Combos Browse all Suggest
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 |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Evolving Wilds
Land
, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
DatShepTho on Gitrog landfall in construction
2 weeks ago
Some land suggestions: Combos with Kodama + Scute: Arid Archway, Golgari Rot Farm, Guildless Commons
Two mana sac: Ebon Stronghold, Havenwood Battleground
Cycling: Barren Moor, Tranquil Thicket, Polluted Mire, Slippery Karst, Desert of the Glorified, Desert of the Indomitable
Fetch: Evolving Wilds, Terramorphic Expanse, Fabled Passage, Myriad Landscape, Blighted Woodland, Riveteers Overlook
Other: Ghost Quarter, Lotus Field, Nurturing Peatland, Bojuka Bog, Emergence Zone, Field of the Dead
wallisface on U/G Mill
3 weeks ago
Some thoughts:
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Evolving Wilds is a really bad card - i’d recommend Prismatic Vista instead.
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you need more crabs to make this plan more reliable. Where’s the playset of Ruin Crab?
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I wouldn’t bother with Primordial Hydra, it detracts from the mill plan. Your deck’s never winning through damage.
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Memory's Journey serves no purpose and i’m not sure why it’s here.
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Jace, the Perfected Mind is miles better than Jace, Memory Adept
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Ghost Quarter isn’t great in mill because it doesn’t force your opponent to search, which means they can avoid being hit by Archive Trap. You want to be running Field of Ruin (field has the added bonus of letting you trigger your crabs again).
austintayshus on
1 month ago
You're welcome!
Fetchlands are great with Maja as well like Evolving Wilds and Terramorphic Expanse and Windswept Heath.
And with cards like Ramunap Excavator or Crucible of Worlds, you can reuse those fetches!
ToastedBagl on The Saga of Tom Bombadil
2 months ago
Tyrite Sanctum would make Tom Bombadill instructible.
The Mending of Dominaria would allow you to play lands from graveyard and/or fetch lands. Also Evolving Wilds and Terramorphic Expanse. It also helps if they destroy your Hall of Heliod's Generosity.
TheoryCrafter on Fungus
3 months ago
My recommendation is to cut The number of colors to 2. Green and Black should be the way to go. If you must have a third, then I'd recommend White or Blue so you can play either Ghave or Xavier Zap, respectively. Even then I wouldn't run more spells of white or blue.
Either way, a Fungus/Saproling deck should be creature intensive, so I wouldn't recommend adding more instants or sorceries except for Tear Asunder-- mainly as an option for dealing with Indestructible permanents.
Once that is taken care of your next step is to decide what kind of deck to build. You'll want to build around either Mycoloth, Slimefoot the Stowaway or The Mycotyrant. Fungus and Saproling creatures should have death triggers or activated abilities with more controlling aspects like Cankerbloom.
If you insist on having Spore counters then have Thelon, but only put in any combination of Utopian Mycon, Thorn Thallid, Spore Flower, Psychotrope Thallid and Deathspore Thallid. Otherwise Thelon should only exist in your deck to pump up your creatures. If you choose to go this path I'd recommend The Ozolith so you don't lose the spore counters. In which case I'd recommend adding Heroic Intervention.
As for Lands I would highly recommend Urborg, Tomb of Yawgmoth and Yavimaya, Cradle of Growth. Adding any combination of Evolving Wilds, Fabled Passage, and Terramorphic Expanse should only happen if you are playing Sporemound. Bojuka Bog is highly recommended.
I hope this helps. Thank you for reading me out. Happy Hunting!
TypicalTimmy on Power Level Standards
5 months ago
A good method to gauge "power" is to ask
- How many LAND tutors are there, such as Evolving Wilds
- How many NONLAND tutors are there, such as Idyllic Tutor
- How many TUTORS are there (that can search for land and nonland cards alike) such as Vampiric Tutor
- How many DISTINCT "combos" are there? Which is different from synergy
There is a big disagreement on what constitutes a combo and what constitutes as synergy. Not all synergistic cards are combos and vice versa. My fundamental philosophy is that a combo RELIES on each individual card to succeed. If you remove one element, they fall flat. For example, KCI requires specific cards. You exile or destroy just one, it falls flat. Meanwhile synergy are booster cards. You don't NEED it to win, but having it will significantly improve your chances. It boosts everything you have. For example, you don't NEED a Dragon Tempest to win, but it makes it so much easier if you have it. Whole synergy cards help you win, combos MAKE you win.
So,
- How many DISTINCT COMBOS do you have?
- What is your average mana curve?
- With an ideal opening hand, how quickly can you theoretically win?
I mean there's probably a dozen more elements we can add but you get the point.
The real issue is that, you can be Top Dog #1 with your little playgroup or small LGS and believe your deck is just the bee's knees, but you take it to even a local championship and you get blown out of the water.
So really, you also have to account for skill and, yes, luck. So, shrug?
HeadinPants on Faster game starts and smoother …
5 months ago
Last_Laugh I mostly agree. My problem with your argument actually stems from the issues caused by shuffling a commander deck when you have hands a bit small to do it comfortably. In the early turns of the game, even if I crack an Evolving Wilds immediately, the group still has to wait on me to finish shuffling. Until turn 3 or 4, this is typically still the case. I removed almost all the the land-searching functions from my landfall deck as a result of this.
Crow_Umbra I have mixed feelings about rolling for a 1, some people are just cursed, and sometimes probability just makes that take longer. I typically go for 2 dice of any size from 6 thought 12, whichever 2 dice I grab first.
However, I do love the idea of incorporating Monarch in that way.
plakjekaas My problem with that arrangement is that you are forced to track turn order. It's a neat idea, but that's one extra thing to track in Commander, where there are already too many triggers. I typically just go clockwise from start.
nuperokaso on steal/sac
6 months ago
- Your deck should play more win conditions. If your opponent doesn't play creatures, you effectively have only Urabrask's Forge to win, and 5 of your creatures.
- You should play more creatures on your own. After flipping Tarrian's Journal Flip, you can play creature cards from your graveyard, which is powerfull... but there are nearly none in your deck! Same problem with Dross Skullbomb.
- Your deck is almost Standard legal. Replace Improvised Club and Grima Wormtongue with some combination of Callous Sell-Sword, Dreg Recycler, Acolyte of Aclazotz or Ayara, Widow of the Realm Flip and it will be!
- Alternatively, if you don't care about Standard legality and are ok with playing Lord of the Rings cards, replace 2 Evolving Wilds and 3 Crystal Grotto with 2 Troll of Khazad-dum, 2 Oliphaunt and 1 Geothermal Bog. That way you'll have 4 more creatures to win. In your early turns, just cycle them to get lands, and in your late game you can play them with The Tomb of Aclazotz Flip.
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