just a perfect tutor for decks like this
- Blood for Bones for Victimize
- Is Witchbane Orb one of your meta picks, because a lot of your opponents play curses or burn? If not, I would rather play more carddraw because you have to less of it in your deck. Play Sylvan Library (or Phyrexian Arena) instead
- Drown in Filth with either another good removal like Abrupt Decay; Caustic Caterpillar; Plaguecrafter (Force of Despair, Darkblast, Snuff Out, Force of Vigor, Tragic Slip etc.)
- Cut 2 Forests and a Swamp for Bala Ged Recovery Flip, Khalni Ambush Flip & Hagra Mauling Flip
- Grapple with the Past for Fiend Artisan/Phyrexian Arena/Opposition Agent
- Entomb for any other tutor like Demonic, Vampiric, Grim Worldly Tutor etc. or Buried Alive
I would play as many cool utility lands with a sacrifice effect and as many fetch lands as possible because they're needed for Delirium and have also great potential with the MVP in every graveyard deck Life from the Loam:
- Evolving Wilds/Terramorphic Expanse/Ash Barrens/Jund Panorama
- Prismatic Vista/Verdant Catacombs; Windswept Heath/Wooded Foothills/Bloodstained Mire etc. (If they're out of budget, you just can play the cool and cheaper utility lands and you'll be fine) Other cool lands: Grim Backwoods!!; Geier Reach Sanitarium, Drownyard Temple Phyrexian Tower, Emergence Zone, Haunted Fengraf, Buried Ruin I would also add Deserted Temple because it can produce together with Cabal Coffers + Rings of Brighthearth infinite black mana.
Carddraw or Cardadvantage:
- Ohran Frostfang!!
- Driven / Despair!!
- Sylvan Library!!
- Night's Whisper
- Lifecrafter's Bestiary
- Phyrexian Arena!!
- Journey to Eternity Flip
- Phyrexian Reclamation
- Fauna Shaman/Birthing Pod/Fiend Artisan/Survival of the Fittest/Yisan, the Wanderer Bard
Other good finishers/ combo pieces:
- Altar of the Brood / Blood Artist / Zulaport Cutthroat
- Craterhoof Behemoth or the budget version: End-Raze Forerunners / Overrun
- Triumph of the Hordes
Well, I'm sure that you already know what other options there are to tune up the deck. If you want to win consitenly I would add more ways to produce infinte mana like Nim Deathmantle + Priest of Gix + Ashnod's Altar or Magus of the Coffers + Staff of Domination OR another unigue and complicated way to filter infinite colorless mana with Basalt Monolith + Rings of Brighthearth is together with Mirage Mirror and a Swamp...
To make the whole thing more consistent you have play all green and black tutors, play fast mana like the Moxes, Mana Crypt/-Vault, Manadorks (Elvish Mystic/Elves of Deep Shadow/Llanowar Elves etc. and pack some premium removal in the deck to raise the power level. If you're interested we can brew a fringe competetive list together.
2 months ago
I mean I've also been a fan of Searing Blaze it's a little less good without the fast fetches Bloodstained Mire, Prismatic Vista, Wooded Foothills, Scalding Tarn and Arid Mesa. Other than that the creatures most seem to rotate between Goblin Guide, Monastery Swiftspear and Eidolon of the Great Revel - though you're probably want to be more spell based to play your burning man and snipe off creatures; if you were inclined to add black Bump in the Night does work. If you were to add white Boros Charm is super solid. Lastly, Shard Volley usually gives people a tad more extra reach.
2 months ago
3 months ago
Profet93 I'm glad you gave it a read! Let me dive into your questions.
1) I haven't really given a budget for this deck, the reason being that I play on Tabletop Simulator. Essentially, my group makes decks on Tappedout.net and we "scry" it into the game as is. It's helped tremendously to quell the quarantine boredom over the past several months. I have a few other decks that I'd like to make in real life first before this one (I'm more of a Voltron player) but if I were to make this deck in real life I'd set the limit for about $200. The above deck of course isn't even close to that because we're just playing digitally. The culprits are...
Mana Crypt: I've been thinking of subbing this card for more normal forms of ramp anyway due to it's extreme snowball potential (and my group of friends prefer fun edh over competitive). Sub it with any other form of ramp. Vorinclex, Voice of Hunger and Balefire Dragon: ANy big threat with utility is appreciated in Gruul. These can be substituted for any big green/red creature which fortunately there is an abundance Wooded Foothills and other special lands: With only two colors and a multitude of land searching ramp, you won't find much of a difference if you sub these out for basic lands. However always keep Mosswort Bridge and Spinerock Knoll, they are insanely easy to proc.
2) I've only played this deck in a group of 4 so my feedback will be limited but I will try my best to identify it's weaknesses from the few times I've played (but tested alone many times).
a) Counters and Bouncing: The deck is meant to play big threatening hitters from the hand turn 5 onward (Xenagos out consistently on turn 4). With more than a quarter of the deck consisting of either heavy hitters or card draw into those creatures, you can put on the pressure for quite a bit if you're drawing averagely. But almost always your entire mana will be spent to cast theses big creatures and only a small amount of mana is required to counter or bounce them. Watch our for pesky blue mages. There isn't much protection in the deck for that, I focused instead on consistently slamming a big threat each and every turn and wearing them out.
b) Card Draw: When you're playing with big creatures, sometimes you only need 1 or 2, especially with fairly sticky Xenagos on the field. However in 4's, it's not terribly unreasonable for a combination of 2 or 3 people to lock you out of your crazy burst. Card draw is naturally the best course to get yourself out of this situation (that and patience), but the card draw in here isn't quite up to the speeds of other decks and is creature reliant. I've boiled it down to this: If you do hit upon of the sources of card draw in this deck, you won't ever have to worry about card draw again.
c) You Are a Scary Gruul Player: Everyone will have there eyes on you. After blowing my friends out of the water first time with the deck I was the focus of attention in the next couple EDH games. Be prepared to get ganged up on to prevent you from quickly knocking someone out. You will find that this deck lends little political gain...which isn't so much a deck problem but an individual meta problem with your EDH group haha :) You have been warned.
d) You Build Tall, Not Wide: Your board is very thin and can get overrun by a horde of tokens. With no lifelink in the deck, you will lose a war of attrition if you can't trample or fly over your opponent's boards.
e) Little Opponent Interaction: This deck does one thing well, and that is grabbing the steel chair that Xenagos is offering and slamming Spidey to the ground (cue the name of the deck). It does so consistently. However if your opponent's are able to thwart your initial power spike and builds up a threat of their own, this deck can due little to stop it.
I'm very excited to hear some of your ideas!
3 months ago
So, here are my thoughts about the deck:
Manawise, your landbase should rather consist of lands that come into play untapped. It's important to have your mana available asap. I would suggest replacing karoo lands like Orzhov Basilica and also Opulent Palace with battlelands like Sea of Clouds and painlands Adarkar Wastes. The storage lands are also not ideal (e.g. Dreadship Reef), because they do not provide colored mana at start. And of course the more fetchlands you can add the better, missing Scalding Tarn, Arid Mesa, Verdant Catacombs, Windswept Heath, Wooded Foothills, Flooded Strand, Bloodstained Mire.
I would suggest you to cut even the three remaining creatures and add additional card advantage and lock pieces. Im missing Sylvan Library, Rhystic Study and Mystic Remora... all important ways to get extra cards.
Since your main wincon is the Consultation combos, I suggest you definitely run Thassa's Oracle as a main, cheap combo piece.
Lightning Greaves, boots and Helm are not necessary, since protecting Atraxa should not be such a priority to warrant extra cards for it. Also Mana Tithe, Mana Leak and Opt are not that relevant in a multiplayer format. I would advise to replace them with general, cheap countermagic, for better utility. Dovin's Veto, Delay, Swan Song, Tale's End can serve both to protect your cards and your combo, but also disrupt your opponents from winning.
Also with the amount of manarocks, you could play Winter Orb to stall and buy bit more time for your 'walkers.