|Commander / EDH||Legal|
Printings View all
|Eternal Masters (EMA)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
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Creature — Incarnation
As long as Brawn is in your graveyard and you control a Forest, creatures you control have trample.
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|Have (10)||pskinn01 , bakeraj4 , mziter501 , rakdos24 , thekingpinBR , ZombieFood , Hootiequack , xpsychovampx , ironax , angesoir|
6 days ago
Most decks actually seem to have shifted away from Black Market, Deathreap Ritual, Zulaport Cutthroat, Hangarback Walker, Walking Ballista, Vindictive Lich, Brawn, Tribute to the Wild, Golgari Thug, Lightning Greaves.
1 week ago
this deck needs Brawn in it. also i would look into more creatures with trample in it i realize that you have a lot of warriors and i see the tribal but i personally think it would run better if you took the tribal factor out. Mina and Denn, Wildborn, Tana, the Bloodsower and Vexing Shusher are good cards in these colors. also if you did want to keep the tribal going ever thought about Stangg instead for a commander he is a little more tribal themed.
2 weeks ago
I used to have Brawn in the deck but I took it out because it was always a dead card for me. I have no way of just discarding it/putting it straight into the grave from my hand or library; and when it's in my hand there is always a better card(s) for me to play then it.
3 weeks ago
The first card that comes to mind is Yahenni, Undying Partisan; it's a step toward the speed problem and not enough fatty problem, and fits the sac theme if you decide that. Sometimes to speed up your game, you have to slow down your opponent with Frozen AEther, Urabrask the Hidden, Baral's Expertise (which speeds you up as well), Vandalblast, Static Orb, etc. Beside that, there's ramp and sneaking in cards to really speed up your game. Consider Sneak Attack or Quicksilver Amulet, Deathrender or Clone Shell; also consider rocks like Commander's Sphere, Dreamstone Hedron, Hedron Archive, Heartstone/ Carnival of Souls for unearth, Semblance Anvil and Nightscape Familiar. There's also cards that help your opponent as well, but if you've more value it could work: Mana Flare, Dream Halls, Braids, Conjurer Adept.
Situations where you're in a stahlwart, loosing, and have huge problems, are different from situation where you're at parity and have equal footing. At parity, card advantage and evasion rule. Chariot of Victory and Haunted Cloak, Archetype of Endurance/ Archetype of Aggression/ Filth/ Wonder/ Brawn, Hot Soup/ Deepfathom Skulker/ Whispersilk Cloak, maybe Trailblazer's Boots or Prowler's Helm, all of these can help close a game. This deck needs much more draw, especially with some discard outlets you have. Cards like Arcanis/ Humble Defector (good unearth target), Skullclamp, The Immortal Sun, Harvester of Souls, Phyrexian Arena, Divination/ Faithless Looting/ Concentrate, Chandra, Flamecaller, Open Into Wonder. If you're loosing, usually board wipes are the best answer. Black Sun's Zenith, Toxic Deluge, Archfiend of Depravity, Perilous Vault/ Worldfire, All Is Dust, all for dealing with indestructible. You could also add some fatties or deathtouchers like Taurean Mauler, Consuming Aberration, Scourge of Geier Reach, Nighthowler, Ophiomancer, Ogre Slumlord.
It's rather hard to suggest versatile cards without answering direct metas, do you have any specific cards or strategies giving you trouble right now?
For general versatility, there's Rakdos Charm/ Rampaging Ferocidon, Gravepurge/ Footbottom Feast to protect your graveyard, which is rather important in this deck, Thief of Blood/ Vampire Hexmage for atraxa/ planeswalkers. For a combo heavy meta, there's Time Stop/ Summary Dismissal, Torpor Orb/ Kalitas, Traitor of Ghet, Praetor's Grasp/ Sadistic Sacrament to extract combo pieces. Stranglehold, Defense Grid/ Wild Ricochet (which is a counterspell) for control decks. Clever Impersonator or Phyrexian Metamorph adds a bunch of versatility, maybe some tutors to directly answer something.
For this deck, I would reinforce your themes of mill, reanimation, and draw, and probably add more ramp and board wipes. I personally like ETB/ death triggers over big 'uns and tokens, so that's going to heavily influence my opinion. If you were to go wide, you could add threaten effects and Faerie Artisans to sac them, you could add Genesis Chamber/ Grave Titan/ Wurmcoil Engines/ Spawning Pit for tokens, Dragon Throne of Tarkir for combat tricks. Also, to make the deck stronger, I could point out some of the weaker cards. Like Worn Powerstone, I'd rather add Hedron Archive or Dreamstone Hedron; Star Compass is OK, but I wanted to point it out because it doesn't fix your colors, I'd suggest Realmwright to unearth/ Fellwar Stone; Spell Pierce is not too good in my opinion as is way too easy to pay, I'd rather have Mental Misstep/ Foil; Death's Approach can be replaced with Snuff Out, Sudden Death, Sickening Shoal with all the big creatures you have. You made a lot of good picks though, like Teferi's Veil, Flayer of the Hatebound, Stitch Together, etc., those are rather strong in my opinion.
If I had the commanders or strategies you're facing I think I could answer better, but I hope this helps you take step towards a stronger deck! I'm always here
3 weeks ago
So, a couple of things right off the bat. I LOVE that you're playing Brawn. Everyone seems to play Anger and forget about Brawn, so I'm really glad to see him in your deck. Secondly, this deck isn't currently commander legal. If your playgroup allows it, that's fine, but Primeval Titan is banned in commander, and the two Bringer of the X Dawns have in their text, which means that their color identity is 5-color, so they can't be in this deck. If your group is okay with that, (and some groups are), then that's fine, just acknowledge it in the deck description so we know that you know. If those cards come out, then that will help your mana curve a bit too, as they cost a lot of mana to play. Losing Primeval Titan isn't fun, but hey, that's why he got banned in the first place ;) Living Wish isn't technically banned, but the EDH rules say that you can only find things from outside the game if your group is okay with it ahead of time, so you should ask them just to be sure.
I don't know what your budget for improving this deck is like, so I'll recommend cards at a couple different price points here.
I would probably cut 2 lands and replace them with ramp spells like Cultivate or Kodama's Reach to accelerate your mana a little more. Your big creatures are nice, but they don't mean much if you have to wait forever for them to come out.Nykthos, Shrine to Nyx would be a really flavorful inclusion--and a powerful one, given how many of your creatures have large numbers of colored mana symbols on them. Karametra's Acolyte can also produce large amounts of green mana for playing your bigger creatures.
Welcome back from your hiatus! Glad to have you back in the Magic community!
4 weeks ago
You actually get to attack a fair amount. Your creatures (including Ghalta) are large and difficult to block properly. The biggest issue with the large vanilla beaters is that they really rely on Brawn to be threatening. Summoning Ghalta 4 times in a game is do-able thanks to how large creatures like Golgari Grave-Troll get. Grave-Troll's Dredge ability makes it a powerful recurring threat. Not only does it become large enough that it can one-shot people, but later game Grave-Troll also guarantees that Ghalta's cost never rises above 2. Centaur Vinecrasher is another example of an enormous recursive late-game threat. Genesis helps get back the more vanilla versions of these creatures such as Boneyard Wurm. The reason there isn't much protection for Ghalta is because it's easy to resummon her multiple times in a game. Protecting her isn't as much as a priority as it might be in a normal Ghalta deck.
1 month ago
Hey, Rancor is quite a good card with the sac theme and Kresh because it can keep going back to your hand and gives trample. Slap it on a creature you control give the creature more power, then when you get Kresh into play sac that creature and put Rancor on Kresh.
Creakwood Liege can create a 3/3 creature each turn as sac fodder as well as pump just about all other creatures in the deck including +2/+2 to Kresh. Evoke creatures: Shriekmaw and Spitebellows are good with Kresh's ability because they can sac themselves with evoke while also being removal. Sidisi, Undead Vizier is very good, can sac itself or another creature to tutor.
Other cards to consider:
- Eternal Witness: excellent recursion, a staple green card in Commander.
- Razaketh, the Foulblooded: powerful reanimation target and one of the better no mana cost sac outlet abilities on a creature.
- Disciple of Bolas: sac another creature to draw cards and gain life.
- Talisman of Indulgence and Talisman of Impulse: take advantage of Jund colors with two Talismans.
Budget lands to consider to upgrade the manabase:
- Command Tower: best land in Commander and only $1.
- High Market: no mana cost sac outlet on a land.
- Llanowar Wastes
- Karplusan Forest
- Graven Cairns
- Tainted Wood
- Tainted Peak
- Smoldering Marsh
- Cinder Glade
Good luck with your deck.
1 month ago
oh, and because this is a +1/+1 counter deck add Tuskguard Captain for trample or Brawn if you have some way to sac him or put him in the graveyard. Also Hardened Scales is a must to help your commander get bigger faster and for one drop it's very good.