2.9k
12/12/2024
Land Loch-ed
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $333.45
Salt sum: 38.65
Playgroup dot gg logoPower level:N/A
2.9k
12/12/2024
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Commander

Quantity: 1Price: $15.99
Aesi, Tyrant of Gyre Strait

You may play an additional land on each of your turns. Landfall — Whenever a land you control enters, you may draw a card.

Creature
Aesi, Tyrant of Gyre Strait (cmr) 365

Commander

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Counterspell

Quantity: 3Price: $8.77
Repulsive Mutation

Put X +1/+1 counters on target creature you control. Then counter up to one target spell unless its controller pays mana equal to the greatest power among creatures you control.

Instant
Repulsive Mutation (mkm) 227
Thwart

You may return three Islands you control to their owner's hand rather than pay this spell's mana cost. Counter target spell.

Instant
Thwart (mmq) 108
Tishana's Tidebinder

Flash When Tishana's Tidebinder enters, counter up to one target activated or triggered ability. If an ability of an artifact, creature, or planeswalker is countered this way, that permanent loses all abilities for as long as Tishana's Tidebinder remains on the battlefield. (Mana abilities can't be targeted.)

Creature
Tishana's Tidebinder (lci) 81

Counterspell

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Extra Land Drops

Quantity: 4Price: $47.47
Azusa, Lost but Seeking

You may play two additional lands on each of your turns.

Creature
Azusa, Lost but Seeking (cmm) 274
Dryad of the Ilysian Grove

You may play an additional land on each of your turns. Lands you control are every basic land type in addition to their other types.

Creature Enchantment
Dryad of the Ilysian Grove (sld) 191
Exploration

You may play an additional land on each of your turns.

Enchantment
Exploration (prm) 82838
Explore

You may play an additional land this turn. Draw a card.

Sorcery
Explore (who) 822

Extra Land Drops

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Land Drop - Fetch

Quantity: 7Price: $15.49
Archdruid's Charm

Choose one — • Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle. • Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control. • Exile target artifact or enchantment.

Instant
Archdruid's Charm (mkm) 151
Cultivate

Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.

Sorcery
Cultivate (lcc) 235
Journey of Discovery

Choose one — • Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle. • You may play up to two additional lands this turn. Entwine {2}{G} (Choose both if you pay the entwine cost.)

Sorcery
Journey of Discovery (mrd) 123
Migration Path

Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Cycling {2} ({2}, Discard this card: Draw a card.)

Sorcery
Migration Path (iko) 164
Rampant Growth

Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Sorcery
Rampant Growth (dsc) 193
Sakura-Tribe Elder

Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Creature
Sakura-Tribe Elder (c19) 177
Springbloom Druid

When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Creature
Springbloom Druid (mh1) 181

Land Drop - Fetch

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Landfall - Misc

Quantity: 2Price: $26.48
Roil Elemental

Flying Landfall — Whenever a land you control enters, you may gain control of target creature for as long as you control Roil Elemental.

Creature
Roil Elemental (sld) 155
Tireless Provisioner

Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life." Treasure is an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")

Creature
Tireless Provisioner (moc) 313

Landfall - Misc

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Pump

Quantity: 1Price: $0.59
Verdant Confluence

Choose three. You may choose the same mode more than once. • Put two +1/+1 counters on target creature. • Return target permanent card from your graveyard to your hand. • Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Sorcery
Verdant Confluence (cmm) 329

Pump

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Untap

Quantity: 2Price: $3.78
Murkfiend Liege

Other green creatures you control get +1/+1. Other blue creatures you control get +1/+1. Untap all green and/or blue creatures you control during each other player's untap step.

Creature
Murkfiend Liege (2x2) 259
Retreat to Coralhelm

Landfall — Whenever a land you control enters, choose one — • You may tap or untap target creature. • Scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Enchantment
Retreat to Coralhelm (bfz) 82

Untap

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Board Wipe

Quantity: 3Price: $2.07
Aetherize

Return all attacking creatures to their owner's hand.

Instant
Aetherize (lcc) 142
Kederekt Leviathan

When Kederekt Leviathan enters, return all other nonland permanents to their owners' hands. Unearth {6}{U} ({6}{U}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

Creature
Kederekt Leviathan (2x2) 55
The Great Aurora

Each player shuffles all cards from their hand and all permanents they own into their library, then draws that many cards. Each player may put any number of land cards from their hand onto the battlefield. Exile The Great Aurora.

Sorcery
The Great Aurora (ori) 179

Board Wipe

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Damage - Lands Matter

Quantity: 2Price: $3.28
Blackblade Reforged

Equipped creature gets +1/+1 for each land you control. Equip legendary creature {3} Equip {7}

Artifact
Blackblade Reforged (nec) 146
Budoka Gardener

Creature
Budoka Gardener // Dokai, Weaver of Life (c18) 134

Damage - Lands Matter

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Graveyard Matters

Quantity: 1Price: $0.99
Multani, Yavimaya's Avatar

Reach, trample Multani, Yavimaya's Avatar gets +1/+1 for each land you control and each land card in your graveyard. {1}{G}, Return two lands you control to their owner's hand: Return Multani from your graveyard to your hand.

Creature
Multani, Yavimaya's Avatar (dom) 174

Graveyard Matters

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Land Drop - Not Hand

Quantity: 3Price: $31.27
Ancient Greenwarden

Reach (This creature can block creatures with flying.) You may play lands from your graveyard. If a land entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.

Creature
Ancient Greenwarden (pznr) 178p
Lumra, Bellow of the Woods

Vigilance, reach Lumra, Bellow of the Woods's power and toughness are each equal to the number of lands you control. When Lumra enters, mill four cards. Then return all land cards from your graveyard to the battlefield tapped.

Creature
Lumra, Bellow of the Woods (blb) 183
Wrenn and Seven

+1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard. 0: Put any number of land cards from your hand onto the battlefield tapped. −3: Create a green Treefolk creature token with reach and "This creature's power and toughness are each equal to the number of lands you control." −8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."

Planeswalker
Wrenn and Seven (mid) 208

Land Drop - Not Hand

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Landfall - Pump

Quantity: 3Price: $2.97
Oran-Rief Hydra

Trample Landfall — Whenever a land you control enters, put a +1/+1 counter on Oran-Rief Hydra. If that land is a Forest, put two +1/+1 counters on Oran-Rief Hydra instead.

Creature
Oran-Rief Hydra (ddr) 16
Territorial Scythecat

Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Landfall — Whenever a land you control enters, put a +1/+1 counter on Territorial Scythecat.

Creature
Territorial Scythecat (znr) 310
Vinelasher Kudzu

Landfall — Whenever a land you control enters, put a +1/+1 counter on Vinelasher Kudzu.

Creature
Vinelasher Kudzu (ddm) 50

Landfall - Pump

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Recursion

Quantity: 3Price: $10.67
Conduit of Worlds

You may play lands from your graveyard. {T}: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery.

Artifact
Conduit of Worlds (one) 163
Eternal Witness

When Eternal Witness enters, you may return target card from your graveyard to your hand.

Creature
Eternal Witness (mic) 138
Regrowth

Return target card from your graveyard to your hand.

Sorcery
Regrowth (a25) 187

Recursion

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Bounce

Quantity: 1Price: $0.99
Meloku the Clouded Mirror

Flying {1}, Return a land you control to its owner's hand: Create a 1/1 blue Illusion creature token with flying.

Creature
Meloku the Clouded Mirror (cmr) 399

Bounce

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Draw

Quantity: 4Price: $10.16
Abundance

If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.

Enchantment
Abundance (cmm) 884
Augur of Autumn

You may look at the top card of your library any time. You may play lands from the top of your library. Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library.

Creature
Augur of Autumn (mid) 168
Case of the Locked Hothouse

You may play an additional land on each of your turns. To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.) Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.

Enchantment
Case of the Locked Hothouse (mkm) 155
Growth Spiral

Draw a card. You may put a land card from your hand onto the battlefield.

Instant
Growth Spiral (ltc) 267

Draw

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Land

Quantity: 41Price: $85.17
Blighted Woodland

{T}: Add {C}. {3}{G}, {T}, Sacrifice Blighted Woodland: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Land
Blighted Woodland (ncc) 388
Brokers Hideout

When Brokers Hideout enters, sacrifice it. When you do, search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle and you gain 1 life.

Land
Brokers Hideout (snc) 248
Command Beacon

{T}: Add {C}. {T}, Sacrifice Command Beacon: Put your commander into your hand from the command zone.

Land
Command Beacon (cmr) 349
Escape Tunnel

{T}, Sacrifice Escape Tunnel: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. {T}, Sacrifice Escape Tunnel: Target creature with power 2 or less can't be blocked this turn.

Land
Escape Tunnel (mkm) 261
Evolving Wilds

{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Land
Evolving Wilds (40k) 277
Fabled Passage

{T}, Sacrifice Fabled Passage: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.

Land
Fabled Passage (blb) 252
Forest

({T}: Add {G}.)

Land
Forest (dsk) 276
Guildless Commons

Guildless Commons enters tapped. When Guildless Commons enters, return a land you control to its owner's hand. {T}: Add {C}{C}.

Land
Guildless Commons (cmm) 1003
Hedge Maze

({T}: Add {G} or {U}.) Hedge Maze enters tapped. When Hedge Maze enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Land
Hedge Maze (mkm) 262
Island

({T}: Add {U}.)

Land
Island (dsk) 273
Kazandu Mammoth

Creature
Kazandu Mammoth // Kazandu Valley (znr) 305Kazandu Mammoth // Kazandu Valley (znr) 305
Lair of the Hydra

If you control two or more other lands, Lair of the Hydra enters tapped. {T}: Add {G}. {X}{G}: Until end of turn, Lair of the Hydra becomes an X/X green Hydra creature. It's still a land. X can't be 0.

Land
Lair of the Hydra (afr) 259
Myriad Landscape

Myriad Landscape enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.

Land
Myriad Landscape (dsc) 289
Mystic Sanctuary

({T}: Add {U}.) Mystic Sanctuary enters tapped unless you control three or more other Islands. When Mystic Sanctuary enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.

Land
Mystic Sanctuary (mkc) 277
Radiant Fountain

When Radiant Fountain enters, you gain 2 life. {T}: Add {C}.

Land
Radiant Fountain (ima) 244
Reliquary Tower

You have no maximum hand size. {T}: Add {C}.

Land
Reliquary Tower (mkc) 282
Restless Vinestalk

Restless Vinestalk enters tapped. {T}: Add {G} or {U}. {3}{G}{U}: Until end of turn, Restless Vinestalk becomes a 5/5 green and blue Plant creature with trample. It's still a land. Whenever Restless Vinestalk attacks, up to one other target creature has base power and toughness 3/3 until end of turn.

Land
Restless Vinestalk (woe) 261
Rogue's Passage

{T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn.

Land
Rogue's Passage (lcc) 349
Shifting Woodland

Shifting Woodland enters tapped unless you control a Forest. {T}: Add {G}. Delirium — {2}{G}{G}: Shifting Woodland becomes a copy of target permanent card in your graveyard until end of turn. Activate only if there are four or more card types among cards in your graveyard.

Land
Shifting Woodland (mh3) 228
Simic Growth Chamber

Simic Growth Chamber enters tapped. When Simic Growth Chamber enters, return a land you control to its owner's hand. {T}: Add {G}{U}.

Land
Simic Growth Chamber (mkc) 293
Terramorphic Expanse

{T}, Sacrifice Terramorphic Expanse: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Land
Terramorphic Expanse (cmm) 428

Land

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Landfall - Draw

Quantity: 1Price: $0.49
Tatyova, Benthic Druid

Landfall — Whenever a land you control enters, you gain 1 life and draw a card.

Creature
Tatyova, Benthic Druid (lcc) 290

Landfall - Draw

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Landfall - Tokens

Quantity: 2Price: $2.98
Rampaging Baloths

Trample Landfall — Whenever a land you control enters, you may create a 4/4 green Beast creature token.

Creature
Rampaging Baloths (znc) 77
Zendikar's Roil

Landfall — Whenever a land you control enters, create a 2/2 green Elemental creature token.

Enchantment
Zendikar's Roil (ori) 209

Landfall - Tokens

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Stax

Quantity: 2Price: $9.78
Mana Breach

Whenever a player casts a spell, that player returns a land they control to its owner's hand.

Enchantment
Mana Breach (7ed) 85
Overburden

Whenever a player puts a nontoken creature onto the battlefield, that player returns a land they control to its owner's hand.

Enchantment
Overburden (pcy) 39

Stax

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Combat Tricks

Quantity: 1Price: $0.49
Gift of the Viper

Put a +1/+1 counter, a reach counter, and a deathtouch counter on target creature. Untap it.

Instant
Gift of the Viper (mh3) 156

Combat Tricks

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Evasion

Quantity: 1Price: $0.39
Brawn

Trample As long as Brawn is in your graveyard and you control a Forest, creatures you control have trample.

Creature
Brawn (uma) 160

Evasion

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Land Creatures

Quantity: 3Price: $21.47
Awaken the Woods

Create X 1/1 green Forest Dryad land creature tokens. (They're affected by summoning sickness.)

Sorcery
Awaken the Woods (bro) 170
Kamahl's Will

Choose one. If you control a commander as you cast this spell, you may choose both instead. • Until end of turn, any number of target lands you control become 1/1 Elemental creatures with vigilance, indestructible, and haste. They're still lands. • Choose target creature you don't control. Each creature you control deals damage equal to its power to that creature.

Instant
Kamahl's Will (cmr) 238
Sylvan Awakening

Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.

Sorcery
Sylvan Awakening (dom) 183

Land Creatures

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Landfall - Lifegain

Quantity: 2Price: $3.38
Druid Class

(Gain the next level as a sorcery to add its ability.) Landfall — Whenever a land you control enters, you gain 1 life. {2}{G}: Level 2 You may play an additional land on each of your turns. {4}{G}: Level 3 When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.

Enchantment
Druid Class (afr) 180
Jaddi Offshoot

Defender Landfall — Whenever a land you control enters, you gain 1 life.

Creature
Jaddi Offshoot (ima) 171

Landfall - Lifegain

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Protection

Quantity: 4Price: $27.06
Constant Mists

Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Prevent all combat damage that would be dealt this turn.

Instant
Constant Mists (sth) 104
Simic Charm

Choose one — • Target creature gets +3/+3 until end of turn. • Permanents you control gain hexproof until end of turn. • Return target creature to its owner's hand.

Instant
Simic Charm (gtc) 195
Thaumatic Compass

Artifact
Thaumatic Compass // Spires of Orazca (xln) 249Thaumatic Compass // Spires of Orazca (xln) 249
Whispersilk Cloak

Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.) Equip {2}

Artifact
Whispersilk Cloak (ltc) 292

Protection

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Targeted Removal

Quantity: 3Price: $1.27
Broken Bond

Destroy target artifact or enchantment. You may put a land card from your hand onto the battlefield.

Sorcery
Broken Bond (dom) 157
Decisive Denial

Choose one — • Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.) • Counter target noncreature spell unless its controller pays {3}.

Instant
Decisive Denial (stx) 177
Quandrix Command

Choose two — • Return target creature or planeswalker to its owner's hand. • Counter target artifact or enchantment spell. • Put two +1/+1 counters on target creature. • Target player shuffles up to three target cards from their graveyard into their library.

Instant
Quandrix Command (stx) 217

Targeted Removal

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Sideboard

Quantity: 8Price: $35.34
Beanstalk Giant

Creature
Beanstalk Giant // Fertile Footsteps (eld) 149
Greensleeves, Maro-Sorcerer

Protection from planeswalkers and from Wizards Greensleeves, Maro-Sorcerer's power and toughness are each equal to the number of lands you control. Landfall — Whenever a land you control enters, create a 3/3 green Badger creature token.

Creature
Greensleeves, Maro-Sorcerer (dmc) 27
Hydroid Krasis

When you cast this spell, you gain half X life and draw half X cards. Round down each time. Flying, trample Hydroid Krasis enters with X +1/+1 counters on it.

Creature
Hydroid Krasis (rna) 183
Mossborn Hydra

Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) This creature enters with a +1/+1 counter on it. Landfall — Whenever a land you control enters, double the number of +1/+1 counters on this creature.

Creature
Mossborn Hydra (fdn) 107
Nanogene Conversion

Choose target creature you control. Each other creature becomes a copy of that creature until end of turn, except it isn't legendary.

Sorcery
Nanogene Conversion (who) 49
Sporemound

Landfall — Whenever a land you control enters, create a 1/1 green Saproling creature token.

Creature
Sporemound (scd) 212
Thornwood Falls

This land enters tapped. When this land enters, you gain 1 life. {T}: Add {G} or {U}.

Land
Thornwood Falls (neo) 279
Titania, Protector of Argoth

When Titania, Protector of Argoth enters, return target land card from your graveyard to the battlefield. Whenever a land you control is put into a graveyard from the battlefield, create a 5/3 green Elemental creature token.

Creature
Titania, Protector of Argoth (mh2) 287

Sideboard

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Maybeboard

Quantity: 40Price: $326.66
Avenger of Zendikar

When Avenger of Zendikar enters, create a 0/1 green Plant creature token for each land you control. Landfall — Whenever a land you control enters, you may put a +1/+1 counter on each Plant creature you control.

Creature
Avenger of Zendikar (2xm) 152
Bristly Bill, Spine Sower

Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature. {3}{G}{G}: Double the number of +1/+1 counters on each creature you control.

Creature
Bristly Bill, Spine Sower (otj) 157
Burgeoning

Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.

Enchantment
Burgeoning (plst) STH-102
Chariot of Victory

Equipped creature has first strike, trample, and haste. Equip {1}

Artifact
Chariot of Victory (jou) 159
Coiling Oracle

When Coiling Oracle enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.

Creature
Coiling Oracle (2x2) 375
Consecrated Sphinx

Flying Whenever an opponent draws a card, you may draw two cards.

Creature
Consecrated Sphinx (2x2) 43
Crop Rotation

As an additional cost to cast this spell, sacrifice a land. Search your library for a land card, put that card onto the battlefield, then shuffle.

Instant
Crop Rotation (dmr) 154
Desert Twister

Destroy target permanent.

Sorcery
Desert Twister (mmq) 243
Dreamscape Artist

{2}{U}, {T}, Discard a card, Sacrifice a land: Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.

Creature
Dreamscape Artist (plc) 40
Elixir of Immortality

{2}, {T}: You gain 5 life. Shuffle Elixir of Immortality and your graveyard into their owner's library.

Artifact
Elixir of Immortality (m12) 208
Eureka Moment

Draw two cards. You may put a land card from your hand onto the battlefield.

Instant
Eureka Moment (stx) 184
Explosive Vegetation

Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Sorcery
Explosive Vegetation (dmc) 132
Field of the Dead

Field of the Dead enters tapped. {T}: Add {C}. Whenever Field of the Dead or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.

Land
Field of the Dead (m20) 247
Gretchen Titchwillow

{2}{G}{U}: Draw a card. You may put a land card from your hand onto the battlefield.

Creature
Gretchen Titchwillow (afr) 223
Harrow

As an additional cost to cast this spell, sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.

Instant
Harrow (dsc) 183
Jaheira's Respite

Search your library for up to X basic land cards, where X is the number of creatures attacking you, put those cards onto the battlefield tapped, then shuffle. Prevent all combat damage that would be dealt this turn.

Instant
Jaheira's Respite (clb) 238
Merfolk Skydiver

Flying When Merfolk Skydiver enters, put a +1/+1 counter on target creature you control. {3}{G}{U}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Creature
Merfolk Skydiver (war) 205
Nissa's Renewal

Search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle. You gain 7 life.

Sorcery
Nissa's Renewal (bfz) 180
Overlord of the Hauntwoods

Impending 4—{1}{G}{G} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.) Whenever Overlord of the Hauntwoods enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.

Creature Enchantment
Overlord of the Hauntwoods (dsk) 194
Primal Rage

Creatures you control have trample. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)

Enchantment
Primal Rage (plst) STH-112
Primeval Herald

Trample Whenever Primeval Herald enters or attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Creature
Primeval Herald (j22) 42
Ramunap Excavator

You may play lands from your graveyard.

Creature
Ramunap Excavator (hou) 129
Rude Awakening

Choose one — • Untap all lands you control. • Until end of turn, lands you control become 2/2 creatures that are still lands. Entwine {2}{G} (Choose both if you pay the entwine cost.)

Sorcery
Rude Awakening (gvl) 22
Ruin Crab

Landfall — Whenever a land you control enters, each opponent mills three cards. (To mill a card, a player puts the top card of their library into their graveyard.)

Creature
Ruin Crab (znr) 295
Scute Swarm

Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of Scute Swarm instead.

Creature
Scute Swarm (otc) 205
Scythecat Cub

Trample Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature you control. If this is the second time this ability has resolved this turn, double the number of +1/+1 counters on that creature instead.

Creature
Scythecat Cub (j25) 24
Six

Reach Whenever Six attacks, mill three cards. You may put a land card from among them into your hand. During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)

Creature
Six (mh3) 169
Skyclave Pick-Axe

When Skyclave Pick-Axe enters, attach it to target creature you control. Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn. Equip {2}{G} ({2}{G}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Skyclave Pick-Axe (znr) 204
Skyshroud Ranger

{T}: You may put a land card from your hand onto the battlefield. Activate only as a sorcery.

Creature
Skyshroud Ranger (tmp) 256
Snag

You may discard a Forest card rather than pay this spell's mana cost. Prevent all combat damage that would be dealt by unblocked creatures this turn.

Instant
Snag (pcy) 124
Solve the Equation

Search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle.

Sorcery
Solve the Equation (stx) 54
Spellseeker

When Spellseeker enters, you may search your library for an instant or sorcery card with mana value 2 or less, reveal it, put it into your hand, then shuffle.

Creature
Spellseeker (cmm) 120
Splendid Reclamation

Return all land cards from your graveyard to the battlefield tapped.

Sorcery
Splendid Reclamation (emn) 171
Spring

Sorcery
Spring // Mind (akh) 219
Strip Mine

{T}: Add {C}. {T}, Sacrifice Strip Mine: Destroy target land.

Land
Strip Mine (4ed) 363
Trench Behemoth

Return a land you control to its owner's hand: Untap Trench Behemoth. It gains hexproof until end of turn. Landfall — Whenever a land you control enters, target creature an opponent controls attacks during its controller's next combat phase if able.

Creature
Trench Behemoth (cmr) 366
Urban Evolution

Draw three cards. You may play an additional land this turn.

Sorcery
Urban Evolution (ncc) 355
Wayward Swordtooth

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) You may play an additional land on each of your turns. Wayward Swordtooth can't attack or block unless you have the city's blessing.

Creature
Wayward Swordtooth (lcc) 263
Wonderscape Sage

Flying {T}, Return a land you control to its owner's hand: Draw a card. Then discard a card unless that land had a nonbasic land type.

Creature
Wonderscape Sage (m3c) 101
Yavimaya Dryad

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) When Yavimaya Dryad enters, you may search your library for a Forest card, put it onto the battlefield tapped under target player's control, then shuffle.

Creature
Yavimaya Dryad (tsr) 247

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 1 card
23 pips - 17 cards
16 mana - 16 cards
0 pips - 0 cards
0 mana - 1 card
0 pips - 0 cards
0 mana - 1 card
68 pips - 48 cards
18 mana - 18 cards
0 pips - 0 cards
9 mana - 8 cards
CategoriesQtyOdds
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Description

{"ops":[{"insert":"Aesi, Tyrant of Gyre Strait Primer"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Primer updated October 2024. Change Log included at the bottom of this primer.\n\nCommander Introduction"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n["},{"insert":{"card-link":"Tatyova, Benthic Druid"}},{"insert":"] was the first commander deck that I ever built. I was getting back into MTG after many years and my goal was simple: build a deck where I'm never short on lands, never run out of cards in my hand, and always have access to lifegain. Tatyova as a commander holds a special place in my heart and does each of those 3 things quite well. However, there are some massive drawbacks to Tatyova's ability REQUIRING you to draw a card, as well as her coming onto the battlefield as a 3/3. Tatyova can get pretty messy if you pop ["},{"insert":{"card-link":"Awaken the Woods"}},{"insert":"], for example, even though this sorcery is one of the best cards in the deck. I upgraded my Tatyova deck over time, eventually swapping ["},{"insert":{"card-link":"Aesi, Tyrant of Gyre Strait"}},{"insert":"] as the commander. Aesi is a much more popular commander, as this card ensures we can get more than one land drop per turn and offers SELECTIVE draw. Coming out as a 5/5, rather than a 3/3, for only 1 CMC more also gives Aesi an edge over Tatyova.\n\nStrategy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis deck mostly aims to control the board until we can take out all opponents in one-to-two turns. In the most ideal case, Aesi is seen as a non-threatening commander who happily sits out and draws us cards while we execute the following gameplan:\n\nStall the game with ["},{"insert":{"card-link":"Mana Breach"}},{"insert":"] and ["},{"insert":{"card-link":"Overburden"}},{"insert":"]. This will hopefully keep our opponents from gaining any more mana and limit them to one spell each turn. While this deck is creature-heavy and might seem to conflict with ["},{"insert":{"card-link":"Overburden"}},{"insert":"], we have the deck stocked with cards that give us additional land drops. To compliment ["},{"insert":{"card-link":"Mana Breach"}},{"insert":"], we try to rely on permanents that can give us an extra land drop every turn, not just the turn we play it. Besides your commander, the following cards can give us one or more additional land drops each turn, ensuring that we can still grow our mana base: ["},{"insert":{"card-link":"Wrenn and Seven"}},{"insert":"], ["},{"insert":{"card-link":"Budoka Gardener // Dokai, Weaver of Life"}},{"insert":"], ["},{"insert":{"card-link":"Exploration"}},{"insert":"], ["},{"insert":{"card-link":"Dryad of the Ilysian Grove"}},{"insert":"], ["},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":"], ["},{"insert":{"card-link":"Case of the Locked Hothouse"}},{"insert":"], and ["},{"insert":{"card-link":"Druid Class"}},{"insert":"]."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Establish a healthy reservoir of lands and/or consistent landfall abilities. In addition to the cards mentioned above that allow for additional land drops, there are also cards that populate your hand with lands, give you access to lands in your graveyard or library, and fetch lands. ["},{"insert":{"card-link":"Thaumatic Compass // Spires of Orazca"}},{"insert":"], ["},{"insert":{"card-link":"Abundance"}},{"insert":"], and ["},{"insert":{"card-link":"Journey of Discovery"}},{"insert":"] are all good options for getting lands into your hand. ["},{"insert":{"card-link":"Augur of Autumn"}},{"insert":"] and ["},{"insert":{"card-link":"Case of the Locked Hothouse"}},{"insert":"] allow us to play lands from the top of our library, while ["},{"insert":{"card-link":"Conduit of Worlds"}},{"insert":"] and ["},{"insert":{"card-link":"Ancient Greenwarden"}},{"insert":"] allow us to play lands from our graveyard. ["},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":"] also provides one-time graveyard recursion for lands. There are many one-off cards in this deck that fetch lands to provide an additional land drop, including other land cards, instants and sorceries, and non-land permanents. The best cards that fetch lands will be other lands and non-land cards that have an alternate purpose, in case you are not in need of a land drop. I like ["},{"insert":{"card-link":"Springbloom Druid"}},{"insert":"] and ["},{"insert":{"card-link":"Crop Rotation"}},{"insert":"] for getting lands into my graveyard; ["},{"insert":{"card-link":"Verdant Confluence"}},{"insert":"] and ["},{"insert":{"card-link":"Archdruid's Charm"}},{"insert":"] are excellent for providing an alternative option for pump, removal, and/or recursion."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Buff combat-based creatures via lands or landfall. We can create tokens on a landfall trigger with ["},{"insert":{"card-link":"Rampaging Baloths"}},{"insert":"] and ["},{"insert":{"card-link":"Zendikar's Roil"}},{"insert":"]. We also have creatures that get big on landfall triggers, such as ["},{"insert":{"card-link":"Kazandu Mammoth // Kazandu Valley"}},{"insert":"], ["},{"insert":{"card-link":"Oran-Rief Hydra"}},{"insert":"], ["},{"insert":{"card-link":"Territorial Scythecat"}},{"insert":"], and ["},{"insert":{"card-link":"Vinelasher Kudzu"}},{"insert":"]. Another good option are creatures that get big from lands being on the battlefield: ["},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":"], ["},{"insert":{"card-link":"Multani, Yavimaya's Avatar"}},{"insert":"], ["},{"insert":{"card-link":"Budoka Gardener // Dokai, Weaver of Life"}},{"insert":"], ["},{"insert":{"card-link":"Druid Class"}},{"insert":"], ["},{"insert":{"card-link":"Wrenn and Seven"}},{"insert":"], and ["},{"insert":{"card-link":"Blackblade Reforged"}},{"insert":"]."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Utilize evasion to take over the game and finish off our opponents. This is where ["},{"insert":{"card-link":"Retreat to Coralhelm"}},{"insert":"], ["},{"insert":{"card-link":"Roil Elemental"}},{"insert":"], ["},{"insert":{"card-link":"Whispersilk Cloak"}},{"insert":"], and ["},{"insert":{"card-link":"Brawn"}},{"insert":"] will come in handy. ["},{"insert":{"card-link":"Retreat to Coralhelm"}},{"insert":"] is a favorite of mine because we can utilize scry early game to filter our commander's draw ability and then utilize tap in the late game to temporarily remove our opponent's defenders. It is a landfall card (and thus synergetic with our commander's ability). ["},{"insert":{"card-link":"Roil Elemental"}},{"insert":"] is also a landfall card that removes our opponents' creatures (by stealing them) but beware that this card WILL make us a target. ["},{"insert":{"card-link":"Whispersilk Cloak"}},{"insert":"] is excellent evasion (and protection) for a single creature, so this is best to be used on a pumped-up commander or a creature that buffs on lands. ["},{"insert":{"card-link":"Brawn"}},{"insert":"] is going to give all of our creatures trample; this one is best if we have a token army or several larger creatures that need to get through to our opponents. One of the nice things about ["},{"insert":{"card-link":"Brawn"}},{"insert":"] is that we don't have to actually play the card - with our commander's draw ability, ["},{"insert":{"card-link":"Brawn"}},{"insert":"] is an excellent option for discarding directly from our hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nWeaknesses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n["},{"insert":{"card-link":"Aesi, Tyrant of Gyre Strait"}},{"insert":"] is a 6 CMC commander that is difficult to get out early in the game and difficult to bring back late game if it is ever removed. We don't run any mana rocks or mana dorks in this deck because we want all of our ramp to be focused on accumulating lands. Land ramp pieces that we can play Turn 1, Turn 2, or Turn 3 are going to be essential for getting our commander out as soon as possible.\nOur ramp cards on turn one are ["},{"insert":{"card-link":"Exploration"}},{"insert":"] and ["},{"insert":{"card-link":"Crop Rotation"}},{"insert":"], with ["},{"insert":{"card-link":"Exploration"}},{"insert":"] being the stronger of the two. The nice thing about ["},{"insert":{"card-link":"Crop Rotation"}},{"insert":"] is that the fetched land comes into play untapped."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Our ramp cards on turn two are ["},{"insert":{"card-link":"Budoka Gardener // Dokai, Weaver of Life"}},{"insert":"], ["},{"insert":{"card-link":"Explore"}},{"insert":"], ["},{"insert":{"card-link":"Sakura-Tribe Elder"}},{"insert":"], and ["},{"insert":{"card-link":"Rampant Growth"}},{"insert":"]. ["},{"insert":{"card-link":"Budoka Gardener // Dokai, Weaver of Life"}},{"insert":"] and ["},{"insert":{"card-link":"Explore"}},{"insert":"] both allow us to play an additional land, with Budoka Gardener having this ability for future turns as well. ["},{"insert":{"card-link":"Sakura-Tribe Elder"}},{"insert":"] and ["},{"insert":{"card-link":"Rampant Growth"}},{"insert":"] both fetch lands from our library, with Sakura having a slight edge because it can sit out as a defender for a round before our next turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"On turn three, we can utilize the ramp cards ["},{"insert":{"card-link":"Thaumatic Compass // Spires of Orazca"}},{"insert":"] and ["},{"insert":{"card-link":"Druid Class"}},{"insert":"] - these are both only 2 CMC but require 3 mana to activate the ramp ability. Our best turn 3 ramp cards are ["},{"insert":{"card-link":"Tireless Provisioner"}},{"insert":"] for mana value, ["},{"insert":{"card-link":"Dryad of the Ilysian Grove"}},{"insert":"] for mana filtering, ["},{"insert":{"card-link":"Springbloom Druid"}},{"insert":"] for fetching two lands instantly, ["},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":"] for two additional land drops each turn, and ["},{"insert":{"card-link":"Augur of Autumn"}},{"insert":"] for expanding our pool of available lands to include the top of our library. ["},{"insert":{"card-link":"Journey of Discovery"}},{"insert":"], ["},{"insert":{"card-link":"Cultivate"}},{"insert":"], and ["},{"insert":{"card-link":"Archdruid's Charm"}},{"insert":"] all allow us to fetch one or more lands from our library, with ["},{"insert":{"card-link":"Archdruid's Charm"}},{"insert":"] also providing a creature tutor opportunity."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#ffffff"},"insert":"To keep Aesi from getting removed in the first place, cards like ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Whispersilk Cloak"}},{"attributes":{"color":"#ffffff"},"insert":"] and ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Simic Charm"}},{"attributes":{"color":"#ffffff"},"insert":"] can provide some protection. If Aesi is removed anyway, ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Command Beacon"}},{"attributes":{"color":"#ffffff"},"insert":"] can help us skirt the commander tax associated with replaying our commander. If there is no hope bringing Aesi back from the command zone, we can utilize some of the stronger landfall cards in the deck to help take over the game anyway: ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Tatyova, Benthic Druid"}},{"attributes":{"color":"#ffffff"},"insert":"], "},{"insert":"["},{"insert":{"card-link":"Rampaging Baloths"}},{"insert":"], and ["},{"insert":{"card-link":"Roil Elemental"}},{"insert":"] all provide enough value to be treated as a substitute commander if Aesi is out of commission.\n\n"},{"attributes":{"color":"#ffffff"},"insert":"If the game spirals away from us too much, we can reset the whole board with ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"The Great Aurora"}},{"attributes":{"color":"#ffffff"},"insert":"], which should net us a headstart on lands compared to our opponents (who may only run 35 max lands in a deck). I avoided any creature-based board wipes, since most of our own permanents will be creatures, and opted instead for ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Kederekt Leviathan"}},{"attributes":{"color":"#ffffff"},"insert":"] as our secondary board wipe. This card's unearth ability is very synergetic with our graveyard recursion sub-theme and is a great choice for discard if we find ourselves with too many cards in hand. The fact that this is a return-to-hand form of removal means that it will permanently take care of any form of tokens, and we can re-cast ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Mana Breach"}},{"attributes":{"color":"#ffffff"},"insert":"] or ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Overburden"}},{"attributes":{"color":"#ffffff"},"insert":"] to slow down our opponents while they re-build their board state. While not quite a true board wipe, ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Aetherize"}},{"attributes":{"color":"#ffffff"},"insert":"] can do some serious work protecting us against a game-ending combat or keeping an out-of-control opponent in check."},{"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Deck Synergy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nFundamentally, this is a landfall deck. Our commander buffs with draw, but the majority of the deck functions around playing lands. This includes cards that have landfall abilities and cards that make it easier for us to get land drops. Of the cards that enable land drops, we have cards that get lands into our hand (usually via bounce), cards that fetch lands from our library, cards that allow access to graveyard lands, and cards that let us play additional lands on our turn.\n\n"},{"attributes":{"underline":true},"insert":"Getting Lands into Hand"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe primary tactic we utilize to make lands available in our hand for land drops is bouncing lands from the battlefield. However, there are a couple cards that directly fetch cards from our library and put them into our hand, rather than onto the battlefield. Included in these is ["},{"insert":{"card-link":"Thaumatic Compass // Spires of Orazca"}},{"insert":"], ["},{"insert":{"card-link":"Wrenn and Seven"}},{"insert":"], ["},{"insert":{"card-link":"Journey of Discovery"}},{"insert":"], and ["},{"insert":{"card-link":"Cultivate"}},{"insert":"], which are best used if we are on the verge of missing a land drop. Most of the time, though, we will be bouncing to get lands into our hand. This strategy includes cards such as ["},{"insert":{"card-link":"Mana Breach"}},{"insert":"] and ["},{"insert":{"card-link":"Overburden"}},{"insert":"], which also serve as stax pieces for our opponents. Some other cards provide utility along with the bounce ability, such as ["},{"insert":{"card-link":"Meloku the Clouded Mirror"}},{"insert":"], ["},{"insert":{"card-link":"Wonderscape Sage"}},{"insert":"], ["},{"insert":{"card-link":"Multani, Yavimaya's Avatar"}},{"insert":"], and ["},{"insert":{"card-link":"Thwart"}},{"insert":"]. We also have the classic bounce lands with ["},{"insert":{"card-link":"Guildless Commons"}},{"insert":"] and ["},{"insert":{"card-link":"Simic Growth Chamber"}},{"insert":"].\n\nThe other way we get lands into our hand is through standard draw and happening upon them from the top of our library. Along with our commander providing standard landfall draw, we have ["},{"insert":{"card-link":"Tatyova, Benthic Druid"}},{"insert":"] providing a very similar function. ["},{"insert":{"card-link":"Wonderscape Sage"}},{"insert":"] has a nice draw ability that interacts well with nonbasic lands like ["},{"insert":{"card-link":"Radiant Fountain"}},{"insert":"] and ["},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":"]. The two cards that allow us to play lands from the top of our library are ["},{"insert":{"card-link":"Augur of Autumn"}},{"insert":"] and ["},{"insert":{"card-link":"Case of the Locked Hothouse"}},{"insert":"]. ["},{"insert":{"card-link":"Augur of Autumn"}},{"insert":"] is nice because we immediately get the ability to play lands from the top of our library no matter what our board state is. ["},{"insert":{"card-link":"Case of the Locked Hothouse"}},{"insert":"] is nice because it gives us an additional land drop and allows us to play enchantments, as well as creatures, once we level up the card. ["},{"insert":{"card-link":"Abundance"}},{"insert":"] is a very unique card that allows us to filter every card we draw to be a land or nonland. The +1 ability of ["},{"insert":{"card-link":"Wrenn and Seven"}},{"insert":"] also populates our hand with lands from the top of our library.\n\n"},{"attributes":{"underline":true},"insert":"Fetching Lands from Library"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nEach of the lands that fetch other lands give us 2 landfall triggers in quick succession, so we run all of these available to simic: ["},{"insert":{"card-link":"Evolving Wilds"}},{"insert":"], ["},{"insert":{"card-link":"Terramorphic Expanse"}},{"insert":"], ["},{"insert":{"card-link":"Escape Tunnel"}},{"insert":"], ["},{"insert":{"card-link":"Fabled Passage"}},{"insert":"], ["},{"insert":{"card-link":"Brokers Hideout"}},{"insert":"], ["},{"insert":{"card-link":"Myriad Landscape"}},{"insert":"], and ["},{"insert":{"card-link":"Blighted Woodland"}},{"insert":"]. Any other non-land card in the deck has the potential to trigger ["},{"insert":{"card-link":"Mana Breach"}},{"insert":"] and/or ["},{"insert":{"card-link":"Overburden"}},{"insert":"] if they are on the battlefield. We want to focus on cards that will net us a positive mana base even with the stax out, unless the card includes some other benefit.\n\nWe have non-land permanents with effects that fetch lands: ["},{"insert":{"card-link":"Sakura-Tribe Elder"}},{"insert":"] and ["},{"insert":{"card-link":"Springbloom Druid"}},{"insert":"]. ["},{"insert":{"card-link":"Sakura-Tribe Elder"}},{"insert":"] only fetches us a single land but offers an opportunity to use recursion and play him again later in the game; this creature also serves as a defender for a round (or more), as we can wait to sacrifice him until the end of our last opponent's turn. ["},{"insert":{"card-link":"Springbloom Druid"}},{"insert":"] helps us populate our graveyard with lands for later recursion, as well as giving us two landfall triggers.\n\nSorceries and instants can also fetch us lands, and they sometimes provide an alternative ability in case we are not in need of a land fetch. ["},{"insert":{"card-link":"Verdant Confluence"}},{"insert":"] offers +1/+1 counters for pumping up our creatures, as well as some graveyard recursion for permanents. ["},{"insert":{"card-link":"Archdruid's Charm"}},{"insert":"] also offers +1/+1 counters, removal for artifacts and enchantments, as well as the ability to search for ANY land or creature. ["},{"insert":{"card-link":"Journey of Discovery"}},{"insert":"], ["},{"insert":{"card-link":"Cultivate"}},{"insert":"], and ["},{"insert":{"card-link":"Migration Path"}},{"insert":"] all fetch us two lands, with ["},{"insert":{"card-link":"Migration Path"}},{"insert":"] also having a cycling option. ["},{"insert":{"card-link":"Crop Rotation"}},{"insert":"] only gives us one land drop but populates our graveyard with a land for later recursion. ["},{"insert":{"card-link":"Rampant Growth"}},{"insert":"] only fetches us a single land with no added benefit but provides very nice turn two ramp for our commander, and this card has a low enough CMC that we can potentially play before ["},{"insert":{"card-link":"Overburden"}},{"insert":"] or ["},{"insert":{"card-link":"Mana Breach"}},{"insert":"] are on the battlefield.\n\n"},{"attributes":{"underline":true},"insert":"Accessing Lands in Graveyard"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nCards that give us additional sources for a land drop are golden in this deck - this includes accessing lands in our graveyard. Of the cards that allow us to play from our graveyard, we have permanents that allow us to access lands in our graveyard any time, cards that grab lands from our graveyard once, and cards that count as generic graveyard recursion but could be used for lands.\n["},{"insert":{"card-link":"Conduit of Worlds"}},{"insert":"] and ["},{"insert":{"card-link":"Ancient Greenwarden"}},{"insert":"] let us play lands from our graveyard whenever we want, for as long as the permanents stay on the board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":"] gives us one-time graveyard recursion for lands."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Verdant Confluence"}},{"insert":"], ["},{"insert":{"card-link":"Regrowth"}},{"insert":"], ["},{"insert":{"card-link":"Eternal Witness"}},{"insert":"], and ["},{"insert":{"card-link":"Wrenn and Seven"}},{"insert":"] all serve as generic graveyard recursion, but this can also be used for lands."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nIn order to benefit from having this graveyard recursion available to us, but not require it for the deck to function, I included some cards that sacrifice lands as part of their ability. ["},{"insert":{"card-link":"Springbloom Druid"}},{"insert":"] and ["},{"insert":{"card-link":"Crop Rotation"}},{"insert":"] both require a land sac for the land fetch ability to function. ["},{"insert":{"card-link":"Constant Mists"}},{"insert":"] has a very good buyback option of sacrificing a land to keep the card in your hand. Each of the standard fetch lands give us 2 landfall triggers, as well as populating our graveyards with those lands to re-play later, so we run most of them: ["},{"insert":{"card-link":"Evolving Wilds"}},{"insert":"], ["},{"insert":{"card-link":"Terramorphic Expanse"}},{"insert":"], ["},{"insert":{"card-link":"Escape Tunnel"}},{"insert":"], ["},{"insert":{"card-link":"Fabled Passage"}},{"insert":"], and ["},{"insert":{"card-link":"Brokers Hideout"}},{"insert":"]. ["},{"insert":{"card-link":"Command Beacon"}},{"insert":"], ["},{"insert":{"card-link":"Myriad Landscape"}},{"insert":"], and ["},{"insert":{"card-link":"Blighted Woodland"}},{"insert":"] both have secondary abilities that allow us to sacrifice them.\n\n"},{"attributes":{"underline":true},"insert":"Enabling Extra Land Drops"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nI would say cards that allow you to play additional lands each turn are the most essential for this deck to function. This is what lets you to offset your ["},{"insert":{"card-link":"Mana Breach"}},{"insert":"] and ["},{"insert":{"card-link":"Overburden"}},{"insert":"] stax so they affect you less than your opponents, trigger multiple landfall abilities in a single turn, and ramp quickly early-game. Cards that enable you to set additional lands will either be at instant speed or only on your turn, and they will either allow lands to be played from hand or from anywhere you have access to play lands. In addition to our commander, we have the following cards in this deck:\n\n["},{"insert":{"card-link":"Exploration"}},{"insert":"] is the best turn one play in this deck. This card allows us to play one additional land on our turn, but it does not necessarily need to be from our hand if we have access to our graveyard or top of our library."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Dryad of the Ilysian Grove"}},{"insert":"] gives us one additional land drop on our turn, from any location we can access. This card also has the added buff of giving our lands all basic land types and diversifying our mana base."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":"] gives us two additional land drops on our turn, from any location we can access."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Case of the Locked Hothouse"}},{"insert":"] gives us one additional land drop on our turn, from any location we can access. This card also gives us access to the top of our library once we control 7 or more lands."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Once we upgrade it, ["},{"insert":{"card-link":"Druid Class"}},{"insert":"] gives us one additional land drop on our turn, from any location we can access. We can also upgrade it further to get a land creature whose power/toughness is equal to the number of lands we control."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Budoka Gardener // Dokai, Weaver of Life"}},{"insert":"] gives us one additional land drop at instant speed, from only our hand. Once the card is flipped after 10 or more lands, we can create an elemental token whose power/toughness is equal to the number of lands we control."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"As his +0 ability, ["},{"insert":{"card-link":"Wrenn and Seven"}},{"insert":"] gives us any number of additional land drops on our turn, from only our hand. This ability jives particularly well with ["},{"insert":{"card-link":"Mana Breach"}},{"insert":"] and ["},{"insert":{"card-link":"Overburden"}},{"insert":"], allowing us to cast any number of spells we want, pick up tapped lands, and then set all of the lands we just picked up un-tapped. His +1 ability allows us to populate our hand with lands, while his -3 ability gives us a treefolk token whose power/toughness is equal to the number of lands we control."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Other Landfall Cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nOur commander itself is a landfall card, providing draw along with an additional land drop opportunity. There are other landfall cards in the deck that will buff our board state with draw, lifegain, tokens, counters, and have other abilities.\n["},{"insert":{"card-link":"Tatyova, Benthic Druid"}},{"insert":"] will provide the same draw-on-landfall ability that we enjoy from our commander. Something like ["},{"insert":{"card-link":"Retreat to Coralhelm"}},{"insert":"] is great if we have Tatyova or Aesi out because we can resolve the scry trigger before we draw, effectively filtering the cards that are coming into our hand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Tatyova, Benthic Druid"}},{"insert":"] and ["},{"insert":{"card-link":"Druid Class"}},{"insert":"] will both give us a lifegain trigger on landfall."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Rampaging Baloths"}},{"insert":"] or ["},{"insert":{"card-link":"Zendikar's Roil"}},{"insert":"] create creature tokens for a go-wide strategy on landfall. ["},{"insert":{"card-link":"Tireless Provisioner"}},{"insert":"] creates treasure tokens on landfall for additional mana ramp."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Kazandu Mammoth // Kazandu Valley"}},{"insert":"], ["},{"insert":{"card-link":"Oran-Rief Hydra"}},{"insert":"], ["},{"insert":{"card-link":"Territorial Scythecat"}},{"insert":"], and ["},{"insert":{"card-link":"Vinelasher Kudzu"}},{"insert":"] all get power/toughness buffs when a land enters the battlefield."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Roil Elemental"}},{"insert":"] will steal our opponents' creatures on landfall, while ["},{"insert":{"card-link":"Ancient Greenwarden"}},{"insert":"] duplicates any landfall trigger we have."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Awaken the Woods - Yes, it gets its own category..."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis card is so OP, it's insane. While this card does not put lands in our hand, fetch them from our library, access them from our graveyard, or give us additional land drops... "},{"attributes":{"bold":true},"insert":"It does create lands out of thin air. "},{"insert":"There are so many benefits to this: it does not decrease the ratio of lands in our library (which happens whenever we fetch), it effectively doubles our land pool, and the land-drops happen in a single stack. Too often I see my best landfall cards getting removed before I can get more than one or two land drops in - ["},{"insert":{"card-link":"Awaken the Woods"}},{"insert":"] ensures this is not a problem, and typically allows for 6+ land drops in a single turn. I would consider ["},{"insert":{"card-link":"Awaken the Woods"}},{"insert":"] to be one of the best cards in this deck; while I do not run tutors myself, something like ["},{"insert":{"card-link":"Solve the Equation"}},{"insert":"] or ["},{"insert":{"card-link":"Spellseeker"}},{"insert":"] would work perfectly here.\n\n["},{"insert":{"card-link":"Awaken the Woods"}},{"insert":"] combos very well with ["},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":"], where we can re-play the sorcery on multiple turns. If ["},{"insert":{"card-link":"Mana Breach"}},{"insert":"] happens to be on the board with our commander, the loop can be executed as follows:\nPlay ["},{"insert":{"card-link":"Awaken the Woods"}},{"insert":"], triggering ["},{"insert":{"card-link":"Mana Breach"}},{"insert":"] such that we put ["},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":"] back into our hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"On our next turn, set ["},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":"] as our land for turn. Resolve this ability first, putting ["},{"insert":{"card-link":"Awaken the Woods"}},{"insert":"] on the top of our library. Playing a land for turn will also trigger our commander, allowing us to draw the card that we just put on the top of our library."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Repeat starting at Step 1."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nOne of the best things about ["},{"insert":{"card-link":"Awaken the Woods"}},{"insert":"] is that we don't need our commander for this card to dominate the game. Having our commander can give us huge draw advantage, but plenty of other cards in the deck will spiral out of control with ["},{"insert":{"card-link":"Awaken the Woods"}},{"insert":"]. Pretty much every landfall card will be excellent to have out when this sorcery hits, but some are particularly efficient:\nHaving ["},{"insert":{"card-link":"Rampaging Baloths"}},{"insert":"] or ["},{"insert":{"card-link":"Zendikar's Roil"}},{"insert":"] on the battlefield can give us a huge token army for an effective go-wide strategy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Kazandu Mammoth // Kazandu Valley"}},{"insert":"], ["},{"insert":{"card-link":"Oran-Rief Hydra"}},{"insert":"], ["},{"insert":{"card-link":"Territorial Scythecat"}},{"insert":"], and ["},{"insert":{"card-link":"Vinelasher Kudzu"}},{"insert":"] will all get beefy from a mass-land drop and can help with a go-tall strategy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If we have ["},{"insert":{"card-link":"Roil Elemental"}},{"insert":"] on the board when ["},{"insert":{"card-link":"Awaken the Woods"}},{"insert":"] drops, the game is basically won."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Win Conditions"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nGo Tall"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nSwinging at my opponents with a few massive creatures is usually how the game is won for Aesi. The two primary ways to get massive creatures in this deck are creatures whose power toughness is equal to the number of lands or creatures who get counters on landfall.\n\n"},{"attributes":{"underline":true},"insert":"Go Tall with Lands"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe best cards for getting big beefy bodies late game are going to be cards that produce a creature with power/toughness is equal to the number of lands we control. This can be a direct creature card, another type of card that produces a creature token, or an equipment that buffs a creature based on number of lands.\n["},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":"] and ["},{"insert":{"card-link":"Multani, Yavimaya's Avatar"}},{"insert":"] both buff on our number of lands and have additional abilities that help our board state. Lumra serves as graveyard land recursion and has vigilance, which allows us to attack each turn without worry about having a blocker. Multani has trample, which is essential for getting through creatures late-game, and also buffs based on lands in our graveyard."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Budoka Gardener // Dokai, Weaver of Life"}},{"insert":"], ["},{"insert":{"card-link":"Druid Class"}},{"insert":"], and ["},{"insert":{"card-link":"Wrenn and Seven"}},{"insert":"] all produce creature tokens with power/toughness equal to the number of lands we control. Budoka Gardener is a great option because the original creature can be used early-game to get additional land drops. Druid Class has a nice haste buff to attack one turn earlier with our beefy token. The planeswalker Wrenn and Seven has the best creature creation because the token gets reach, and the ability can be used multiple times if Wrenn stays on the board long enough."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Blackblade Reforged"}},{"insert":"] is our equipment that can buff a single creature based on the number of lands we control. It is best to equip this to a creature with trample or flying for a better chance of dealing combat damage. ["},{"insert":{"card-link":"Multani, Yavimaya's Avatar"}},{"insert":"] is the best option here because the creature will be huge, but many other creatures will work. ["},{"insert":{"card-link":"Wonderscape Sage"}},{"insert":"], ["},{"insert":{"card-link":"Meloku the Clouded Mirror"}},{"insert":"], and ["},{"insert":{"card-link":"Roil Elemental"}},{"insert":"] all have flying. ["},{"insert":{"card-link":"Territorial Scythecat"}},{"insert":"], ["},{"insert":{"card-link":"Rampaging Baloths"}},{"insert":"], and ["},{"insert":{"card-link":"Oran-Rief Hydra"}},{"insert":"] all have trample. ["},{"insert":{"card-link":"Gift of the Viper"}},{"insert":"] is great to throw on a creature with trample to make them even more threatening."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"underline":true},"insert":"Go Tall with Counters"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n["},{"insert":{"card-link":"Oran-Rief Hydra"}},{"insert":"], ["},{"insert":{"card-link":"Territorial Scythecat"}},{"insert":"], and ["},{"insert":{"card-link":"Vinelasher Kudzu"}},{"insert":"] will all get one or two +1/+1 counters on each land drop. ["},{"insert":{"card-link":"Territorial Scythecat"}},{"insert":"] and ["},{"insert":{"card-link":"Vinelasher Kudzu"}},{"insert":"] are both great to have out early-game before Tatyova enters. They can passively accumulate counters while we establish our board state. If they can survive mid-to-late game, they can end up being quite beefy. I do find both of these to be useless cards if played late game, unless I have a way to play ["},{"insert":{"card-link":"Awaken the Woods"}},{"insert":"] after getting them on the battlefield. ["},{"insert":{"card-link":"Oran-Rief Hydra"}},{"insert":"] is slightly better to play mid-to-late game because this creature has a decent starting power/toughness and gets two +1/+1 counters on a forest drop.\n\nGo Wide"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe two main ways to go wide with Tatyova are by creating creature tokens from landfall abilities or by turning a healthy repository of lands into creatures:\n["},{"insert":{"card-link":"Rampaging Baloths"}},{"insert":"] or ["},{"insert":{"card-link":"Zendikar's Roil"}},{"insert":"] are the two cards that will produce creature tokens from land drops. Getting several land drops in a turn can cause these to quickly spiral out of control, and it's difficult to block an army of creature tokens even if they are only 2/2's."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Sylvan Awakening"}},{"insert":"] and ["},{"insert":{"card-link":"Kamahl's Will"}},{"insert":"] are my favorite cards for turning lands into creatures. ["},{"insert":{"card-link":"Sylvan Awakening"}},{"insert":"] has the added benefit of giving our lands indestructible, so that we will likely not lose any when we attack our opponent. ["},{"insert":{"card-link":"Kamahl's Will"}},{"insert":"] also gives the indestructible buff, gives vigilance so we can cast a spell with the lands after our attack phase, and serves as removal if we have our commander on the board. ["},{"insert":{"card-link":"Awaken the Woods"}},{"insert":"] is also an excellent land creature card, but this creates tokens out of thin air, rather than turning lands into creatures."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nCommander Damage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWhile a 5/5 creature may not be the most threatening, I want to draw your attention to ["},{"insert":{"card-link":"Blackblade Reforged"}},{"insert":"]. By the time we have 6 mana to play our commander, we'll be rocking an 11/11 with Blackblade equipped, and we can take our opponent out in 2 hits. Throw in a ["},{"insert":{"card-link":"Whispersilk Cloak"}},{"insert":"] for the unblockable effect, and you'll be able to get through to your opponent. Even if you aren't able to get out ["},{"insert":{"card-link":"Blackblade Reforged"}},{"insert":"], ["},{"insert":{"card-link":"Whispersilk Cloak"}},{"insert":"] is also great for the shroud ability, ensuring we can capitalize on our commander's draw ability without being targeted by our opponents. ["},{"insert":{"card-link":"Rogue's Passage"}},{"insert":"] also provides an unblockable effect. ["},{"insert":{"card-link":"Brawn"}},{"insert":"] gives us the opportunity to deal damage to our opponents by giving our big beefy commander trample. We can also buff Aesi with +1/+1 counters from ["},{"insert":{"card-link":"Gift of the Viper"}},{"insert":"], ["},{"insert":{"card-link":"Repulsive Mutation"}},{"insert":"], ["},{"insert":{"card-link":"Quandrix Command"}},{"insert":"], ["},{"insert":{"card-link":"Archdruid's Charm"}},{"insert":"], or ["},{"insert":{"card-link":"Verdant Confluence"}},{"insert":"].\n\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Change Log"},{"attributes":{"header":1},"insert":"\n"},{"insert":"11/7/24 "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Replaced ["},{"insert":{"card-link":"Crop Rotation"}},{"insert":"] with ["},{"insert":{"card-link":"Growth Spiral"}},{"insert":"]. While CR is a great card and is beneficial for getting lands into my graveyard, I hated playing ["},{"insert":{"card-link":"Crop Rotation"}},{"insert":"] when it was in the deck. Having to sacrifice a land early in the game for a net zero mana gain was not my style. For ramp early in the game, I much prefer ["},{"insert":{"card-link":"Growth Spiral"}},{"insert":"], though this option is weaker late game when my hand is not already populated with lands.\n12/12/24"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Replaced ["},{"insert":{"card-link":"Wonderscape Sage"}},{"insert":"] with ["},{"insert":{"card-link":"Jaddi Offshoot"}},{"insert":"]. I just realized I have been misplaying ["},{"insert":{"card-link":"Wonderscape Sage"}},{"insert":"] - it cares about your land having a nonbasic land TYPE, not just being a nonbasic land. Since I don't run any Gates, Caves, etc. in this deck, the ability is not nearly as beneficial as I thought it was. It went right to the sideboard, and I brought back in ["},{"insert":{"card-link":"Jaddi Offshoot"}},{"insert":"]. Since I switched the commander from ["},{"insert":{"card-link":"Tatyova, Benthic Druid"}},{"insert":"] to ["},{"insert":{"card-link":"Aesi, Tyrant of Gyre Strait"}},{"insert":"], I have missed having consistent lifegain and wouldn't mind another card that offers a lifegain landfall trigger.\n"}]}

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{"ops":[{"insert":"Whoa, this deck looks super cool! I think I’m going to have to try this one out myself!\n"}]}
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