Woodland Cemetery

Woodland Cemetery

Land

Woodland Cemetery enters the battlefield tapped unless you control a Swamp or a Forest.

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Set Rarity
Dominaria (DOM) Rare
Innistrad (ISD) Rare

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Historic Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Woodland Cemetery occurrence in decks from the last year

Standard:

All decks: 0.61%

Golgari: 7.61%

Modern:

All decks: 0.08%

Commander / EDH:

All decks: 0.1%

Golgari: 0.91%

BRG (Jund): 1.62%

BGW (Abzan, Junk): 3.71%

BUG (Sultai): 1.33%

Woodland Cemetery Discussion

Balaam__ on GB Elves

14 hours ago

Since your build is so creature heavy, Cavern of Souls is the first thing that comes to mind. I’d remove 2x Blooming Marsh and 2x Woodland Cemetery to make room for a playset.

Balaam__ on Interdimensional Initiative

5 days ago

Interesting idea, haven’t seen this often. Nice build. Unless budget is the concern, Breeding Pool and Overgrown Tomb are going to enable faster play than Hinterland Harbor and Woodland Cemetery.

Balaam__ on Down With the devil

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.

TriusMalarky on Primal Permutations

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.

Third, Parcelbeast and Migratory Greathorn are your absolute best t2 plays. Use them to start ramping, because in the end it's the mana you'll need.

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.

multimedia on Otrimi's Toolbox

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:

Good luck with your deck.

Carrot_cake on Slimefoot's Funguy Farm

1 month ago

The only thing I would change in this deck is the Foul Orchard playset for a playset of Woodland Cemetery

...which is exactly what I'll do when I build this deck :) Looks fun

multimedia on

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.

A few lands to consider adding: Woodland Cemetery, Tainted Wood, Ash Barrens, Jund Panorama and more expensive Twilight Mire.

Good luck with your deck.

multimedia on Lernaea's children

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?

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.

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