Combos Browse all Suggest
Tokens
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Quest Magic | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Zendikar's Roil
Enchantment
Landfall — Whenever a land enters the battlefield under your control, create a 2/2 green Elemental creature token.
greyninja on Every Land Out
6 months ago
Greensleeves, Maro-Sorcerer, Omnath, Locus of Rage, Zendikar's Roil, the new Chocobo Racetrack, or something similar
+
Perilous Forays
+
Amulet of Vigor, Earthcraft, Lotus Cobra, or something similar
(I run this combo in my Omnath, Locus of Rage deck. If he is out, he also burns the table when the Elementals die)
kamarupa on
Zendikarok
10 months ago
After looking at it for like, 1 minute, my instinct would be to cut Zendikar's Roil - my thinking is this - it would be nice to have some early 2/2 blockers, but at 5MV, that's not likely to happen. Really, in Modern, T5 is just about the end of the game. You might not even have a land to play when by the time that hits the battlefield. On the other hand, your deck is built around gaining an advantage from ETB triggers, so the more likely you can make that happen and the sooner, the better the deck will work.
Licecolony on
2 years ago
Love it. Why no Scute Swarm or Tireless Tracker? Also, this might be an unusual option, but I like Turntimber Basilisk in this deck specifically. Lastly, Vandalblast.
Also unsure why you have Whitemane Lion or Zendikar's Roil or Primeval Bounty or Inspiring Leader or Retreat to Kazandu.
Wouldn't Retreat to Emeria or Felidar Retreat have anthem-like effects in this deck?
shock7123 on
Omnath Whole Lotta Lands
2 years ago
Finally, another 4c Omnath player!
Omnath, Locus of Creation is a fun commander that gives you access to the grand majority of all the landfall effects to ever come out in Magic. I will say, though, there are a few things you could add if you wanted to make this deck more competitive. Not sure if that was your plan or not, but here are some suggestions I would make:
Geode Rager can help keep your opponents off your back and swinging at each other, making it easier for you to win. As long as you have a couple landfall token generators out, it isn't too hard to win in a 1v1 situation with this commander.
Felidar Retreat + Kodama of the East Tree + Simic Growth Chamber is a combo that allows you to win the game with literal infinite landfall triggers and infinite tokens being created. You can sub out Simic Growth Chamber for any of the Ravnica bounce lands (of which you have access to 7 total in your colors, including Guildless Commons.) You can also swap out Felidar Retreat for any landfall token generator like Zendikar's Roil, Rampaging Baloths, heck, even Scute Swarm will work. You just need to create a token of some kind whenever a land enters the battlefield under your control.
Valakut Exploration is a great way to give yourself some temporary card advantage while also pinging your opponents for whatever you don't end up casting. Careful with this card, though, as if you don't cast whatever is exiled with it, you don't get it back.
Retreat to Coralhelm can let you tap down creatures you don't want attacking you or give you card selection via a ton of scry effects.
Nissa, Voice of Zendikar is a solid 3-drop walker that lets you get some chump blockers out early, pump any tokens you control, or gain a bunch of life and draw a bunch of cards.
Ancient Greenwarden is a solid effect. It lets you get your fetch lands out of your graveyard to find another land, easy two landfall triggers per turn with that. It also acts as a Panharmonicon for landfall, which is amazing in this deck. With just this, your commander, and a Myriad Landscape or Fabled Passage, you can gain 8 life and add 8 mana for free to your mana pool each turn.
Azusa, Lost but Seeking makes it so that you can consistently get three landfall triggers per turn with just a Ravnica bounce land in your hand. You may not grow the amount of lands in your deck, but it does allow you to get that 4 damage trigger off from your commander consistently.
Tireless Tracker and Tireless Provisioner are the GOAT in a landfall deck. All the treasures, food, or clues you could ever hope for.
Trench Behemoth is a solid value engine that lets you return lands to your hand to protect itself while also forcing a creature to attack whenever you get a landfall trigger. If you have enough tokens, you can take out their big threats if they decide to swing at you with it.
I love my Omnath deck, as I've had it since I pulled a foil version of him from a Zendikar Rising prerelease box. If you want other suggestions, I'm happy to help!
multimedia on
Muldrotha: Budget Elemental Tribe!
3 years ago
Hey, just saw your update. Something to think about for gameplay, is it more important to you to have Muldrotha on the battlefield or many Elementals? Having both is asking too much because Muldrotha requires much setup and Elementals don't provide that setup. Muldrotha is a go-tall Commander, but you're playing as go-wide with many small Elementals. This conflict of what Muldrotha wants and what the rest of your deck is doing is most likely hindering gameplay.
Your deck is not built to go-wide with Elementals because you don't have any Elemental tribal lords, anthem effects and no early game Elemental token sources to flood the battlefield with Elementals. Lords are needed to make little Elementals actual good attackers so that you can swarm opponent. You're best attackers other than Muldrotha when it has evasion are the Elementals who can grow themselves. These Elementals are go-tall strategy not go-wide, having a large power/toughness Elemental for an attacker, instead of many little Elementals.
You're not going to like my next suggestions, but now that you've seen that your deck is struggling, some changes could help? My advice is build your deck first to maximize Muldrotha and second add in Elementals after doing so? Cut the weaker Elementals for more Muldrotha synergy especially draw/self-mill, ramp, protection and removal? Just play the better Elementals? I'm not suggesting to change your deck strategies, keep Elementals, +1/+1 counters and proliferate, but tone them down in favor of Muldrotha?
An example of a streamline Elemental base using current Elementals (by CMC):
- Embodiment of Spring: ramp.
- Skullbriar, the Walking Grave: beater or blocker.
- Omnath, Locus of Mana: ramp, beater or blocker.
- Risen Reef: draw, Elemental tribal synergy.
- Splinterfright: self-mill, beater or blocker.
- Forgotten Ancient: counters engine.
- Bloom Hulk: proliferate engine.
- Foundation Breaker: removal.
- Cavalier of Gales: draw, beater or blocker.
- Cavalier of Night: sac engine, removal, blocker.
- Mulldrifter: draw.
- Night Incarnate: removal, creature board wipe.
- Shriekmaw: removal.
- AEthersnipe: removal.
- Zendikar's Roil: Elemental tokens.
- Nissa of Shadowed Boughs: Elemental lands.
I left Slitherwisp off the list because you don't have any other cards with flash? Without other cards with flash, Slitherwisp isn't worth a deck spot. Now you could add cards to give spells flash, but even so Muldrotha doesn't work with flash since you can only during your turn cast permanents from your graveyard.
Flash doesn't get around this Muldrotha restriction. You can flash at any point during your turn, but not on opponent's turns which defeats the purpose of flash. Spending your mana in the early turns for ramp, evoke Elementals, self-mill and draw is better to setup Muldrotha then having many Elementals on the battlefield.
Just adding a small package of nonElemental budget creatures that have excellent interaction with Muldrotha and Cavalier of Night could help gameplay.
- Eternal Witness: recursion.
- Sakura-Tribe Elder: ramp.
- Satyr Wayfinder: self-mill.
- Siren Stormtamer: protection.
- Dockside Chef: draw and sac outlet.
- Plaguecrafter: removal.
- Haywire Mite: removal.
PrismMTG on
The Island Awakened [[Primer]]
3 years ago
Alright, a 2 for 1 response comment.
First, @king-saproling. I really don't think that Crucible of Worlds is the right card to drop. Because this list runs so many fetches, effects that allow you to play more than just Forests from your graveyard are very necessary. What do you think about dropping Zendikar's Roil instead? The list loses some token generation, but with Titania you have more than enough of that, and Perilous Forays adds another layer to the recursion engine.
Second, @TheOfficialCreator: Sylvan Scrying is a good card that I'm pretty sure flew under my radar because I misread it for a basic land tutor... yeahhhh, oops. But anyway, I'm thinking of slotting that in for Far Wanderings because during playtesting, Far Wanderings preformed much worse than I would have hoped and the effect without the Threshold ability active is not worth the cost.
Thoughts?
Kret on
Muldrotha: Budget Elemental Tribe!
3 years ago
Soul of the Harvest, Fertilid, Mulldrifter and Shriekmaw are good budget elementals.
Wolfbriar Elemental is a nice mana sink in the late game.
Consider adding backgrounds like Master Chef or Scion of Halaster.
You are running Joint Exploration. Consider similar cards like Explore or Growth Spiral. They can let your deck gain some early velocity.
If you play multiple elementals with evoke then a card like Village Rites becomes useful because you can cast it in response to the evoke trigger and draw 2. Card like Evolutionary Leap could also be used in response to evoke trigger to draw a fresh elemental
Zendikar's Roil can let you go wide with elementals.
Tatyova, Steward of Tides makes your lands into 3/3/ elementals
Kenrith's Transformation is a great removal spell that replaces itself and can be recurred.
Tezzeret's Gambit draws 2 cards and proliferates.
Nissa, Voice of Zendikar puts counters on each creature for just 3 mana
Cards I would replace:
- cards with kicker and Vine Gecko (they are generally worse cards than regular budget ramp spells like Rampant Growth or Cultivate)
- 6 forests because you have low mana curve (I would cut the land count to something like 36 lands, but you could also swap them for dual lands with basic land types from Kaldheim - Woodland Chasm, Dominaria United - Haunted Mire, Temple cycle - Temple of Malady or bounce lands - Golgari Rot Farm
- Titania, Protector of Argoth because there is only one card -> Harrow that can proc her ability to make elementals
I would also cut some of the elementals that don't have any useful abilties like Jaddi Lifestrider, Healer of the Glade, Glade Watcher, Floodhound, Offalsnout, Smolder Initiate and Slitherwisp.
Hope you find some of the suggestions helpful.





