|Commander / EDH||Legal|
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|Born of the Gods||Rare|
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Astral Cornucopia enters the battlefield with X charge counters on it.
: Choose a color. Add one mana of that color to your mana pool for each charge counter on Astral Cornucopia.
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Astral Cornucopia Discussion
18 hours ago
You are off to a great start on a fun looking deck! Since your "tribe" has little in common besides being all creatures I would add in some "anthem" styled pump spells like Dictate of Heliod, Collective Blessing, Marshal's Anthem, Spear of Heliod, Gaea's Anthem, and Glorious Anthem. After that I was looking at your mana base. I know you are interested in making the deck as close to 100% on-theme as possible.... but I think you should add in a bunch of 5c mana rocks like Astral Cornucopia, Chromatic Lantern, Coalition Relic, Darksteel Ingot, Cryptolith Fragment Flip, Commander's Sphere, Manalith, Vessel of Endless Rest, and Cultivator's Caravan to help you cast some spells before you die to mana screw. Especially with a mana base of all basics, some colorless mana fixing seems crucial. Happy gathering!!
1 day ago
Thanks for the tips. I prefer Astral Cornucopia because if all the proliferation. It's cheaper to get out and can get me much more mana down the road.
1 day ago
Astral Cornucopia < Gilded Lotus in my personal opinion. Thran Dynamo would also be a good include. Honestly, while Land Tax is good...Mana Reflection is better as Mana Reflection actually ramps you while Land Tax only lets you keep up with the Jones's mana base.
I'm not seeing any green ramp spells such as Seek the Horizon, Cultivate, etc. all. Was there a reason for this (personal choice or thematic) as my suggestion would be to cut Banshee's Blade, Ring of Xathrid, Titan Forge, Scarab Feast, and Savor the Moment for some of the green ramp spells and/or further artifact ramp.
Also, I'd start by adding two more lands somehow as 35 lands isn't the best to run for commander I have found.
2 days ago
In terms of ramp, most of the ramp you have are cards that push you only 1 mana ahead, which I think is too small of an effect unless it comes with another valuable effect. Because of this, I would drop Mina and Denn, Wildborn, Sakura-Tribe Elder, Rampant Growth, Animist's Awakening, and Gruul Signet for Worn Powerstone, Astral Cornucopia, Gyre Sage, Khalni Heart Expedition, and Overgrowth. That kind of upgrade to your ramp will ensure that you get huge creatures out very easily. If you want to see other cards that could also fit this role, check out MagicalHacker - List of All Ramp Cards, but I would say that this deck definitely needs cards that advance your manabase by two or more, so ignore the cards that only ramp you by one.
Secondly, I only see three cards in here for draw, so there's no wonder that this deck doesn't hold it's own! We have all been there at some point, so let me emphasize this point: Draw is the most important thing for 99% of decks. Draw will let you have options, draw will let you build board states quickly, and draw will make it harder for you to get mana screwed or mana flooded. All of these are very important. You have Harmonize, Lifeblood Hydra, and Citanul Flute, but let's try to get 7 more cards for draw in here. If you need to take some out after testing, that's fine, but I don't see that being a problem. Too much draw isn't usually a problem with 10 cards that draw in the deck, so I think you should add any 7 of the following 9 options: Abzan Beastmaster, Elemental Bond, Triumph of Ferocity, Drumhunter, Outpost Siege, Lifecrafter's Bestiary, Skullclamp, Wheel of Fortune, and Life's Legacy to your deck to be able to refill your hand quickly and often. Check out MagicalHacker - List of All Draw Cards (Steady) and MagicalHacker - List of All Draw Cards (Burst) if you want to see options I didn't mention or options that aren't quite so expensive. I do think that those 9 cards are probably the best draw cards for your deck though, so picking 7 will bring your draw up to a reasonable amount. (I'll get into what 7 cards to drop soon.)
Next, let's tackle boardwipes. You've got Savage Twister and Chandra's Ignition, which I think are fantastic, but you do need more. There are only a few board wipes that can kill flying creatures and nonflying creatures in red and green at a reasonable mana investment, and those are Nevinyrral's Disk, Chain Reaction, Heaven / Earth, Blasphemous Act, Rolling Earthquake, and Starstorm. I think you can pick any 3 of those to add to the deck and you will be set on board wipes. (This brings us up to 12 cards that need to be dropped.) If you want even more options, again, feel free to check out MagicalHacker - List of All Board Wipe Cards to see more cards that could work, but I think adding any three of the above options would be fine.
Now, let's move on to item removal. You have Decimate, Hull Breach, Vandalblast, Beast Within, and Steel Hellkite. These are all fantastic, but I'd like to see Chaos Warp as well to be able to deal with any permanent.
Lastly, let's take a look at what cards you have to be able to deal with creatures at instant speed. Most people assume that dealing with creatures at sorcery speed is just as strong as dealing with creatures at instant speed, but here is why that is not correct: your opponents' creatures are good cards for you when they are attacking other opponents, and they only become problems when they attack you. For that reason, it's important to remember to have lots of instant speed removal to be able to kill creatures during combat when they would deal lots of damage to you or to kill creatures that are about to allow an opponent to go infinite. That said, your only options for that are Chaos Warp and Beast Within, making Chaos Warp that much more important for this deck.
Now that we have gotten the enablers down, let's talk about the bulk of the deck. To really abuse Rosheen Meanderer, we want the rest of the deck to be about using that X restriction. That said, we do want to use cards that will use that restriction to do things of value. If we are going to make big creatures (which we do want to do), we want to make sure that those creatures can attack to deal damage to players by giving them evasion.
Lifeblood Hydra and Primordial Hydra are the only ones that have an evasion ability naturally, so then we are forced to include things to give evasion. Flying is a good start, so I think that Akroma's Memorial and Homura, Human Ascendant are a place to start. You were right to add some ways to give everything trample, but I would add Khenra Charioteer, Gruul War Plow, and Primal Rage. Those five in addition to your Nylea, God of the Hunt and Archetype of Aggression should be enough ways to make your big dudes go through.
I realize now though that I've lost track of how many cards to add, so instead I am going to make a decklist to show what I would suggest this deck should become. No worries, I will link it at the end.
I would actually add all the creatures that cost X but enter with X counters (excluding the ones that cost double X, since those are not as powerful). And after that, just some ways to double +1/+1 counters or use Rosheen's ability will round out the deck.
Personally, I believe that 37 lands including Sol Ring would be enough since you now have enough ramp, so I brought down the number of lands too.
Hope I was able to help you!
1 week ago
you could put in some kind of proliferate sub-theme, to proliferate your own energy counters while ramping with things like Astral Cornucopia
1 week ago
At the very least, I would try to find room for Thousand-Year Elixir as that pseudo-Haste can be very key to ensuring you get value from your commander ASAP. Not to mention untap triggers are pretty great, so Magewright's Stone can also be a pretty powerful inclusion. And the ability to untap your general cranks up the value of cards such as Molten Primordial exponentially.
And let's not forget that Scuttling Doom Engine is just downright hilarious in this kind of deck. I'm also not sure why you would run Expedite over Hammer of Purphoros, as the latter is static and can even give you more fling targets should you start to draw into excess land. And speaking of land, Command Tower>>>>>>>Rupture Spire
As for things to cut, War Elemental, Invincible Hymn, Living Inferno, Akroma, Angel of Wrath, Sunblast Angel, and Astral Cornucopia seem to be really slow cards for what they do, while cards like Stonehorn Dignitary, Agrus Kos, Wojek Veteran, Bull Cerodon, Dragon Hatchling, Reroute, Wing Shards, and Desperate Ritual just look too low impact/situational to keep.
Anyway, those are just my impressions on the deck. It looks really fun and I hope you find my suggestions helpful.
1 week ago
Astral Cornucopia is an X-cost mana rock. (well, XXX)
Hangarback Walker might be fun too
2 weeks ago
MrKrabs, that's a good suggestion. Honestly, I chose not to include Tezzeret because of a lackluster ultimate at first, but I do agree that he provides very decent ramp through untapping artifacts and fetching stuff like Astral Cornucopia and Sol Ring pretty easily!