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At the beginning of each upkeep, all players untap all creatures and lands they control.
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1 week ago
Hi man, awesome deck!
I don't know if you still maintain/update this but when I saw this, two cards came to my mind: Awakening and Curse of Bounty
Either one of those would be an interesting add to the deck and could add some more pressure and defense :)
+1 from me!
2 weeks ago
+1 for Eldrazi goodness!!!
Totally understand if you're into having a big fella in the command zone, but just thought I'd suggest Kruphix, God of Horizons for that slot in case it's of interest?
Can keep everything the same, but it also gives you access to green ramp and blue card draw if you want it. He's almost impossible to remove since your colourless dudes won't add devotion, and it can be awesome for banking mana up for an early Ulamog, the Infinite Gyre. Seedborn Muse, Awakening and Doubling Cube are stupid good with him. Could help enable the deck a bit, but fair enough if you don't want anything but tentacle warriors.
Here's my list if you wanted to pick at it: Kruphix
1 month ago
I sometimes get stuck on land drops. But usually my mana dorks help with pushing through - or my mana "doublers". Gyre Sage and Karametra's Acolyte do tremendous work getting me there with green mana, while zendikar resurgent and mana reflection scare people enough to start focusing on me.
I haven't been able to get Disturbed Burial to work any time that I might have needed it, so that's going to come out.
Awakening really helps with my "doing stuff" with mana every turn that this deck likes to do. I only play it when I can start doing ridiculous stuff with mana, for tokens or +1/+1 counters or both, to include grave pact effects. Not as good as Seedborn Muse, but I'm greedy for doing stuff with mana.
I think for now I'll add either a traverse or another cheap mana ramp sorcery, artist, and zulaport. I might just take out Tormod's crypt, and replace it with a basic land, since I still have strictly worse graveyard hate Agent of Erebos, and as I have Scavenging Ooze and Necrogenesis for targeted graveyard card removal.
I like your enchantments that bring back a creature from the graveyard, and I'll have to look into getting them.
Silence the believers is just sick once I get to a large amount of mana - anything not hexproofed or shrouded will get exiled, if my pact effects are removed.
Lots to think about. Thank you again for your thoughtful advice.
1 month ago
Some cards I don't think pull their weight:
Disturbed Burial, since you're probably pretty happy just making another token instead of having to cast this card, buy it back, then cast the creature AGAIN. That much mana just makes my head hurt.
Bonds of Mortality seems irrelevant with the Grave Pact effects you run since they get around indestructible/hexproof.
Awakening seems nice when only considering your own board state but given mana, your opponents will likely be using it for removal. Asceticism helps to keep your dudes safe but it's not a reliable backup plan.
Waker of the Wilds fits the theme for sure and could make some powerful dudes but it's extremely risky to open your lands up to creature removal. I like the idea of putting +1/+1 counters on things in this deck, I would just recommend not turning lands into creatures. Unfortunately I can't think of any replacements off the top of my head. I'll get back to you if I do.
Additionally, now that I'm paying more attention:
Attune with Aether should just be Traverse the Ulvenwald, it's strictly better since you list exactly 0 cards that interact with energy.
Wear Away could be replaced with Naturalize, or even Deglamer if you face a lot of indestructible artifacts/enchantments.
Silence the Believers seems like it could just be Vraska's Contempt, unless you specifically have trouble with Rancor. And for that matter if your metagame does much graveyard interaction, Leyline of the Void fits your enchantress theme. It might be an appropriate replacement for Tormod's Crypt if you need a cut but crypt is a powerful card on its own.
Speaking of your enchantress theme, and how often creatures seem to be hitting the grave, you could probably make use of Animate Dead, Necromancy, or even Dance of the Dead.
Noosegraf Mob seems like it works great with Dread Return, which is a powerful card on its own that sees legacy play for that reason. Also activates your Grave Pact effects. Might be worth replacing Disturbed Burial with.
Also does your deck ever have problems with mana? 33 lands seems pretty light, and green benefits from having access to the most powerful ramp in the game (other than black's Cabal Coffers and Crypt Ghast), such as Sakura-Tribe Elder and Search for Tomorrow. But hey, if it works, it works.
Final note, I would run Blood Artist and Falkenrath Noble over Zulaport Cutthroat, since they activate more often. In a 4 player game that's 4x the triggers with a Grave Pact :P Hope this helps, best of luck!
1 month ago
That all makes sense, and is also why a card like Holistic Wisdom might be a good thing to have.
It turns out that I have been reading Awakening wrong this whole time, I thought it only untapped my own creatures and lands. What I really want is a Prophet of Kruphix that falls under the Naya umbrella to pair with Sigarda's Aid, which is more symbiotic than Vedalken Orrery and much less frightening than Vernal Equinox.
1 month ago
The point of the enchanntresses is being a card engine, not so much enchanting them and swinging with them (except for the Kor Spiritdancer, obviously), that is why Uril is there. You enchantres will be targeted and killed for that reason, some enchants will help you keeping them alive, but the more you enchant them the more you'll be losing when they get killed. In my opinion is best not to put too many eggs in one basket, make them chose between killing the enchantres or killing the threat.
Why would you need Awakening? you have really few cards with flash, no instants, no tap abilities and basically nowhere to spend mana outside of your turn, you would be untapping oponents lands for free. Now we are on the topic, you may want to get Vedalken Orrery or Vernal Equinox.
If it is about untapping your creature you could instead just use something that give your creatures vigilance like Brave the Sands or Always Watching .
Once you get your enchantresses you may also want to swap Explosive Vegetation, Nature's Lore and Rampant Growth for more of their land aura countersparts for maximum synergy. Some good ones you are missing are Wild Growth, Utopia Sprawl, Overgrowth and Weirding Wood.
1 month ago
@JuQ Thanks for the tips. I had considered putting all of the Enchantresses into the deck, but Argothian Enchantress has shroud so she doesn't play to my deck strength. All of the others that are creatures I can buff. Kor Spiritdancer is definitely on my aquire list, as are Herald of the Pantheon, Shield of the Oversoul, Bear Umbra, Celestial Mantle, and Awakening.
1 month ago
I'm gonna throw some ideas that may be useful just in case one of them sticks.
Viridian Joiner, Gyre Sage, Selvala, Heart of the Wilds tap for mana depending on power or +1/+1 counters, they easily go infinite with your Umbral Mantle. Other alternatives Staff of Domination and Sword of the Paruns.
Gilder Bairn a second mini Vorel that actually works on Planewalkers.
Minamo, School at Water's Edge perfect for Vorel, but a bit pricy.
Power Conduit Move around and transform counters.