Ziatora's Proving Ground

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ziatora's Proving Ground

Land — Swamp Mountain Forest

(: Add , or )

This enters the battlefield tapped.

Cycling (, Discard this card: Draw a card.)

CickNason on Prosshy Prossh

3 months ago

I would add more mana dorks: Ignoble Hierarch adds Jund colors and gives exalted as a bonus Deathrite Shaman acts as graveyard hate and can drain/gain at instant speed on on top of exiling any lands from anyone's graveyard for mana of any color also at instant speed. Delighted Halfling adds colorless or any color for legendary creatures and makes them uncounterable.

I would also add more aristocrat/sacrifice effects: Korvold, Fae-Cursed King crazy draw engine with sac synergy and a potential one-shot kill if he gets big enough Mahadi, Emporium Master generates treasures EOT based on how many creatures died, setting you up for big plays in the coming turns Pitiless Plunderer generates treasures whenever another creature you control dies immediately Chatterfang, Squirrel General basically a 3 mana Parallel Lives. Goes infinite with Pitiless Plunderer 1.Activate Chatterfang by paying b and sacrificing two other Squirrels. 2.The Squirrels die, triggering Pitiless Plunderer twice, creating two Treasure tokens and two 1/1 Squirrel tokens. 3.Activate a Treasure token by tapping and sacrificing it, adding b. 4.Repeat. 5.Resolve all Chatterfang abilities, causing any number of target creatures to get +2/-2 until end of turn any number of times. This gives you: Infinite colored mana. Infinite death triggers. Infinite ETB. Infinite LTB. Infinite sacrifice triggers. Infinite Treasure tokens. Reduce all opponents' creatures to 0 toughness.

Some pay off for sacrificing Mirkwood Bats, Blood Artist, Garna, Bloodfist of Keld & Poison-Tip Archer are good win condition for infinite sac outlet effects

Some better tutor effects: You can replace Diabolic Tutor for some other options below Diabolic Intent Tutor for 2 mana for any card with an additional sac requirement for sac effect synergies Demonic Tutor The OG best tutor Diabolic Revelation You wanna be cheeky? If you have big mana you can dump it all to grab multiple pieces to win the game

Some ramp effects: Cultivate & Kodama's Reach puts one to hand one to battlefield Nature's Lore & Three Visits puts any forest card onto the battlefield Entish Restoration is a new card that is better than harrow because you sacrifice a land on the resolution of the spell rather than paying the additional cost upfront, which makes it more safe from a feels-bad counterspells which puts you down a land. If you have a big enough creature you get 3 basics to the field all at instant speed as well. Nissa, Vastwood Seer  Flip is a pet card of mine which allows you to search for a basic and when you have 7 lands she flips and generate lands and card draw for pretty much free. Oracle of Mul Daya Allows you to play an additonal land every turn and allows to play them off the top of your library. If you dont see a card you like you can shuffle it away with a fetch land to try to get another off the top.

Better Lands: Urborg, Tomb of Yawgmoth & Yavimaya, Cradle of Growth are must includes allowing all your lands tap for B/G respectively in addition to your other colors. The pain lands Llanowar Wastes, Karplusan Forest & Sulfurous Springs are cheap dual lands that give you all your colors The reveal lands Game Trail, Foreboding Ruins & Necroblossom Snarl are also good cheaper options which give you dual colors The shocklands Blood Crypt, Overgrown Tomb & Stomping Ground are fetchable and come into play untapped for a measley 2 life are some of the best lands in the game Verdant Catacombs is the last fetch of your color not included. I would include it if you could because it allows all three of your fetches to fetch any of your shocks or battlelands. You can also include other Fetchlands as well such as Arid Mesa, Misty Rainforest etc to fetch because they can fetch for one of the jund colors of lands at least, however, they aren't as efficient Ziatora's Proving Ground is a must include because you can fetch it out and it taps for jund as well as cycle if it comes too late. If you don't have a turn one play you can fetch it out as your best land with no plays.

Hopefully this helps

Tsunnekonon on Moidah

5 months ago

Also Ziatora's Proving Ground as an addition or replacement for Savage Lands since it's Forest-fetchable (and has cycling!)

wallisface on Is Leyline binding worth it?

9 months ago

Yeah Ziatora's Proving Ground should suffice as far as providing the colours, though its probably going to also require going up to ~12 fetches to ensure you can reliably get everything you need early

Icbrgr on Is Leyline binding worth it?

9 months ago

yeah i figured just adding a Ziatora's Proving Ground to run alongside Raugrin Triome combined with my fetches (because they can all grab mountains} would be enough to get domain with little effort if i went that rout.

eliakimras on Jund Dragons

1 year ago

Forgot to say what to take out for the three cards above: Green Sun's Twilight, Hull Breach, Lukka, Bound to Ruin. The Twilight is unrealiable until you spend a lot of mana into it. The Breach is sorcery-speed. The planeswalker does not do much here.

Now some small upgrades you can make:

to_regatha_and_beyond on CocoFang

1 year ago

Nice deck, this has a lot of power!

I'm mostly wondering about your mana base. Is there a reason you're running Indatha Triome instead of Ziatora's Proving Ground? To me it would make a bit more sense of those were flipped to provide all of your mana colors. The only white card you're running is in your sideboard unless you count Jinnie Fay, Jetmir's Second, so I don't see a reason to favor white over red.

ndame24 on Counter Deck

1 year ago

Rebullet I get what you're saying. My thinking on Dragonskull Summit and Rootbound Crag is that Overgrown Tomb, Stomping Ground, or Ziatora's Proving Ground are all a combination of forest, swamp, and/or mountain. So lands like Dragonskull Summit and Rootbound Crag will entered untapped. And Ziatora's Proving Ground gives cycling if drawn later in the game

fg_cutts on

1 year ago

I playtested your deck and I think it would benefit from some hand discard mechanics and haste so you can swing immediately with your big baddies.

I recommend Catalog or Artificer's Epiphany for draw/discard.

I recommend running Manamorphose, Anger, and like two Stomping Ground or Ziatora's Proving Ground Jetmir's Garden (budget) so that you can run anger in your graveyard.

I know this changes your color scheme to more of atemur deck than simic, so it's that not what you want ignore this.

Also, Vivien, Champion of the Wilds's flash mechanic could help with the haste thing.

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