|Commander / EDH||Legal|
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|Hour of Devastation (HOU)||Uncommon|
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Until end of turn, target creature gains trample and gets +X/+X, where X is the number of creatures you control.
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3 weeks ago
I'm surprised by the lack of token producing sorceries in the deck such as Sram's Expertise, Servo Exhibition, and Queen's Commission. And I know there are even more ones with Dominaria out. Anyone else curious about this or know why these aren't in the deck? Maybe it's just me... Another card I would have thought to be in the deck was Appeal.
1 month ago
Deeproot Waters could help you multiply the amount of Merfolk you have on the battlefield.
Although you wouldn't be able to activate the second part of the card. Appeal would make one devastating creature for a turn.
This was before you removed all of the Merfolk creatures. I felt it would have worked with some adjustment.
1 month ago
Really like the deck design. I lost a game my last FNM to something similar because I got some bad luck with Metzali, Tower of Triumph missing his combo target (1 out of 4 attackers). Think the deck idea is fun and can pack some serious punch.
The only thing I think you want to add to your deck design are some Blossoming Defense. This way when you go for combo you can protect your target of Appeal from removal spells. This card was my opponents saving grace on more then one occasion. To make room for this I would suggest cutting down 2 Pride of Conquerors and maybe 1-2 Merfolk Branchwalker.
Best of luck with the deck.
1 month ago
mrbuech Thank you for the comment! Appeal is a card much better in token/low to the ground strategies. Larger Than Life is an efficient spell that guarantees a large boost, regardless the number of creatures I have. Also, I rarely have that many on the battlefield at once. Appeal does seem amazing in a possible W/G tokens deck (or cat deck).
2 months ago
So, first and foremost: I love the idea. I've been wondering about a deck that focuses on exploring for a while. However, I would make a few changes. I think Jadelight ranger needs to be a 4-of for sure. They're expensive, so no need if you're looking to keep it on a budget, but I think they'll really help the deck a lot. Two explore triggers is huge if you T2 a wildgrowth walker. This deck has a low curve, and almost all of the cards are explore cards, so I would look to cut a land or two since all of your creatures will help you find that last land or two you need to curve out. You also need some kind of pay-off for exploring so much. Hadana's Climb Flip seems good here, and Appeal. With the explore triggers, you could flip it the turn you play it. Also, Verdurous Gearhulk seems good here. You have some fliers and such, but a card that gives you some trample will help you push damage through and will act as a combat trick/removal. You might also consider Spell Pierce in place of your cancels. They'll likely fit better on your curve, and with the size that your creatures may become, it probably won't matter much about what creatures your opponent plays. You're going over the top of them. Shaper's Sanctuary is always a super good card for the sb of a green aggro deck to resist control/mid-range removal spells. Nissa, Steward of Elements as a 1-2 of would be good for exploiting the explore triggers (using your knowledge of the top of your deck to inform your 0-ability activations), or to just dump a ton of Mana into and kill people with fliers. I'm also a fan of Vizier of the Menagerie, if you want to be able to explore into being able to play creatures right off the top. Get yourself some Evolving Wilds, Woodland Stream, Hashep Oasis, and/or Botanical Sanctum and you'll be all set! I hope some of this helps, and good luck! Keep us posted on results! +1
3 months ago
That's pretty much how I run my cat deck, Pickacantaloupe, but, I have like 10 non-cats because Oketra the True is the God of cats, so, she obviously works so well in a cat deck, Resilient Khenra is incredible with an Appeal / Authority on a double strike creature because you add 4 (+2/+2) damage in addition to the massive hit with Appeal. I've never had a game run long enough to get a combo of an Adorned Pouncer token with a Resilient Khenra token, but, if I did, it'd be ridiculous because you get an 8/8 double strike in the later game, then you hit that Authority
3 months ago
I hadn't really considered Hostile Desert and seems good alongside Benefaction of Rhonas (since the explorers can't get lands into the graveyard). The thing about Dunes of the Dead is that it seems pretty busted to me with Anointed Procession out. Activate one of my two other deserts to get a pump (team or individual) and then get two 2/2 Zombies out (four if I have two processions o.O). I think Dunes is better against single targeted Removal (the Fatal Pushes of the world) but worse against sweepers so it really could go either way (though one thing can be said in that I would rather not sac Hostile Desert to my other deserts so that might be something). You're right about the ranger, so I reduced one Appeal as a lot of times, I'm more interested in the front half of Appeal // Authority, but do like the back half still. I didn't want to go down the landing, and it is a powerful engine with Anointed Procession as well.
Any particular thoughts on the sideboard and matchups?
3 months ago
Jeez, this curve is so steep... If I were you, I would do one of two things: Lower the curve, or include more lands and ramp.
If you want to play a deck that reliably gets to 5 mana, you should include ramp like Merfolk Branchwalker, Druid of the Cowl, Servant of the Conduit, Atzocan Seer etc. And like FlabbyAbs said, 24-25 lands seem like the way to go. You could also try to add some draw to get more lands into your hand.
Enter the Unknown is kinda bad without cards like Deeproot Champion, Winding Constrictor or simply a lot of small creatures. You have neither the combos or the general deck to make proper use of it, and it does not replace Attune with Aether. If you are looking a replacement, consider Commune with Dinosaurs instead.
You could make this deck way lower on curve. Use cards like Blossoming Defense to be able to rely on your Myriarch sticking. Verdurous Gearhulk and Angel of Invention are great cards, but running 8 5-drops is to much man. Seeing as myriarch is actually a buildaround, you shouldn't need any more to finish the game. GW is the best colors for protecting permanents, so you should be able to keep it alive if you need to. Watch out for board wipes though, Heroic Intervention should do the job.
Vizier of the Menagerie is awesome, but you kinda ruin it with this high of a curve. Casting a couple of minion from your deck is awesome. Include Merfolk Branchwalker for even more synergy, since it avoids lands on top of your deck. And maybe even Lifecrafter's Bestiary for grindy matchups. But Vizier+Myriarch should get the job done if you need fuel. The rest of the deck should 2-, 3-, and 1-drops, in that order of importance. Narnarm is bad without a revolt-shell, but you could try to make a revolt deck to get Renegade Rallier. Other cards i would recomend for a GW weenie deck:
Adorned Pouncer, Sacred Cat, Prowling Serpopard, Fairgrounds Warden, Appeal, Siegehorn Ceratops, Kinjalli's Sunwing, Tocatli Honor Guard, Huatli, Radiant Champion, Skymarcher Aspirant, Adanto Vanguard, Territorial Hammerskull and maybe Savage Stomp if you feel like playing some dinos.
I'll look forward to seeing where you take this deck