Woodland Cemetery enters the battlefield tapped unless you control a Swamp or a Forest.
: Add or .
|Have (5)||abby315 , , Forkbeard , lorddarkstar , metalmagic|
|Want (6)||Cyas676 , HerrPotkuri , atom145 , villa1n , double051 , Jdreesman|
Printings View all
Combos Browse all
|Commander / EDH||Legal|
Woodland Cemetery occurrence in decks from the last year
All decks: 0.61%
All decks: 0.08%
Commander / EDH:
All decks: 0.1%
BRG (Jund): 1.62%
BGW (Abzan, Junk): 3.71%
BUG (Sultai): 1.33%
Woodland Cemetery Discussion
14 hours ago
5 days ago
2 weeks ago
Nice build. I’d recommend Verdant Catacombs and/or Overgrown Tomb over Blooming Marsh and Woodland Cemetery. The life point ping(s) are easily offset by other cards you’ve already included, and the added deck thinning of the fetchlands helps with mid-late game draws.
2 weeks ago
First, needs more 1 drops. I recommend going heavy into the 'ramp a stompy thing out t2' with a playset of Birds of Paradise. Not only ramps and fixes your mana very well, it also has flying and is therefore great to mutate onto.
Second, your manabase sucks. Zagoth Triome is mediocre at best. In Modern, you absolutely cannot be playing taplands anymore. It's too fast unless you're playing a more traditional control deck. Fortunately, there's a couple real cheap cards that will dig you out of this hole: Llanowar Wastes and Yavimaya Coast. $1-2 each, they should be a playset unless you're going with a higher quality manabase. Cut at least one Island and at least one Swamp to add these. There are also other better lands, but those should hold you over. You really should cut Triomes, though, and include either Fastlands(Botanical Sanctum and Blooming Marsh) or Checklands(Hinterland Harbor and Woodland Cemetery). Green t1 is going to be part of your gameplan.
Fourth, cut your enchantments and artifacts(except maybe Ozolith) for Sea-Dasher Octopus. Card draw is great, 2-mana mutate is great, it's all-around great.
Fifth, maybe try out Trumpeting Gnarr. Pretty fun card.
All-in-all, just needs an actual manabase and some curve tweaks, but the core of the deck looks at least functional(not super familiar with the modern meta atm, so I'm unsure if it'll actually do well). I like the idea of a lategame Starrix acting as a sort of Genesis Hydra. Going t1 Birds into t2 Greathorn, ramping into a t3 Gnarr and an easy t4 Starrix or Dirge Bat should be game over.
Oh, I forgot -- Starrix is good enough that you should go 4x. Archetype sucks.
Also, cut a couple cards for removal. While Starrix doesn't necessarily hit it, it skips it. Seriously, you can have any number of nonpermanent cards in your deck and it won't hurt starrix one bit. Most of our non-ramp non-land cards are large enough that hitting a handful of them should be worth it.
Sorry for long post, but I got exited over Starrix for a second. It's totally reasonable to play it t4 and get 3+ permanents off it. At least one of those should be a decent sized creature. Then, you'll likely have a couple extra cards in hand and mutating starrix a second time for 4+ permanents is back breaking for any strategy. You just need to make sure you have Parcelbeasts and Octopuses going so that you can keep your hand full -- because you'll have all the mana at that point.
3 weeks ago
Hey, nice upgrades for the precon.
There's several cards that are in the sideboard that are better than cards in the main deck specifically the hexproof creatures. Mutate is very problematic in multiplayer Commander because there's at least three other players who can have removal for the mutate creature. If you're not mutating a hexproof creature then removal options from three or more different players is too much of a problem. Mutating turn four like what you want to do is too risky if you're not mutating a hexproof creature.
The combination of hexproof and regenerate is very good with mutate. Protection from first being able to mutate, then after from targeted removal, then also from most board wipes and combat. Constable, Needle and Selkie are powerful if they connect with an opponent when mutated, but using them as the creature to mutate too for turn four is risky without also having protection.
Some changes to consider:
- Slippery Bogle > Hungering Hydra
- Silhana Ledgewalker > Ilysian Caryatid
- Troll Ascetic > Butcher Ghoul
- Thrun, the Last Troll > Pouncing Shoreshark
- Crystal Shard > Ram Through
- Jarad's Orders > Frontier Siege
- Nature's Lore > Rampant Growth
- Exotic Orchard > Vivid Grove
- Yavimaya Coast > Thornwood Falls
- Woodland Cemetery > Jungle Hollow
Good luck with your deck.
1 month ago
...which is exactly what I'll do when I build this deck :) Looks fun
1 month ago
Hey, looks good, nice version of Izoni.
The cards needed in the description are all excellent upgrades and the cards you cut are good choices. One thing to keep in mind when you add more dredge creatures are ways to get them back into your graveyard from your hand. Fauna Shaman is repeatable discard a creature while also getting to tutor for any other creature. Tortured Existence is discard a creature to then recur any other creature. It's excellent with Eternal Witness who you have here to keep having access to her. Genesis wants to be in your graveyard to be another repeatable source of creature recursion.
Altar of Dementia is one of the best repeatable sources of self-mill and a sac outlet to get creatures you want to cast into your graveyard. Izoni + Nim Deathmantle + Ashnod's Altar is infinite Insects which if you add Zulaport Cutthroat is a win condition by sacing all Insects. Witness can recur these artifacts after you self-mill them. Jarad's Orders tutors for two creatures and puts one of them into your graveyard.
Dread Return and Victimize are two budget reanimation spells that are enablers for some crazy combos especially Return since you can self-mill and then cast it with flashback from your graveyard. Both are good with Insects since you have to sac creature(s) to reanimate. Riftsweeper is helpful support creature when you're relying on your graveyard since your graveyard or specific cards in it will be targets for exile. Rift can shuffle a card in exile back into your library.
Good luck with your deck.
1 month ago
Hey, the manabase could use some improvements. You have Bayou, Tropical, Cavern and the Filter lands which are all great. Why also 18x basic lands? Consider more dual lands?
- Command Tower
- City of Brass
- Exotic Orchard
- Windswept Heath
- Bloodstained Mire
- Flooded Strand
- Overgrown Tomb
- Watery Grave
- Breeding Pool
- Llanowar Wastes
- Yavimaya Coast
- Underground River
- Woodland Cemetery
- Hinterland Harbor
- Drowned Catacomb
The least expensive Fetch lands: Windswept, Bloodstained and Strand can search for one of Bayou, Tropical, Zagoth or a Shock land: Overgrown, Watery, Pool. This color fixing from Fetch lands as well as more Rainbow lands especially Command Tower can help your deck.