The distribution you are looking for is called the "Golfer's Problem" where everyone gets to play everyone. This is "mathed" out in many sources online but you will be hard pressed to find a tournament generator that does this. I had to make one.
I personally feel that valakut is the single most effective way to control or end the game. It has saved my ass more times than I would be physically able to count.
I feel like the effect isn't powerful enough to justify having to pay 4 mana of various colors for. Similar effects can be played for a much less prohibitive cost. Ex: Rites of Flourishing
Been a long time since I've posted here, I had to take a hiatus(lost my password for this. So I've been reading an unable to post.)
I've updated my list over the last several months. Things of particular note:
I have converted the manabase to include the maximum number of forest typed duals and every fetch that gets a forest. Color consistency is now amazing. I haven't not hit my colors in months.
CIPT duals have proven to be effective
Gatecreeper Vine is the truth
I have begun playing a package of 2-Card "Endless boardwipe" packages in lieu of other board wipes. Each card that recycles the board wipe has other uses as well.
Riftsweeper has proven necessary in my meta.
I cut inkmoth nexus as a win-con. It drew to much ire for the benefit it provided. Replaced with Door To Nothingness which has presented fantastic results.
Sunder and Deathcloud both float in and out of the deck. Both post great results but it is hard to justify them over other options.
crimhead, how up to date is your list in the primer? I'd like to do a side-by-side analysis of yours, mine, and umtiger's so I can see what we are playing that is similar and different. I think the differences would be interesting to discuss. We seem to have slightly different goals that we pushed in the non-backbone parts of the deck. For example, I've pushed my build to get lands into play as fast and consistently as possible. I also seem to be playing way more board-wipes than you guys.
Hello again all. I haven't posted in this forum in quite some time. Since before crimhead took over from gromgrom at the very least.
I've been playing this Child land.dec for quite a while, and following this board periodically and I've noticed my list is quite a bit different that the ones in the primer post or any of the ones posted afterwards. I'll share it below; Sorted by type.
I've tried to refine the deck down to the purpose of getting as man lands into play as quickly as possible. I have chosen not to bother to attempt at regulate the game on the stack and just to deal with problems after they resolve; This makes the deck weak to aggressive combo which I am ok with. The mixture of shocks and OG duals represents which I actually own, the deck ideally would have all 10 OG duals.
I am presently testing the deck slots dedicated to: Crackling Perimeter, Death Cloud, Door to Nothingness, Academy Ruins, and Riftsweeper
Notable Exclusions: Bound/Determined, Crucible of Worlds, Dryad Arbor, Gift of Immortality, Homeward Path, Into the North, Vampiric Tutor, Oblivion Stone
Hey there. I'm not a frequent poster on the boards(I do a lot of lurking and reading) but this topic is a bit in my knowledge base. I have been running a multiplayer free-for-all EDH tournament at my LGS for a bit over a year. I typically get a crowd between 20 and 40 people. My players, overwhelmingly, are happy with the rules/point sheet/structure that we use in our tournaments and I encourage you to take a read over it and see how your play group feels about it. If you have any questions either post here or PM me, I will be following this thread.
Basics:
Commander/EDH Format
*$10 entry fee
*1 pm Sign-Ups
*2 pm Start Time
*Free-For-All Multiplayer
*Pods of 3-4, Determined based on attendance.
*1 Hour and 15 minute Round Length
*3 Rounds
*Prize hand out based upon points scored as outlined below.
:::EDH Tournament Point Structure:::
Brothers Grim Commander Gauntlet Rules Sheet:
:::Points for eliminations are scored as follows:::
+1 Point per Elimination before the player’s 5th turn.
+2 Points per Elimination through Regular Damage, Mill, or Poison.
+3 Points per Elimination through General Damage, or an Alternate Win Condition.
(Note:Alternate win-con includes "game ends in a draw".)
+4 Points per Elimination through dealing 21 General Damage in one turn.
(Note: Please add a +1 to any win condition if you have "ultimated" your Planeswalker Commander)
::::Additional points are scored as follows and can only be scored once per round::::
1) Control any combination of 3 Non-Commander Legends and/or Planeswalkers at one time. + 1 Point
2) Play your general from the general zone at least 3 times during the game. +1 Point(Note: Derevi’s activated ability does not count.)
3) Deal at least 3 combat damage with the same creature with a power of 1. +1 Point
4) Control 5 Non-Token creatures of the same type at one time. +1 Point
5) Have 3 or more Equipment and/or Aura cards “attached” to any one creature + 1 Point
6) Destroy/Counter/Exile 3 or more differently typed non-legendary cards during the game. +2 Point(Note: Combat damage does not count.)
7) Destroy/Exile/Bounce 5 or more of your opponents’ non-land permanents in one turn. +2 Point(Note: Combat damage does not count.)
8) Use an opponent's card. +2 Point(Note: Copying a card does not count.)
9) Prevent an Opponent from Shuffling. +2 Points
10) Successfuly use the ultimate of two differently named planeswalkers. +2 Points
11) Be the first, or tied for first, person eliminated from the game. +1 Point
12) Defeat the opponent with the highest point value remaining in the pod. +2 points(Note: Based upon Tournament Standing. Can not be scored round 1)
13) Save an opponent from losing the game. +2 Points(Note: Game loss can not be caused by interfering player. Point awarded to all Saved and Saver)
14) End the game without searching your library for anything but a basic land +2 Points
15) At the end of the game, whoever had the highest life total at any point of the game. +1 Point(Note: That player’s life total must be higher than starting life total)
16) Bonus?! +1 Point
:::Brother’s Grim House Rules::::
1) Concessions are only allowed in any of the following instances:
a) A Board Lock that makes it impossible for any other players to win the game.
b) An "Infinite Combo" that makes it impossible for any other players to win the game. This is defined as any action done 3 or more times consecutively without a foreseeable end.
c) If 2 players remain, a player may concede if the current board state makes the game unwinnable.
Most importantly: Please call a TO if you plan to concede.
2) Mulligans:
The first mulligan will always be a “Friendly” Partial-Paris mulligan. After that, Standard Partial-Paris mulligan rules apply as normal.
3) Slow Play Rules:
Players need to make sure that they are actively trying to win the game .
If a player has a dominant board state and are simply prolonging the game, the Judge/TO can be called on to force action.
4) Unsportsman-like Conduct:
The Tournament Organizer reserves all rights and privileges to punish players to his discretion for unsportman-like conduct. Actions which may result in punishment include cheating, fighting with another player(verbally and non-verbally), and intentionally forfeiting a game. Any concerns of this nature should be taken up with the TO.
Descent of the dragons
Impact Tremors
Lightning Berserker
Sarkhan's Triumph(with a good dragon target like Steel Hellkite or Spawn of Thraxes)
Volcanic Vision
I run one monthly, Multiplayer, pods of 3 or 4, 3 rounds, 1 hour round times. We use a point sheet.
EDIT: I have done both randomized pairings and pairings based on point standings. Both function equally well.
EDIT 2: My players are overwhelming pleased with the list below. I average 20+ attendees.
I'll copy/paste it below.
:::EDH Tournament Point Structure:::
Brothers Grim Commander Gauntlet Rules Sheet:
:::Points for eliminations are scored as follows:::
+1 Point per Elimination before the player’s 5th turn.
+2 Points per Elimination through Regular Damage, Mill, or Poison.
+3 Points per Elimination through General Damage, or an Alternate Win Condition.
Note:Alternate win-con includes "game ends in a draw".
+4 Points per Elimination through dealing 21 General Damage in one turn.
Note: Please add a +1 to any win condition if you have ultimated your Planeswalker Commander
::::Additional points are scored as follows and can only be scored once per round::::
1) Control any combination of 3 Non-Commander Legends and/or Planeswalkers at one time. + 1 Point
2) Play your general from the general zone at least 3 times during the game. +1 Point, Note: Derevi’s activated ability does not count.
3) Deal at least 3 combat damage with the same creature with a power of 1. +1 Point
4) Control 5 Non-Token creatures of the same type at one time. +1 Point
5) Have 3 or more Equipment and/or Aura cards “attached” to any one creature + 1 Point
6) Destroy/Counter/Exile 3 or more non-legendary typed cards during the game. +2 Point, Note: Combat damage does not count.
7) Destroy/Exile/Bounce 5 or more of your opponents’ non-land permanents in one turn. +2 Point,Note: Combat damage does not count.
8) Use an opponent's card. +2 Point, Note: Copying a card does not count.
9) Prevent an Opponent from Shuffling. +2 Points
10) Successfuly use the ultimate of two differently named planeswalkers. +2 Points
11) Be the first, or tied for first, person eliminated from the game. +1 Point
12) Defeat the opponent with the highest point value remaining in the pod. +2 points, Note: Based upon Tournament Standing. Can not be scored round 1.
13) Save an opponent from losing the game. +2 Points, Note: Game loss can not be caused by interfering player. Point awarded to all Saved and Saver.
14) End the game without searching your library for anything but a basic land +2 Points
15) At the end of the game, whoever had the highest life total at any point of the game. +1 Point, Note: That player’s life total must be higher than 40.
16) Bonus?! +1 Point
:::Brother’s Grim House Rules::::
1) Concessions are only allowed in any of the following instances:
a) A Board Lock that makes it impossible for any other players to win the game.
b) An Infinite Combo that makes it impossible for any other players to win the game. This is defined as any action done 3 or more times consecutively without a foreseeable end.
c) If 2 players remain, a player may concede if the current board state makes the game unwinnable.
Most importantly: Please call a TO if you plan to concede.
2) Mulligans:
The first mulligan will always be a “Friendly” Partial-Paris mulligan. After that, Standard Partial-Paris mulligan rules apply as normal.
3) Slow Play Rules:
Players need to make sure that they are actively trying to win the game .
If a player has a dominant board state and are simply prolonging the game, the Judge/TO can be called on to force action.
4) Unsportsman-like Conduct:
The Tournament Organizer reserves all rights and privileges to punish players to his discretion for unsportman-like conduct. Actions which may result in punishment include cheating, fighting with another player(verbally and non-verbally), and intentionally forfeiting a game. Any concerns of this nature should be taken up with the TO.
My current build for this deck has removed some of the win-cons in favor of focusing on fewer of them and COA recursion and some more control elements. Plan 1 is always beat down with COA and Plan 2 has become Maze's End. These have proven so far to be the most effective with the least amount of set up. My list is below.
I've updated my list over the last several months. Things of particular note:
Decklist by Card Type:
Land (43)
1x Academy Ruins
1x Azorius Guildgate
1x Bayou
1x Bojuka Bog
1x Boros Guildgate
1x Boseiju, Who Shelters All
1x Breeding Pool
1x Canopy Vista
1x Cavern of Souls
1x Cinder Glade
1x Dark Depths
1x Dimir Guildgate
1x Drownyard Temple
1x Glacial Chasm
1x Golgari Guildgate
1x Gruul Guildgate
1x High Market
1x Izzet Guildgate
1x Maze's End
1x Misty Rainforest
1x Orzhov Guildgate
1x Overgrown Tomb
1x Petrified Field
1x Phyrexian Tower
1x Rakdos Guildgate
1x Riftstone Portal
1x Savannah
1x Selesnya Guildgate
1x Simic Guildgate
1x Slayers' Stronghold
1x Stomping Ground
1x Strip Mine
1x Taiga
1x Temple Garden
1x Thespian's Stage
1x Tolaria West
1x Tropical Island
1x Valakut, the Molten Pinnacle
1x Verdant Catacombs
1x Vesuva
1x Volrath's Stronghold
1x Windswept Heath
1x Wooded Foothills
1x Bring to Light
1x Creeping Renaissance
1x Demonic Tutor
1x Genesis Wave
1x Green Sun's Zenith
1x Life from the Loam
1x Nature's Lore
1x Reap and Sow
1x Scapeshift
1x Splendid Reclamation
1x Sylvan Scrying
1x Tempt with Discovery
1x The Great Aurora
1x Wargate
1x Amulet of Vigor
1x Crucible of Worlds
1x Door to Nothingness
1x Expedition Map
1x Ghirapur Orrery
1x Horn of Greed
1x Oblivion Stone
1x Sensei's Divining Top
1x Storm Cauldron
1x Zuran Orb
1x Nissa, Vital Force
1x Avenger of Zendikar
1x Azusa, Lost but Seeking
1x Cataclysmic Gearhulk
1x Child of Alara
1x Eternal Witness
1x Gatecreeper Vine
1x Kederekt Leviathan
1x Knight of the Reliquary
1x Oracle of Mul Daya
1x Riftsweeper
1x Sun Titan
1x The Gitrog Monster
1x Tireless Tracker
1x Titania, Protector of Argoth
1x Ulvenwald Hydra
1x Burgeoning
1x Exploration
1x Manabond
1x Necromancy
1x Prismatic Omen
1x Rites of Flourishing
1x Trade Routes
1x Constant Mists
1x Crop Rotation
1x Entomb
1x Intuition
1x Mystical Tutor
1x Realms Uncharted
1x Vampiric Tutor
I've been playing this Child land.dec for quite a while, and following this board periodically and I've noticed my list is quite a bit different that the ones in the primer post or any of the ones posted afterwards. I'll share it below; Sorted by type.
I've tried to refine the deck down to the purpose of getting as man lands into play as quickly as possible. I have chosen not to bother to attempt at regulate the game on the stack and just to deal with problems after they resolve; This makes the deck weak to aggressive combo which I am ok with. The mixture of shocks and OG duals represents which I actually own, the deck ideally would have all 10 OG duals.
I am presently testing the deck slots dedicated to: Crackling Perimeter, Death Cloud, Door to Nothingness, Academy Ruins, and Riftsweeper
Notable Exclusions: Bound/Determined, Crucible of Worlds, Dryad Arbor, Gift of Immortality, Homeward Path, Into the North, Vampiric Tutor, Oblivion Stone
1x Academy Ruins
1x Azorius Guildgate
1x Badlands
1x Bojuka Bog
1x Boros Guildgate
1x Boseiju, Who Shelters All
1x Breeding Pool
1x Cabal Coffers
1x Cavern of Souls
1x Dark Depths
1x Dimir Guildgate
1x Glacial Chasm
1x Godless Shrine
1x Golgari Guildgate
1x Gruul Guildgate
1x Hallowed Fountain
1x High Market
1x Inkmoth Nexus
1x Izzet Guildgate
1x Kessig Wolf Run
1x Maze of Ith
1x Maze's End
1x Mikokoro, Center of the Sea
1x Orzhov Guildgate
1x Overgrown Tomb
1x Petrified Field
1x Phyrexian Tower
1x Plateau
1x Rakdos Guildgate
1x Selesnya Guildgate
1x Simic Guildgate
1x Slayers' Stronghold
1x Snow-Covered Forest
1x Snow-Covered Island
1x Snow-Covered Mountain
1x Snow-Covered Plains
1x Snow-Covered Swamp
1x Stomping Ground
1x Strip Mine
1x Temple Garden
1x Thespian's Stage
1x Tolaria West
1x Urborg, Tomb of Yawgmoth
1x Valakut, the Molten Pinnacle
1x Vesuva
1x Volcanic Island
1x Volrath's Stronghold
1x Watery Grave
1x Black Sun's Zenith
1x Creeping Renaissance
1x Death Cloud
1x Demonic Collusion
1x Demonic Tutor
1x Farseek
1x Genesis Wave
1x Green Sun's Zenith
1x Life from the Loam
1x Merciless Eviction
1x Reap and Sow
1x Scapeshift
1x Sylvan Scrying
1x Tempt with Discovery
1x The Great Aurora
1x Toxic Deluge
1x Traverse the Ulvenwald
1x Wargate
1x Abundance
1x Burgeoning
1x Crackling Perimeter
1x Exploration
1x Manabond
1x Null Profusion
1x Prismatic Omen
1x Recycle
1x Rites of Flourishing
1x Sylvan Library
Instant (4)
1x Crop Rotation
1x Cyclonic Rift
1x Intuition
1x Realms Uncharted
1x Child of Alara
1x Eternal Witness
1x Gatecreeper Vine
1x Genesis
1x Knight of the Reliquary
1x Oracle of Mul Daya
1x Riftsweeper
1x Sun Titan
1x The Gitrog Monster
1x Tilling Treefolk
1x Tireless Tracker
1x Titania, Protector of Argoth
1x Ulvenwald Hydra
Artifact (5)
1x Amulet of Vigor
1x Door to Nothingness
1x Expedition Map
1x Horn of Greed
1x Sensei's Divining Top
_________________________________________
Brothers Grim Commander Gauntlet
Basics:
Commander/EDH Format
*$10 entry fee
*1 pm Sign-Ups
*2 pm Start Time
*Free-For-All Multiplayer
*Pods of 3-4, Determined based on attendance.
*1 Hour and 15 minute Round Length
*3 Rounds
*Prize hand out based upon points scored as outlined below.
:::EDH Tournament Point Structure:::
Brothers Grim Commander Gauntlet Rules Sheet:
:::Points for eliminations are scored as follows:::
+1 Point per Elimination before the player’s 5th turn.
+2 Points per Elimination through Regular Damage, Mill, or Poison.
+3 Points per Elimination through General Damage, or an Alternate Win Condition.
(Note:Alternate win-con includes "game ends in a draw".)
+4 Points per Elimination through dealing 21 General Damage in one turn.
(Note: Please add a +1 to any win condition if you have "ultimated" your Planeswalker Commander)
::::Additional points are scored as follows and can only be scored once per round::::
1) Control any combination of 3 Non-Commander Legends and/or Planeswalkers at one time. + 1 Point
2) Play your general from the general zone at least 3 times during the game. +1 Point(Note: Derevi’s activated ability does not count.)
3) Deal at least 3 combat damage with the same creature with a power of 1. +1 Point
4) Control 5 Non-Token creatures of the same type at one time. +1 Point
5) Have 3 or more Equipment and/or Aura cards “attached” to any one creature + 1 Point
6) Destroy/Counter/Exile 3 or more differently typed non-legendary cards during the game. +2 Point(Note: Combat damage does not count.)
7) Destroy/Exile/Bounce 5 or more of your opponents’ non-land permanents in one turn. +2 Point(Note: Combat damage does not count.)
8) Use an opponent's card. +2 Point(Note: Copying a card does not count.)
9) Prevent an Opponent from Shuffling. +2 Points
10) Successfuly use the ultimate of two differently named planeswalkers. +2 Points
11) Be the first, or tied for first, person eliminated from the game. +1 Point
12) Defeat the opponent with the highest point value remaining in the pod. +2 points(Note: Based upon Tournament Standing. Can not be scored round 1)
13) Save an opponent from losing the game. +2 Points(Note: Game loss can not be caused by interfering player. Point awarded to all Saved and Saver)
14) End the game without searching your library for anything but a basic land +2 Points
15) At the end of the game, whoever had the highest life total at any point of the game. +1 Point(Note: That player’s life total must be higher than starting life total)
16) Bonus?! +1 Point
:::Brother’s Grim House Rules::::
1) Concessions are only allowed in any of the following instances:
a) A Board Lock that makes it impossible for any other players to win the game.
b) An "Infinite Combo" that makes it impossible for any other players to win the game. This is defined as any action done 3 or more times consecutively without a foreseeable end.
c) If 2 players remain, a player may concede if the current board state makes the game unwinnable.
Most importantly: Please call a TO if you plan to concede.
2) Mulligans:
The first mulligan will always be a “Friendly” Partial-Paris mulligan. After that, Standard Partial-Paris mulligan rules apply as normal.
3) Slow Play Rules:
Players need to make sure that they are actively trying to win the game .
If a player has a dominant board state and are simply prolonging the game, the Judge/TO can be called on to force action.
4) Unsportsman-like Conduct:
The Tournament Organizer reserves all rights and privileges to punish players to his discretion for unsportman-like conduct. Actions which may result in punishment include cheating, fighting with another player(verbally and non-verbally), and intentionally forfeiting a game. Any concerns of this nature should be taken up with the TO.
Descent of the dragons
Impact Tremors
Lightning Berserker
Sarkhan's Triumph(with a good dragon target like Steel Hellkite or Spawn of Thraxes)
Volcanic Vision
EDIT: I have done both randomized pairings and pairings based on point standings. Both function equally well.
EDIT 2: My players are overwhelming pleased with the list below. I average 20+ attendees.
I'll copy/paste it below.
:::EDH Tournament Point Structure:::
Brothers Grim Commander Gauntlet Rules Sheet:
:::Points for eliminations are scored as follows:::
+1 Point per Elimination before the player’s 5th turn.
+2 Points per Elimination through Regular Damage, Mill, or Poison.
+3 Points per Elimination through General Damage, or an Alternate Win Condition.
Note:Alternate win-con includes "game ends in a draw".
+4 Points per Elimination through dealing 21 General Damage in one turn.
Note: Please add a +1 to any win condition if you have ultimated your Planeswalker Commander
::::Additional points are scored as follows and can only be scored once per round::::
1) Control any combination of 3 Non-Commander Legends and/or Planeswalkers at one time. + 1 Point
2) Play your general from the general zone at least 3 times during the game. +1 Point, Note: Derevi’s activated ability does not count.
3) Deal at least 3 combat damage with the same creature with a power of 1. +1 Point
4) Control 5 Non-Token creatures of the same type at one time. +1 Point
5) Have 3 or more Equipment and/or Aura cards “attached” to any one creature + 1 Point
6) Destroy/Counter/Exile 3 or more non-legendary typed cards during the game. +2 Point, Note: Combat damage does not count.
7) Destroy/Exile/Bounce 5 or more of your opponents’ non-land permanents in one turn. +2 Point,Note: Combat damage does not count.
8) Use an opponent's card. +2 Point, Note: Copying a card does not count.
9) Prevent an Opponent from Shuffling. +2 Points
10) Successfuly use the ultimate of two differently named planeswalkers. +2 Points
11) Be the first, or tied for first, person eliminated from the game. +1 Point
12) Defeat the opponent with the highest point value remaining in the pod. +2 points, Note: Based upon Tournament Standing. Can not be scored round 1.
13) Save an opponent from losing the game. +2 Points, Note: Game loss can not be caused by interfering player. Point awarded to all Saved and Saver.
14) End the game without searching your library for anything but a basic land +2 Points
15) At the end of the game, whoever had the highest life total at any point of the game. +1 Point, Note: That player’s life total must be higher than 40.
16) Bonus?! +1 Point
:::Brother’s Grim House Rules::::
1) Concessions are only allowed in any of the following instances:
a) A Board Lock that makes it impossible for any other players to win the game.
b) An Infinite Combo that makes it impossible for any other players to win the game. This is defined as any action done 3 or more times consecutively without a foreseeable end.
c) If 2 players remain, a player may concede if the current board state makes the game unwinnable.
Most importantly: Please call a TO if you plan to concede.
2) Mulligans:
The first mulligan will always be a “Friendly” Partial-Paris mulligan. After that, Standard Partial-Paris mulligan rules apply as normal.
3) Slow Play Rules:
Players need to make sure that they are actively trying to win the game .
If a player has a dominant board state and are simply prolonging the game, the Judge/TO can be called on to force action.
4) Unsportsman-like Conduct:
The Tournament Organizer reserves all rights and privileges to punish players to his discretion for unsportman-like conduct. Actions which may result in punishment include cheating, fighting with another player(verbally and non-verbally), and intentionally forfeiting a game. Any concerns of this nature should be taken up with the TO.
Aside: I need to find a spot for Sunhome
1x Alchemist's Refuge
1x Amulet of Vigor
1x Azorius Guildgate
1x Azusa, Lost but Seeking
1x Bane of Progress
1x Black Sun's Zenith
1x Blood Crypt
1x Blue Sun's Zenith
1x Bojuka Bog
1x Boros Guildgate
1x Boseiju, Who Shelters All
1x Bound/Determined
1x Breeding Pool
1x Burgeoning
1x Cavern of Souls
1x Child of Alara
1x Command Tower
1x Counterflux
1x Crop Rotation
1x Crucible of Worlds
1x Dark Depths
1x Demonic Tutor
1x Diabolic Revelation
1x Diabolic Tutor
1x Dig Through Time
1x Dimir Guildgate
1x Dryad Arbor
1x Eternal Witness
1x Expedition Map
1x Exploration
1x Farseek
1x Flamekin Village
1x Gamble
1x Genesis
1x Genesis Wave
1x Gift of Immortality
1x Glacial Chasm
1x Godless Shrine
1x Golgari Guildgate
1x Green Sun's Zenith
1x Gruul Guildgate
1x Hallowed Fountain
1x High Market
1x Homeward Path
1x Inkmoth Nexus
1x Into the North
1x Izzet Guildgate
1x Keranos, God of Storms
1x Kessig Wolf Run
1x Krosan Grip
1x Last Word
1x Life from the Loam
1x Maze of Ith
1x Maze's End
1x Merciless Eviction
1x Mystical Tutor
1x Oracle of Mul Daya
1x Orzhov Guildgate
1x Overgrown Tomb
1x Personal Tutor
1x Petrified Field
1x Rakdos Guildgate
1x Realms Uncharted
1x Reap and Sow
1x Sacred Foundry
1x Scapeshift
1x Selesnya Guildgate
1x Sensei's Divining Top
1x Simic Guildgate
1x Slayers' Stronghold
1x Snow-Covered Forest
1x Snow-Covered Island
1x Snow-Covered Mountain
1x Snow-Covered Plains
1x Snow-Covered Swamp
1x Spoils of Victory
1x Steam Vents
1x Stomping Ground
1x Strip Mine
1x Sun Titan
1x Supreme Verdict
1x Sylvan Scrying
1x Temple Garden
1x Tempt with Discovery
1x Thassa, God of the Sea
1x Thespian's Stage
1x Tilling Treefolk
1x Titania, Protector of Argoth
1x Tolaria West
1x Toxic Deluge
1x Treasure Hunt
1x Trickbind
1x Untamed Wilds
1x Vampiric Tutor
1x Vesuva
1x Volrath's Stronghold
1x Wargate
1x Watery Grave
1x Wood Elves