|Commander / EDH||Legal|
Printings View all
|Iconic Masters (IMA)||Common|
|Return to Ravnica (RTR)||Common|
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Destroy target creature with flying. You gain 2 life.
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Aerial Predation Discussion
4 weeks ago
Im looking to build a Green white control Casual deck to counter my friends red black Vampires deck. he likes to get +1/+1 counters out on his Rakish Heir, then he will use other vampires to help get more +1 counters and so on. right now my deck isnt complete, but here is what i have so far.
4xTowering Indrik 4xCommencement of Festivities
4xImpeccable Timing 2xArrest 2xcard:Takedown 2xFragmentize 1xSandblast 1xKeening Apparition 1xConsulate Skygate 1xShredding Winds 1xAerial Predation11xForest 11xPlains
im not sure what else to add to this deck as of now because i dont know what a good win condition would be. any help or recommendations would be greatly appreciated.
Edit: Would Mono White Angels work?
9 months ago
9 to 2.0
Out: Skinbrand Goblin, Bloodscale Prowler, Burning-Tree Shaman, Gristleback, Ghor-Clan Bloodscale, Scab-Clan Charger, Scorchwalker, Gruul Scrapper, Ghor-Clan Savage, Streetbreaker Wurm, Disciple of the Old Ways, Forest.
In: Hellraiser Goblin, Indrik Stomphowler, Lobber Crew, Maze Rusher, Molten Primordial, Silhana Starfletcher, Sylvan Primordial, Wild Beastmaster, Wurmweaver Coil, Five-Alarm Fire, Breath of Fury, Aerial Predation.
1 year ago
Be careful with Upwelling, it works for your opponents too. Last thing you need is blue players floating mana lol.
Another Hydra I can highly recommend, Hydra Omnivore. Especially if you have Blade of Selves - If they all go unblocked (say, thanks to Siege Behemoth), all of your opponents will take a minimum of 24 damage! (The Blade also works great with thing that have ETB effects, like the aforementioned Tornado Elemental - clear flyers out at every combat step, AND get three sudo-unblockables!)
1 year ago
I understand that the main focus of the deck is a plant theme, but I would highly recommend replacing Vinelasher Kudzu with Undergrowth Champion. It has a similar flavor to Avenger of Zendikar in terms of looks, a similar functionality to the Kudzu, but it's far more resilient. Its ability wouldn't also stack with Avenger's in terms of gaining counters upon landfall, but honestly that trick wouldn't occur often anyways.
On another note, maybe think of replacing Plummet with something that has a little more utility. Suppose you're going up against a deck that has little-to-no flying creatures in it, then essentially you have a dead card in your hand. Some cards for thought: Evolution Charm wouldn't get rid of a creature outright, but it would give one of your many creatures reach to combat it, as well as including a couple other tricks wrapped up into one card; Aerial Predation or Crushing Vines cost one more mana (something you shouldn't worry about with the ramp you have), with an added benefit of life for the former or artifact removal for the latter; Deadly Recluse (which again doesn't go with the plant theme) is an effective deterrent for not only flying creatures, but any creature that wishes to attack you; or even Return to the Earth, as its unsightly mana cost comes with a three-in-one removal.
Kudos to the deck design and cheers!
1 year ago
Great job with the choices so far! Elvish Visionary is phenomenal, so good job picking that up. Your ramp looks pretty good too, but I think adding Elvish Guidance would be incredible in this deck. To help with a solid base for Elvish Guidance, I suggest Presence of Gond. This will help you put elves onto the battlefield quicker, ultimately helping trigger Elvish Guidance, which will lead to Ulamog being out faster.
To make room for some noncreature spells, I suggest you move maybe 1 Elvish Warrior, 1 Farhaven Elf, and maybe even 1 or 2 Elvish Mystics or Llanowar Elves to the sideboard. I know mana ramp is super important, but I think you can get the deed done with 3 Mystics and 3 Llanowar. Then if you add them to your sideboard, you'll always be sure you can have extra ramp if needed.
As for noncreature spells, it depends on what you'd like. Obviously, there are plenty of green cards that buff your creatures. If you're looking to buff them up pretty quick and make then threatening, then cards that target your creatures are the way to go. If you want removal (which is always a good idea, at least to have in your sideboard), then you have to decide if you want to remove creatures, enchantments or artifacts. A few I suggest for both are listed below:
Some cards I suggested here are more on the defensive side and some are on the offensive side. I'm not sure how you'd prefer to play, so it's up to you to decide!
This is a great start, the rest is up to you and how you want to play. Remember, the sideboard is always there to help you if you're not entirely sure what you want to put in your deck and want to test a few things first. Get creative, be passionate, and do what you think is best no matter what!
Avacyn1986 on Poison
1 year ago
I would probably also get rid ofChoking Fumes, Divine Verdict and Pistus Strike, and consider adding Aerial Predation, Chastise, Immolating Glare, and Kill Shot. I would also consider adding 4 Lace with Moonglove, what would be better than luring an opponent in to kill one of your little dudes, only to make it an instant Deathtouch and draw a card?
1 year ago
First off, I think this looks pretty good. +1!
I've got a few ideas that may help:
I'd argue that Vines of Vastwood or even Ranger's Guile are better than Alpha Authority because Alpha Authority is easier to get rid of. That is, since the Authority is a permanent, it can be removed whenever an opponent draws a removal spell. With Vines and the Ranger, opponents must have a counterspell in hand to stop it. Also, the Authority, being an enchantment, has to be out before an opponent tries any targeting, which revels what might otherwise be unknown and unexpected. Also, both the Vines and Ranger cost less to cast. While it might seem scary to rely on one-time use hexproof instants, I think it is as reliable or more reliable than relying on an enchantment for it.
There's another small problem with the hexproof thing - yea, it's great to have hexproof/indestructible, but it won't stop black discard or any sacrifice. There's a reason why Celestial Flare and Geth's Verdict go into a lot of my sideboards. 13 creatures isn't very many. I think dropping some enchantments in favor of more creatures would make the deck more resilient. And after all, you don't need to deal 100 damage to win most games, so the real question is, how quickly can the deck deal 20 damage with the lowest CMC possible?