Titania's Song, Creeping Corrosion, and other artifact hate - we're not running any artifacts, so taking advantage of these one-sided hate cards can provide a strong advantage. You invest Tidings-like mana and reap one card, one creature, and two lands. Maybe you're digging for a combo piece, or holding onto that valuable removal spell. Magic the gathering - Can I play lands from the graveyard more than once in a turn with Crucible of Worlds. Villainous Wealth - I've had mixed results from Villainous Wealth.
Death Cloud works particularly well with Tasigur, since he can come out for super cheap afterwards with Delve, then serve as a mana sink when we're empty-handed. Maybe as a 1-time thing, like a green Snapcaster or something. I hope that Wizards will someday print this card: |. EDH101: Best Utility Lands for Commander. Humans are one of the most common tribes, appearing in nearly every set. See rule 404, "Graveyard. YOU DON'T LOSE IF YOU'VE ALREADY WON. ) I really like to look at Krosan Tusker as a split card. Beast Within - target problem was secretly a 3/3 beast all along.
This is a card that's not what we thought, but it is still quite good. Cards like Weathered Runestone or Grafdigger's Cage are useful for more taxing decks that may not want to utilize their graveyards much. Red tends to be the color with the most varied and interesting options in this category, but all colors have plenty of choices available. Please by all means give these a try in your legendary tribal decks, I guess? This is the most common outcome. Top 10 Land Fetchers of All Time | Article by Abe Sargent. Every turn, pay one mana for every creature you control or that creature dies. Kodama's Reach - Cultivate #2.
Animate Dead - two mana for any creature, including ones in an opponents' graveyard. The second element in our survival suite are our creatures, many of which are beefy blockers. Everything from what cards you can include due to mana costs to deck construction to play is about mana. The reason why Tasigur makes such a fantastic general for a ramp / control deck like this one - this ability serves as an amazing mana sink, guaranteeing we can turn extra mana into action. We do run some cheap interaction and a few smaller creatures, but it's somewhat unlikely for our opponents to play something worth killing this early. Additional rules applying to sanctioned tournaments may allow a player to change the order of cards in their graveyard. That is where land destruction comes in. We run Cultivate and other cards to put lands into play from our library. Return all artifacts from graveyard. Other than our cheaper ramp spells, we don't have a lot to do in the early game. Feel free to take them and make changes to find some awesome lands for your next deck! 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. Our third survival strategy is simply keeping a low profile - it's fairly common for this deck to only have one or two nonland permanents, plus a large creature on blocking duty.
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. We have one simple endgame goal: casting expensive bombs. If you know you need to run graveyard hate but don't want to remove one of your more fun cards, then this may be the option for you! Cast spells out of graveyard []. There are also plenty of activated abilities that can only be used when the card is in the yard.
Nissa, Vastwood Seer - fetches a land, then flips into a personal Howling Mine. Crucible is one of the few artifacts I would consider running in this deck due to how well it works with Death Cloud. Loves self-mill and replaying fetchlands each turn. Soul-Guide Lantern is one of the newer graveyard hate spells on the scene, but it's already making a name for itself. Wave of Vitriol - like Bane of Progress, but it also deals with troublesome utility lands. Mystic Sanctuary is the blue common of the cycle. Either they give us a removal spell, a threat, or a recursion spell so we can grab back whichever we prefer. Or at the very least a one off version of it. This one pairs well if you can recur it! Just like Eternal Witness is usually more powerful that Regrowth because you can abuse the creatureness of it, you can flicker, bounce, or recur this for more and more lands (maybe even cards!
This can net me two of those cards. You can also hold it up as an emergency button to wipe graveyards instantly, or it can simply replace itself for a single mana. As a counterpart to all of this land-based ramp, we also run some ways to deny our opponents their own ramp, in the form of mass artifact destruction like Bane of Progress. This is a classic card that was widely regarded as awful back in the day. For a once-off cheap draw effect, Cryptic Caves may be what you're after. Gelatinous Genesis and Hydra Broodmaster - sometimes, you want an army, - Squall Line or Hurricane - if you can maintain a high life total, these work well as burn spells (which also happen to hit pesky fliers). If Tasigur gets stolen or Pithing Needle'd: annoying, but relatively uncommon - most opponents aren't running enough ramp to activate Tasigur repeatedly, and are also running too many situational cards for Tasigur to be worth activating in the first place. The other three are quite affordable, and I would encourage you to give them a try! 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).