|Commander / EDH||Legal|
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|Commander 2019 (C19)||Uncommon|
|Commander 2015 (C15)||Uncommon|
|Commander 2014 (C14)||Uncommon|
Combos Browse all
Artifact Creature — Elk
, Sacrifice Burnished Hart: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle your library.
Burnished Hart Discussion
4 days ago
So, I would recommend adding more card advantage - the amount here feels underwhelming. Also, I would try to swap in 2 maan ramp for the current 3 mana stuff. The talsimans are really good here if you're preventing damage ( Talisman of Indulgence , Talisman of Hierarchy , Talisman of Conviction ) as well as the signets ( Rakdos Signet , Boros Signet , Orzhov Signet ). You aslo have stuff like Fellwar Stone and the new Arcane Signet . You also have cards like Burnished Hart and Wayfarer's Bauble which help you straight up get lands.
I would also cut the Orzhov Basilica , you have lots of tapped lands and this will just slow you down more.
1 week ago
I would get rid of some of the enchantments that have you sacrifice creatures to draw a card, destroy something, or what have you and replace it with cards like Greed , Mentor of the Meek , and Kindred Discovery , if it is in your budget, to increase card draw without losing creatures. I also think Anointed Procession . I also feel like Banishing Light and Oblivion Ring could be replaced with Grasp of Fate and Detention Sphere .
Maybe Generous Gift , Arcane Denial , and Negate could be used to help increase interaction with the opponent. Other removal options that trigger your commander is Imprisoned in the Moon Some ramp options could be Burnished Hart , Starfield Mystic , the Talisman's in your Esper, and recursion could be a Sun Titan package. Also perhaps some enchantments that protect your commander with indestructible or something to help her stick around a little longer. Just some suggestions. Great Deck! Looks like a lot of fun to pilot
2 weeks ago
Tzefick: I read through the original post, but I want to circle back to it later. And you will have to excuse the order in general, I was responding to this across the course of a day.
On artifact removal
There are a few points to unpack here. The first, and most importantly, is that removal is a big part of Magic, the Gathering and honestly, is what makes games (and deckbuilding) interesting. IF MtG was just about amassing board states and then slamming big creatures into other big creatures, the game would be much more boring (not to mention take much longer). But your argument here basically boils down to "artifacts are bad because they die to removal". I get that there are a bunch of good artifact removal cards, but that doesn't mean that we should stop leaning into artifacts because of it.
As for dealing with removal (especially mass removal) - there are still many options that white already has access to which does actually allow them to ramp. Wayfarer's Bauble , Burnished Hart , Solemn Simulacrum , Kor Cartographer , Knight of the White Orchid are all perfectly valid land ramp cards. Sure, the average CMC of these spells is higher than their green counterparts, however green is THE ramp colour, so it would be expecteded that there would be hihger costs/more contitions to be met for other colours to do a similar thing. And that's without even touching on cards like Sword of the Animist or Explorer's Scope which are both equipment and what white excels at.
In addition to this, while not ramping, white already has access to cards like Weathered Wayfarer , Land Tax , and Tithe which allow you to consistently hit your lands. While not as good as outright ramping, if you're hitting your lands each turn, you're genereally not doing too badly. And when combined with other ramp effects, by mid to late game you still end up with as much mana as most players.
Now onto the artifacts. Yes, there are a lot of good artifact removal effects which can slow players down. But I would also point out a few things here too.
Mana dorks are a very common form of ramp in commander. Most green decks will run a bunch of them and there are even strategies (elf ball) which almost solely relies on them. But just as artifacts can be hated on, white has some of THE best creature removal in the game. This includes both single target but also mass removal, which can severely hamper your opponents with regards to ramp. And unlike green (who is the main comparison point here), white doesn't rely on mana dorks, leaving you relatively unaffected from a mana standpoint.
In addition to this, white has a lot of ways of protecting your stuff from being destroyed, whether it's indestructible, hexproof, just an outright Teferi's Protection (which yes you did mention), or more importantly shutting down an opponent's removal source using Torpor Orb effects, of which white has many. Sure, this doesn't stop everything, but it can shut down a lot of (especially green) big bad ones. We are seeing a lot of these printed in new sets, to the point where WotC are really trying to drive home the point that "this is what white does".
Ok, now circling back (And I will do this more than once) and picking up on my previous paragraph. On the topic of land ramp - white is very good at shutting down this. between all of the MLD, Balance type effects and library shutdown effects like Aven Mindcensor , white hating on green's land ramp is to green hating on artifacts (i.e. white's main ramp source). Again I reiterate, this is what white does. It has been made abundantly clear, since we have time and time again seen printing of cards that equalise the board, to take away other players' advantages. So again I push the point that white is capable, however the issue here is that it's not the way you (or some other casule commander players) want it to be. But again, that's not white's shortfall.
On Graveyard Recursion
This topic follows on from the whole artifact removal thing. Yes, white is very strong in graveyard recursion. And just to touch on one of your points, even recently white got a bunch of graveyard recursion via cards like Daring Archaeologist and Restoration Specialist . Not repeatable sure, but still decent. And let's face it, any mono-white commander product is going to see Sun Titan reprinted. But back to the whole recusrion thing in general - while white is good at recursion, it's permanent based, not specifically land based. Yes, this overlaps (especially in the case of Sun Titan ) but here it's just a bit of nice value.
Land recursion is very much a green thing (I'm not even going to list the cards) and that makes sense. But for white, the recursion is generally symmetric if en masse. And again, this makes sense. White is good at wrecking stuff, so it's also good at bringing stuff back. But the point is that just because you wreck stuff and bring it back symmetrically doesn't mean that you can't exile a graveyard or two in the middle. Ok, but what's my concern with what you're recommending (both across the board but let's talk specifics)?
So, fundamentally I have no issues with the release of white cards which can return permanents from the graveyard to the battlefield, and fundamentally I have no issues with pairing these cards with any kind of fetchlands to ramp. As you mentioned, we have the new Sevinne's Reclamation and Brought Back alongside Sun Titan and Profound Journey .
Where I have issue in this case is not with the concept of having a cheaper spell that hits smaller stuff, but in this case your suggestion. Unforntunately, ther is a fine line between being able to be used early game for ramp purposes and just being broken. The card you proposed is similar in effect to Unearth , though it being able to hit any permanent for 2 mana (yes, even CMC 2 or less) is super good. That means that in legacy it can hit cards like Young Pyromancer , Snapcaster Mage (to get other spells even at sorcery, like itself for example), Thalia, Guardian of Thraben , Wasteland , etc. as well as potentially getting another permanent too. It just seems way too powerful. Sure, we could start tweaking the mana costs/effects but I think you would end up with effectively a functional reprint of Sevinne's Reclamation . And look, if that's what you're going for then that's fine. But that's the danger with working under the guise of returning permanents while focusing on lands.
As for the land sepcific recursion effect though, this just seems out of charater (and heavily moving into green's territory). Just because one card was printed, which again did a symmetric effect (almost seems good with Armageddon + Tormod's Crypt ...) does not mean that it's a shoo-in for more cards to be printed like that. Planar Birth was printed inthe same set as Catastrophe and it seems like those cards were designed to play well with each other. As for hitting land drops each turn, I have no issues with this (hell, I even mentioend it before) and to aid in the available "non-good fetch" fetches, you have Terramorphic Expanse , Evolving Wilds , Myriad Landscape , Grasslands , Flood Plain , Bant Panorama , Esper Panorama , Naya Panorama , Warped Landscape , Terminal Moraine and Thawing Glaciers . That's a pretty good collection of budget fetch effects that already exist. And between Scaretiller , Sun Titan , Sevinne's Reclamation and Crucible of Worlds (and in conjuction with other ramp) there are already options there.
Again, I will double down on my argument that if you look, these cards already exist and can be made to work together in a deck. Yes, Crucible of Worlds has ~$25 USD price tag (at the time of writing this) however that is not too exorbitant for a strong EDH card.
On Other Colours
I get that each colour has its strengths and weaknesses and that when you put all of them alongside each other there will always be a worst colour. But I don't think that's a bad thing. White is an incredibly powerful colour outside of commander, and as a second colour, white is still super good. But mono-white has to have a weakness. In this case, it's slow. Buat again, that's done for a reason - because white represents balance. White might be slow, but it will do a really good job of slowing you down with it. And again, I get that ther will be a group of players who don't want to play all of the stax cards for fear of getting other poeple's backs up. But what about the players who don't care about that? you've now just armed a bunch of people with ramp and draw with their existing supply of stax. Think of how much worse that will be.
Now onto red (since you touched on it) - yes, WotC have come up with a nice balance for red's card advantage (in that it matches red's ramp style) - momentary bursts of value. Rituals and exile - you use it or you lose it kind of effects, which makes sense (and which you pointed out). But it's all done within the bounds of the colour pie still. But everything about white screams that it's card advantage is making sure your opponents don't have cards.
While I believe that commander should be avaialble to anyone, there are some cold, hard facts: Some people can spend more than others, and, not everybody within a playgroup has the same budget.
The cards I listed before were budgetless and in most cases, the best of the best. And I understand that only a small portion of commander players actually own said cards. But there are always alternative cards at all budgets, they just may not be as desirable. But that's where my double standard comment came in, which is "if you want to play a colour that doens't have good ramp, but still want the best ramp then either pay the money to buy the good (read "expensive") stuff or deal with the fact that you can't/won't buy it." I don't think that's an unfair statement, and it's a slippery slope once you start pandering to it.
But again, if ther is a budget discrepency within a playgroup then I also don't think that it is WotC's responsiblity to fix it. This is something that the players have to own and is an entire discussion point in an of itself, so I will leave that there. But I think most players would agree with me on this.
On Other Players
Here's where we get to brass tacks (if we haven't already), I wouldn't agree with you on the comment that "a large portion of the commander community" thinks that mono-white needs fixing. Ther eare some poeple, sure. And those people might make a lot of noise about it, but that doesn't mean it's the majority of players. I know that most players who I interact with would agree wiht my viewpoint on it.
And don't get me wrong, I play both casual and competitive lists, I work full time and have funds available to afford nicer cards. A casual list for me sits in the $400-500 range. But before you discount my opinion becasue fo that, hear me out. I have looked at many, many, many lists on tapped out, ranging from <$100 to >$5000 and have learnt a lot over the years. Typically the things I notice is that the kinds of poeple who complain about a lack of XYZ have also employed a lot of bad deck-building practices (no, I'm not implying this on your lists). Really heavy mana curves, little ramp to begin with, high CMC ramp, lack of focused win conditions, all that good stuff. And I'm not saying that the decks are completely unplayable, but a lot of them are really clunky and slow. And I won't begrudge people for building those decks. But if your average CMC is 4.5 and then you're complaining that your deck is slow, that's becasue of the card choices you made. However bad deckbuilding is not WotC's fault.
So compared to those poeple, I will be a bit arrogant and say I undstand balance better than them, yes. But, and more importantly, so does WotC - because they seem to be printing more stax cards for white as sets come out, but not more ramp and card advantage which would fix the non-problem.
3 weeks ago
Great suggestions Tata! I'm actually planning to include Zombify AND Dread Return but my LGS has a hard time keeping this card in-stock it seems. Three trips now and no dice haha (same issue with Anger & Dictate of Erebos )
I definitely have a soft spot for Flayer of the Hatebound , especially in conjunction with Stalking Vengeance and/or Mikaeus, the Unhallowed . In combo with Birthing Pod it allows me to pull two creatures instead of one, which in-and-of-itself is fairly appealing. You're not wrong, I just like the options the card provides.
Now that I've removed Siege-Gang Commander the Marsh Flitter has become pretty one-dimensional. Definitely on the cut list. Generator Servant will likely stay.. this card is really quite good. It has in-built synergy with Korvold and early in the game has been able to eat removal spells on numerous occasions.
When I first constructed this deck I had Kodama's Reach , Skyshroud Claim , Burnished Hart & Explosive Vegetation in it. Since switching to Korvold as the Commander and especially since the addition of Sol Ring , Ashnod's Altar & Phyrexian Altar casting my Commander has never been an issue. Once Korvold hits the field the Card Draw is really gratuitous. So-much-so that I've recently decided a Reliquary Tower is a necessity. In this kind of deck drawing cards will always be a better alternative to ramp spells (in my opinion). In the rare circumstance I struggle to get to five mana, perhaps I'll regret this sentiment and make changes, but consistently it has not been an issue [thus far] with this deck.
3 weeks ago
4 weeks ago
Okay. I'm the Reddit dude. Sorry for the wait. Life interfered and I didn’t have a great opportunity to write this, so my b. Here's what I'd try messing around with. I'll do my best to keep suggestions budget
Removal Naya Charm is a fog, removal spell, mass unblockablility, and a Regrowth all at once. Worth it. Generous Gift and Beast Within are also solid open-ended removal spells. Oblation , Chaos Warp , and Swords to Plowshares should do the rest
Draw Add Beast Whisperer , Guardian Project , and some other spells that draw off creatures. Your deck has so many creatures - might as well turn them into cantrips. Primordial Sage and Lifecrafter's Bestiary also come to mind. Maybe a Vivien Reid as removal and draw all in one, if you feel like splurging a bit?
Boardwipes, removal, ramp, draw - That’s the general stuff that each deck needs simply to function
Here’s some more niche stuff I think your deck could use
Protection Kindred Boon and Eight-and-a-Half-Tails are good at protecting your creatures, and what makes them better is that the're activated abilities - to say, your werewolves won't flip but you’ll get to spend your mana
The Other Stuff I really like Cult of the Waxing Moon , Tolsimir, Friend to Wolves , Bow of Nylea , Mastery of the Unseen and Boros Charm . Bow synergises particularly well with your commander, making blocking a lose-lose situation. Mastery of the Unseen is a solid mana sink, so you’ll have something to do on the turns where you don’t want to flip your wolves. Boros Charm ’s just insanely more versatile than it appears
Ok. This comment’s long enough as is, so I’ll take my leave. If you want a hand making cuts, though, feel free to comment and I’ll try to get back to you quicker this time :)
Burnished Hart occurrence in decks from the last year
Commander / EDH:
All decks: 0.13%
WB (Orzhov): 0.49%