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Target creature you control gets +2/+2 and gains hexproof until end of turn.
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Blossoming Defense Discussion
1 hour ago
Thanks for the suggestions guys!
N4kk1 We'll replace Deadly Recluse with H0L0cr0nHunter16's suggestion of Gravity Well. We'll move Roar of Challenge and Feed the Clan to the board. We were planning to replace the Pelakka Wurm with more Primalcruxes. they're just placeholders for now. Probably going to add Blossoming Defense and Vines of Vastwood. Karametra's Acolyte is there to so that it can pump out a TON of mana for Hydra Broodmaster
Thanks for your suggestions! I really appreciate it.
4 hours ago
Well at first cut amount of cards to 60.
Then what to cut:
26 Forests is enough i believe.
Deadly Recluse Doesn't really fit there.
Karametra's Acolyte Is too mana expensive for mana dork.
I believe that you have better stuff to ramp on than Pelakka Wurm
But these are just my opinions of course :)
5 hours ago
16 hours ago
19 hours ago
I think that the Blossoming Defenses are your best bet, because that will protect them from any removal. Also, just as a side note, you can upvote your own deck, so you might want to do that.
1 day ago
I LOVE the ZadaFur combo and it's always cool to see someone working on it!
My biggest comment is you may want to add more Lands. A ZadaFur deck needs to get to 5 mana as quickly as possible (4 for Zada plus 1 extra for Blossoming Defense), and even counting the Ulvenwald Captives, with 20 Lands you'll only get to 5 by Turn 5 71% of the time. I would seriously want at least 23 Lands, and probably 24. Of course, if it's working for you in your meta, never mind!
Finally, there are a couple threads you might want to check out: All things Wolven (especially check out the old ZadaFur brews in the Hall of Fame ... I'd love to add yours there too!) and Solving Mirrorwing.
1 day ago
First of all, I see some people here having really stubborn opinions over the game. I mean, personally, I have an old saying, marked on my heart, who tells "play what you like and be the best at it", and I feel like some might forget that magic is a game before anything. Playing a game, by nature, hasn't a defined goal nor ideal end, "winning" is not universally seen as the same, and it's even more not seen universally as the goal. Competitiveness is not the ultimate thing to achieve, it can be to one, and be the opposite to the other.
Yes, interaction is important in playing magic for fact, and if you have no removal nor clear plan you won't go further against opponent who will, but the fact is that even if the deck you play is called agro by the majority, it doesn't define it's nature to the unique, you can't just say "it works like this and there's no way you can change it". This deck is not more aggro then what you may think, like, calm down with the unstoppable need to win, stop comparing everything to what used or is winning right now, statistic aren't mirror of reality nor definitive answer to what we should play.
What I mean is that if you really want to win each game, or go competitive like so many people want to, stompy is definitely not the deck to play, so there is no reason to not have fun in tweaking the deck as one may like. If the deck was to become competitive, it would have been WAY before because the deck is old as hell, old as modern itself. So play the deck as you like, splash color or play mono-green, use only forest or use non-basic lands, play removal or don't, do whatever you like, no one cares beside you.
Anyway, that was a small rant, I can't stand this irreparable will to make everything competitive. If you still want to hear my (personal) thoughts on the deck, here are they, but take them as they are, opinions, not facts:
- I prefer mono green, less life loss, cheaper (even if it shouldn't be a problem in a perfect world), and you can work around with Dismember and Prey Upon for removal. If you need more protection, there's lots of response even in "mono green": Blossoming Defense, Wilt-Leaf Liege for instance;
- No ramp, ensuring a better start is less interesting than thinking about a better late-game, the speed you gain doesn't make you apply more pressure nor save you after they stop your treats, I suggest late-game alternative over them if you really want to spice up your list. Otherwise, play more aggro;
- Groundbreaker is easily removed, for 3 mana it's not enough of a treat, even as a one-of, if the opponent knows how to play, he will never tap out against you, you are the danger, playing one and get it bolted means literally loosing a turn. Don't bother playing them, I know they are funny and surprising, but they are once, not twice;
- The graveyard hate plan is better than the Hooting Mandrills one, your graveyard play is far less efficient than grixis player's one, no cantrip or anything to fill it, don't count on them to kill your creature and keep them in your graveyard, they play Scavenging Ooze too. If you can't play with it properly, stop them to too, or else they will beat you on that level, don't bite more than you can chew and keep on nurfing Tarmogoyf and Snapcaster Mage;
- I prefer having a diverse land base and skipping over Dungrove Elder, it's good with Hexproof, but against wipes it's like any other creatures, so I suggest not to bother building around it too much, that's the more subjective that I can be. It's good as a one-of, but not more than that with a different land base (I like playing rich and diverse land base, strictly subjective like I said);
- Nykthos, Shrine to Nyx is indeed not really good, unless you run some more mana-sink like Scavenging Ooze mainboard, you should probably skip it;
- Don't overdo cards that depends on the board state, like Aspect of Hydra and Khalni Hydra, if the board doesn't cooperate, it's a dead draw, unless you want to make the deck a little bit more midrange. I wouldn't suggest you to do it, but if you still want to (I'm culprit of this), don't play too much late-game cards, still keep in mind you don't want to go in late-game, and if you do, play interactive cards, they will at least spice up your play and assure you have fun and give a interesting fight with your opponent;
- lastly, never play 4 CMC spells, seriously, you won't be able. The only 4 CMC spell you should consider is Collected Company, and personally, the value of this card is good when you run more than 28 creatures, and especially when the majority cost 2 CMC or more, which you don't, so I wouldn't suggest it. It's good, really good, but still, you can perfectly go without it.
Otherwise, have fun m8, it's one of my favorite deck and I can't keep seeing it played!
1 day ago
It should look a little something like this...
Channel fireballs deck of the day R/G energy