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July 3, 2024, 1:45 am

It grants haste for a single red mana and tapping the Battlements itself. We don't have a lot of lifegain, so it can be painful to cast multiple times - consider delving it away aggressively. Not the most impressive of stats, but not terrible either. Return all creatures from graveyard to play. This land produces no mana, and taps to let you draw two cards and then discard three cards. This number may vary, however. Today, I will consider each card in the context of casual only. Drown in the Loch - requires some setup, but a flexible counterspell // removal spell.

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Black can mill three cards and return a creature or planeswalker to your hand. I'm fairly certain this topic goes here, but w/e. Note that while it uses the graveyard, it is also resilient to most graveyard hate - it doesn't target, and opponents can't respond to a card being milled. Even in a depowered deck, you can find Salt Marsh, Jwar Isle Refuge, Frost Marsh, and Secluded Glen to make the other colors in a deck built around The Mimeoplasm or something. Tranquil Thicket - another cycling land. Encore is one such ability from Commander Legends; it's like the unearth mechanic, but for multiple opponents. Return from graveyard mtg. Escape is a mechanic from Theros Beyond Death that lets you replay spells from the graveyard. If you want to make your own searches I'd suggest taking one of the above queries and adding oracle:'YOUR SEARCH HERE' to find lands that fill your niche. There are also plenty of activated abilities that can only be used when the card is in the yard. Castle Locthwain - a bit of card draw in a pinch. The commons enter tapped unless you control three of their respective land types.

This deck can never keep a 1-lander. All the cards in a player's graveyard. Windgrace's Judgment - a bit expensive, but deals with multiple problems at instant speed. The worst case scenario if option 4 - our opponents keep giving us back cards we have no use for. Four mana for four mana is an insanely efficient rate. The combination of Tusker's value in specific decks as well as the general usefulness and card advantage of the cycling ability to obtain cards cheaply, combined with the versatility of the card to swing and block in the red zone, creates a card so powerful that it almost made the top spot on today's list, and at one point in time, it was there... until the first of our top cards was printed. Frontier Siege - this card only has one mode, since we have no fliers in the deck. 2: Tasigur is a 'goodstuff' general by design - if you have narrow, situational, or 'cute' cards, these are the cards your opponents are most likely to give you. Nissa's Pilgrimage, Hunting Wilds, Hour of Promise and other ramp spells - I like to think that the best ones are already in here, but many alternative options exist. How Every Commander Deck Can Use the Graveyard. However, even in Casual Land where games often take longer, playing stuff early matters. Geier Reach Sanitarium and Mikokoro, Center of the Sea let each player draw a card (and discard with Sanitarium) for two mana. Toxic Deluge - a cheap board wipe. One of the most powerful abilities on lands is granting haste.

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If our opponents don't threaten us, then we don't need to expend our removal. Don't forget that he snags you two fresh basics into play and untapped. Blue isn't lacking card advantage, but your blue decks will gladly accept more. Top 10 Land Fetchers of All Time | Article by Abe Sargent. Blood on the Snow - a bit expensive as a board wipe, but it can be worth it if you have something juicy to recur (and enough snow lands). Traverse the Ulvenwald technically makes this a 2-lander, but we don't have any ramp to follow up with. Obviously, you'll play that side more than the other, but when you need it, you have the 6/5 boar beast ready to pounce.

I'd love to hear about your favorite tech over on Twitter! The most important form of ramp we have is the ability to get extra lands into play. Return all lands from graveyard. Alternatively, keep ramping and funnel any spare mana you have into Tasigur activations - when you're getting four or five extra cards per turn cycle, that's usually enough to grind out any opponent. If we activate Tasigur enough times, we will eventually get what we want - the equivalent of repeatedly stabbing our opponent with a fork. Once again the cost is somewhat prohibitive in paper, but in Magic Online you can get a whole playset of Bazaar for $2!

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This makes these lands ideal for cutting people off from a powerful effect rather than cutting them off mana. This translates into two key concepts that are important to understand when building a Tasigur deck: 1: Morton's Fork - when we give our opponents a choice, we want to make sure that every option yields the same result. It's not full of a bunch of tricksy synergies, and it generally isn't flexible if it needs to switch strategies on the fly. I am not sure where exactly these cards fit in. April 23, 2013 4:10 a. Magic the gathering - Can I play lands from the graveyard more than once in a turn with Crucible of Worlds. m. Awesome! It's also a great way to prune our graveyard for his other ability. Nature's Claim - efficient artifact or enchantment removal.

Therefore, Far Wanderings deserves a space on this list, but the early-game restriction really pulls it down, and I think the 9 spot is a nice place to put it. Unlike most decks, we don't rely on artifacts for our mana production, which means that these usually allow us to maintain mana superiority. Cabal Coffers and Urborg, Tomb of Yawgmoth - usually a package deal, they provide a ton of ramp. They can also help to protect your win conditions by rebuying them; I've lost many games after countering an infinite combo, only for my opponent to play an Eternal Witness and try again! For the purposes of this article, I will define a utility land as "a land that provides functionality outside of producing mana and mana fixing. " Death Cloud is functionally similar to a Karn Liberated ultimate or a one-sided Worldfire - if we resolve it, we restart the game with a massive advantage. The ability also fills our graveyard to turn on various synergies, while also making Tasigur easier to cast in the future by fueling delve. Pir's Whim - fetches utility lands while also providing a bit of interaction. The ability to grab Cabal Coffers or Urzatron lands in any deck is quite powerful. At low power levels, utility lands let us get away with murder! Counterspell, Swan Song, and other countermagic - if you choose to run monoblue cards, there are a ton of excellent options. Other than our cheaper ramp spells, we don't have a lot to do in the early game. If an opponent is running a bunch of Counterspells - bide your time and spend your mana activating Tasigur.

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You can find MDFCs on Scryfall by searching "is:MDFC" or check out this link. They also provide value alongside Life from the Loam and other recursion. Playing: rock (G/) pod. Green is notably better at this than other colors, with Bala Ged Recovery and Regrowth allow you to return any card from the graveyard. Sire of Stagnation - turns our opponents' lands into card draw. This deck is generally resilient to disruption, but it does have some significant weaknesses.

This card is a house in Commander too especially in self-mill and reanimator decks. Well, let's start with the best fetch lands for Casual Land. In the rare cycle, I'd like to shout out Castle Embereth. The rares and lower cards all feature lands that enter tapped. Lives through most of our board wipes. Modal Double Faced Cards (MDFC) As Utility Lands. From there, any small combo can win the game. This is pretty rare, unless it's a ramp spell. For two mana You can destroy an artifact, enchantment, or nonbasic land. The graveyard is the pile into which you discard, where instant and sorcery spells go once they have resolved, and where permanents go when they have been sacrificed, destroyed, or "put into the graveyard" due to a state-based effect.

Scaretiller is a great choice as a repeatable value engine in landfall decks, or decks with fetch lands. There are also many synergies available for ramping out lands, such as Tireless Tracker and Tatyova, Benthic Druid. Thespian's Stage and Dark Depths - another land combo that can be built around. Sepulchral Primordial - doesn't recur from our graveyard, but it's a pretty efficient way to generate an army. Deep Analysis draws you four cards in two installments, and still provides card advantage if it's discarded or milled instead. Besides that, it enables haste in the same way as Hanweir Battlements. The Gitrog Monster - yet another way to turn lands into card draw. "To-Hand" Recursion. Venture Forth - a bit durdley, but it can represent multiple (nonbasic) lands over the course of a long game. In general, I would stick to five regardless of your deck and see how comfortable you are at that point. With so many different options at your fingertips, you're bound to find some to-hand recursion that will suit your deck.

That's an amazing card for green. This card really shines in decks that have explosive turns where you draw lots of cards. You do need to play it in a deck that has a lot of different lands in order to best abuse it. Deadeye Navigator + Palinchron, Maze of Ith + Krosan Restorer... there are a lot of ways to generate infinite mana. You can also use it to grab a utility land such as Kor Haven or Emeria, the Sky Ruin. This is the most common outcome.

When you are color hosed, he can secure you a needed color (or more than one; a common target is Command Tower in my Commander games). Strip Mine and Wasteland are the two best in class for this effect. Nyxbloom Ancient - another pricy but powerful ramp card. Great with shuffles.

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