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: Add to your mana pool.
, : Until end of turn, you may cast nonland cards as though they had flash.
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Alchemist's Refuge Discussion
3 minutes ago
Alchemist's Refuge allows you to flash in Hermit druid on you opponents eot...
1 week ago
Mostly because it just stacks up when I have abundant mana and breaking legend rule is handy in this strategy (having two Sheoldred, Whispering One is better than one, etc). Not necessarily the best evasion, but think of it more as a mana sink when I have few options.
Usually when sakashima is out I end up abusing Teferi, Mage of Zhalfir and/or Alchemist's Refuge to cast it and return it on each of my opponents' turns. This abuses so many etbs, allows for a well timed copy if the board state changes, and I don't have to rely on the likes of Deadeye Navigator to manipulate it.
In instances where I am whiffing (which means I have a ton of mana saved up and no outlet), copying an Eternal Witness or Greenwarden of Murasa on each opponent's turn and returning a counterspell/bounce gives me so much more sustain than a Stunt Double or Phyrexian Metamorph
2 weeks ago
I recommend more lands 36 is normally a good number with about 8-10 accelerator cards like the afore mentioned elves, cards like Kiora's Follower also count towards this.
since you are playing 2 colors I recommend exciting lands like Alchemist's Refuge and Nykthos, Shrine to Nyx also beware of Botanical Sanctum as on t4 its a guildgate which isn't terrible but there are far better lands, especially when you aren't pressured to play heaps of dual lands.
I would recomend removing the following:
Jace's Phantasm: whis deck dosen't seem particular graveyard heavy thus i think this will just be dissapointing.
Nissa, Nature's Artisan: too expensive and dosent do enough.
Wall of Frost: I hate walls
Artisan of Forms: I counted 6 targeting spells this wont be consistent enough
sorry if this appears twice i forgot the double brackets
2 weeks ago
Sorry one more thing if you do go green/blue Alchemist's Refuge is another way to get her in play on your opponents end step.
3 weeks ago
You get an upvote for running Alchemist's Refuge.
3 weeks ago
Granted my Mimeoplasm deck is much more combo oriented, some cards I have found to be super useful fir Mimeoplasm are Pathrazer of Ulamog, Mindshrieker, Consuming Aberration, Corpse Connoisseur, Havengul Lich, Sepulchral Primordial, Diluvian Primordial, Sphinx Ambassador, Compulsive Research, Thirst for Knowledge, Sultai Ascendancy, Dance of the Dead, Necromancy, Shadowborn Demon, Compulsion, Frantic Search, Forbidden Alchemy, Cyclonic Rift, Alchemist's Refuge, and Progenitor Mimic. Some of those aren't the cheapest things in the word, although I did try to exclude things that I think are a bit pricey. I guess it depends on your budget though. I have also had a lot of success with Worm Harvest.
3 weeks ago
Morph can be really fun for Animar, especially if you have Seedborn Muse to hold up mana for their morphs. She also helps you keep up mana for Soul of New Phyrexia. Or for casting things off of Winding Canyons, Alchemist's Refuge, Yeva, Nature's Herald, or Teferi, Mage of Zhalfir. What I'm getting at is Seedborn Muse is really good and worth including.
4 weeks ago
Welcome to MtG and to the commander format specifically! Building a competitive EDH deck is indeed a thing that takes a lot of experience and a deep understanding of the game's mechanics and loopholes (aaaaand some extra cash in hand). Don't be discouraged by that, as most of the new commander players I've met simply enjoy playing with big decks, with their favourite themes and in a singleton format so that there is high variance from game to game.
This deck is a good first step that can definitely evolve in the future, as most commander decks do and taking into account you are new and that you want to play with similarly minded friends, I will restrict myself to a few notable suggestions and general comments for the deck.
-To begin with, your general is a very interesting and rather good choice for your strategy, which is to build up a gazillion mana, then nuke the board with a huuuuuuge hydra, or more.
-Your land count is fair and good but you are lacking a little on mana acceleration. Having too much mana in this deck will never happen! You want to get your commander out as early as possible and since he costs 5 you want the majority of your ramp spells to cast 3 or less. Sol Ring has been mentioned already, Sakura-Tribe Elder and Rampant Growth are decent, so is the functional pair of Cultivate and Kodama's Reach. Simic Signet because why not and Kiora's Follower can be an over-performer in the deck by untapping lands for mana, or creatures for blocking and multiple activations of abilities (e.g. Karametra's Acolyte)
-Give your big creatures more evasion. Nothing sucks more than having an army of 9/9's getting chump blocked by a meekly tokens of 1/1 that the token player pukes on the field turn after turn after turn. Levitation, Archetype of Imagination, Nylea, God of the Hunt, Primal Rage and Thunderfoot Baloth are amazing at getting your fat Hydras through to chew on your opponents.
-Include Alchemist's Refuge in your lands. The ability to play anything at instant speed is INCREDIBLY powerful. All your creatures get pseudo-haste, your sorceries become instants... Any card that lets you so blatantly break the rules of the game is worth playing (see Teferi, Mage of Zhalfir for the more powerful version)!
All right, that's that! Once again, welcome to the format. Sorry for the long post; I hope it proves helpfull. If you find yourself in need for help cutting cards for replacements, this community is strong and will gladly offer assistance!