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Move any number of +1/+1 counters from target creature onto another target creature with the same controller.
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2 days ago
I have a few suggestions that I think would help speed this deck up and make it even deadlier than it already is.
Cards I think you could live without:
My first suggestion is to add 4 or 5 more land. 31 land is very low, especially for a four color build, and missing land drops will hinder your game plan significantly.
Second suggestion is to consider more mana ramp. Having great ramp is essential to a quick, efficient start. Starting off slow will usually get you killed.
Third suggestion is cards I like for this theme. Just a few badass toys for your deck to mess around with.
Fun card suggestions:
3 days ago
Increasing Savagery is a strong card as it drops a lot of +1/+1 and can potentially be used again later in the game. Solidarity of Heroes allows for a unexpected burst.Bioshift adds flexibility to the deck, if something of yours gets targeted to be destroyed, just move its counters, or move counters to make a better blocker sorta idea.Renegade Krasis is good, but with the creatures in your deck, and token generation there doesnt seem like many good ways for it to evolve. One of my personal favorite +1/+1 counter cards that would seem to fit would be Ezuri, Claw of Progress but that doesnt really follow the tribal ooze portion.
on G/R Counters
5 days ago
If you want to stay in the place, some other things to consider; to keep the counters building up with Shaman of the Great Hunt, you should consider giving everything trample. Primal Rage and possibly Nylea, God of the Hunt are ones to consider. For draw power, Keen Sense is something to consider with creatures with trample to continue the power. It is arguably more powerful than Inspiring Call being that it is continuous. Also, a pet card Chargin' Badger could be cool too. No one cares about a 1/1 trample, until all of a sudden it becomes much much bigger. Last suggestion (for now) is Bioshift. If someone is able to kill your creature you don't have to lose the counters.
1 week ago
This deck needs ramp. Your 3- and 4-drop creatures are crucial to the deck's strategy, but a lot of decks will just kill you before you can get the strategy going. Adding 4x Birds of Paradise would do wonders for speeding up your clock as well as mana-fixing, and you only have 4 cards in the deck that are viable Turn 1 plays right now. Not to mention they're flying and consequently synergize well with Bioshift in late game.
Grisly Salvage would be really strong in this deck. I would run it at least as a 3-of. Cantrip tutoring the creature or land that you need (at instant speed no less) while also filling up your graveyard is exactly what this deck wants to be doing.
Good luck with it and happy brewing. +1
1 month ago
Sounds fun, but a little unnecessary in my opinion. If your playgroup is anything like mine, they're not going to be bothered too much by Ezuri being out since he's probably not going to attack much, if at all. Using Ezuri to stick the counters straight on Sage of Hours is a lot more reliable than Bioshifting them on, since that can be ruined by a simple Counterspell, but it is a nice alternative if anyone has locked out Ezuri with something like Nevermore. They'll need to kill Sage, and if you can find a way to cheat him onto the field then it's even harder to deal with him. My personal way to do that is Wild Pair, but there are plenty of methods.
Not saying you shouldn't include it, but the obvious trick is more reliable.
1 month ago
This is a really neat idea and I love the innovation of using Bioshift as a game closer. However, in this environment, there are too many things working against your strategy for which you have not prepared.
Blossoming Defense is an absolute must-include, or else someone can respond to Bioshift with Fatal Push, Lightning Bolt, Path to Exile, Lightning Helix, Dismember, Vapor Snag, Kolaghan's Command... there's too much creature removal in the format to go unmitigated, and you can't just wait for your opponent to tap out every time. Other possibilities include Vines of Vastwood, Apostle's Blessing and Heroic Intervention. The latter is very nice against Wrath of God and similar effects since you need a bunch of creatures for this to work.
I think the hydras are a bit too big, slow, and awkward for this strategy. For more effective card draw, consider Dark Confidant. I think Simic Initiate is better than Scrounging Bandar. Either one also positions your deck to fairly effectively use Become Immense. Lastly, having another, possibly faster kill shot seems prudent. In your colors are the very effective Tainted Strike and Triumph of the Hordes. Either one should win on resolution, used properly.
Even if all you do is make a sideboard out of these suggestions I think you'll be better for it. Give them a try. This is a really cool idea and I'd like to see it work.