|Commander / EDH||Legal|
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|Scars of Mirrodin||Rare|
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Creatures you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)
: Regenerate target creature.
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|Have (8)||bradyofportdetroit , perrin515 , Nemesis , HydraOoze , ibraJG84 , gildan_bladeborn , Forkbeard , kpral|
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2 days ago
OK, so modern is considered a turn 4 format- this means that you are going to have to ramp and ramp hard, with anything more than around 5 cmc almost impossible to play without tricking it in. To that end, Nykthos, Shrine to Nyx/Genesis Wave are the traditional way to pull it off with a haste enabler.- look for genesis wave decks and mono green stompy for the two current archetypes.To start, Brawn and Ravenous Baloth are unfortunately not modern legal, meaning if you're playing modern, you'll need something else.
You are either going to want bigger creatures and tricks like Summoning Trap or Dramatic Entrance to trick things, or a lot more ramp- Mana Bloom Sakura-Tribe Elder and Search for Tomorrow perhaps to transition into bigger spells, and creatures to help you survive those first four turns- Brindle Boar against burn etc. If your aim is to resolve Garruk's Horde, you may want it alongside some topdeck control like Courser of Kruphix to help keep casting cards.
Remember that most people can spend one mana to remove a creature at instant speed with Path to Exile and Despise to strip key cards from your hand, so you will want either creatures that can protect themselves or spells to protect them- Vines of Vastwood, Blossoming Defense, Asceticism/Archetype of Endurance , Dungrove Elder, Heroic Intervention Plated Crusher etc.
The main thing is you are going to have to ensure there is an appropriate mana curve to your deck- you want lots of spells in the 1-2-3 slots, which can then power the 4-5-6 slots to keep you in the game. If thats smooth, your hands will have less 'blank cards' and your deck will be a lot more reliable, which is really important if you're taking 10 damage turn 3.
The most important though, is to build something you find fun, because whats most powerful is rarely the most fun,and thats why we play the game. A deck you've worked on, tested, feels smooth and is enjoyable is probably the most important thing.
2 days ago
Experiment One Cloudfin Raptor and Avatar of the Resolute are really, really strong in decks like this, particularly if you chose to run Vines of Vastwood and other hexproof effects in place of collosal might. Heroic Intervention will help deal with boardwipes, and Inspiring Call will do similar, but card draw. A lot of your creatures provide scaling mid-to-late game presence, but there aren't tools to survive the earlygame in the deck. I'd reccomend Anger of the Gods and lots counterspells if you want to keep the creatures as 5 drops or slow like vorel. U/R/G provides some interesting non Winding Constrictor tools, you should abuse them heavily. Creature protection, primarily effects like Spell Rupture and Unified Will, and ramp like Rishkar, Peema Renegade will enable max performance for the deck. If you find yourself stalling out, consider sources of ongoing lifegain like Spike Feeder/Kitchen Finks and Asceticism.Most of all, good luck and have fun testing.
3 days ago
5 days ago
Phantom Nantuko, Managorger Hydra, Cultivator of Blades, Wild Beastmaster, Khalni Garden, Asceticism, Rishkar's Expertise, Tempt with Discovery, Inspiring Call, Hooded Hydra, Kalonian Hydra, Eldritch Evolution, Spawnwrithe, Overwhelming Stampede, and Mwonvuli Beast Tracker are my suggestions.
5 days ago
Oran-Rief, the Vastwood give counters
Other good cards: Burnished Hart, Gyre Sage, Hornet Queen, Inspiring Call, Progenitor Mimic, Eldritch Evolution, Green Sun's Zenith, Nykthos, Shrine to Nyx, Verdant Confluence, Rishkar's Expertise, Asceticism and more.
5 days ago
Not bad. Agree with some of the above disagree with others. I don't think Dosan the Falling Leaf is STRICTLY better than Dragonlord Dromoka due to slight text differences in how the ability works, that he is uncounterable, that he is a large, lifelink beater; in my deck that can be important because I don't have a ton of lifelink if I am playing swing wide with Odric, Lunarch Marshal -- sometimes one lifesaving strategy against those Purphuros decks. Redundancy of anti-counter is a good thing in this deck IMO. Same thing with Asceticism & Privileged Position & various other sources of hexproof; redundancy of hexproof is a good thing to have in this deck, especially when the search ability for said hexproof is limited.
Really, I honestly say screw it to the sorcery's and instants & run Primal Surge, in which case you can still include removals, they just have to be the white enchantment-based kind: (obliv. ring etc...)
1 week ago
Its_A_Miracle Thanks for commenting! I do agree that some faster decks could give me problems, especially ones with lots of creature removal especially mass creature removal, (or if they targetted the Gilt-Leaf). Maybe something that gives hexproof could help against removal, Asceticism works but wouldn't be "tutorable" with Green Sun's Zenith or Elvish Harbinger, as well as costing a lot of mana. Eladamri, Lord of Leaves looks like a better option all around, while also giving an extra mana by being an elf with the Elvish Archdruid, Priest of Titania or Heritage Druid. A few fogs might also be helpful, but I usually I'm able to get the combo off early enough before I take too much damage, and once the combo is off I will usually win on that turn if not the next turn.
The Infinite mana part refers to Umbral Mantle equipped on a Elvish Archdruid or a Priest of Titania. Now as long as you have 4 elves on the battlefield, (including your elvish archdruid/priest) you can tap the elvish archdruid/priest, get 4 mana, untap the elvish archdruid/priest with the mantle's ability of paying 3 mana. Then we have 1 floating green, no you may repeat the process infinitely tapping and untapping netting another green mana each time.
You also have access to infinite land steal if you have 7 druids on the table along with your infinite mana combo and the Gilt-Leaf Archdruid. Let's say that it is your turn in a 10 player free for all game. Step 1: Tons of floating green mana with your infinite mana combo. Step 2: tap 7 druids, steal all the land of one player. 8 players left to go! Step 3: equip Umbral Mantle to a tapped druid, pay 3 mana, (acquired in step 1) untap the elf, repeat this process until you have untapped all 7 druids. Step 4: repeat steps 2 & 3 as necessary till no one has land left.
1 week ago
I think that Ethersworn Canonist might work against you, since you have a lot of instant speed interaction.