|Commander / EDH||Legal|
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Enchantment — Aura
Enchanted creature can't be blocked except by creatures with flying or reach.
Enchanted creature can't be the target of spells or abilities your opponents control.
Canopy Cover Discussion
1 week ago
This deck looks super fun, but I do have a few concerns. A lot of this is going to depend on the playgroup you encounter, so take it with a grain of salt. The two main issues I see are EDH-specific removal and go wide decks.
Lets look at removal first. Obviously in a green deck, the ramp you will be getting is going to make it very easy to just regenerate or recast your commander if you need to, but many players run removal that doesn't put your commander back to the command zone. I'm a filthy blue player, so the immediate example for me is Imprisoned in the Moon , but think things like Pacifism , or even Mind Control or Act of Treason effects. Currently, you only have 4 cards that protect against this type of removal in Alpha Authority , Canopy Cover , Swiftfoot Boots , and Krosan Grip . All of these except for grip are only options that work if you preemptively draw and play them, they cannot save your commander if he is already under a bit of removal. That would be fine, but with only 4 pieces of protection, your chances of drawing and playing them before your opponents can respond to your commander is not actually super great. That means you might be staring down a game where your only creature is stuck as a land, or just unable to attack. I would definitley consider trying out either more protection style enchantments, or running something like a sacrifice outlet i.e. Ashnod's Altar . Altar probably isn't the best choice for mono green, but its the first thing I could think of. If you wanted to run more creatures I would recommend trying out something like a Birthing Pod or Evolutionary Leap , but if you want to keep the count low the other option is to run more enchantment removal. Krosan Grip is a good choice, but if you are banking on going tall, you need more ways to defend your dude. With commander damage being a thing, you should be in a good spot to close out the game with only 2 or 3 enchantments on your commander, so I would prioritize more slots to protection to actually be able to swing in.
Go wide decks might be another big issue. Going up against a Krenko, Mob Boss or a Marath, Will of the Wild , even trample might not be enough to get through chump blocks. You are also open to a blowout by just not having enough blocks to stop your opponent. If they swing with 10 tokens and you can only block one, you aren't really going to be alive very long. You do have some Fog effects, but that's potentially not going to be enough on its own, and again it falls into that issue of only being one or two cards in your deck. Something like Silent Arbiter could help out in this aspect. Arboria could be a neat include too once you have your dude suited up. you won't have to cast spells after you have a beefy commander, but your opponents will eventually have to do something, opening them up to attacks. Elephant Grass could be another option, as a token deck probably won't want to pay 10 mana just to sneak in 5 damage.
Also, if you end up doing any playtesting, keep note of what your deck struggles with and feel free to add it to the description. Having a list of problems to tackle helps out a lot in strengthening decks, and it helps commenters stay on the right track a lot easier. This deck does look super fun though, so definitely let me know how it goes in any future games!
1 week ago
ArchonBlue, in a vacuum I would say that Spider Umbra IS strictly worse than Vines of Vastwood , but that's not the case in a Bogle deck, for instance, and in this case Spider Umbra has the benefit of being backed up by Canopy Cover while also providing an ongoing benefit (rather than a momentary one), protecting the creature from a host of board-sweeping threats (which nothing else in the deck does) and offering a buff that can be cast before it is needed, potentially freeing up mana in the next crucial round. I will continue to tweak the deck of course, but that's the reasoning behind some of the decisions.
As far as mana-base, I could add two more fetches, certainly, but I've found that since I'm going with 19 lands and with such a strong dependence on green mana, a couple of Inkmoth's in my hand can make me fatally slow. Dropping one for a Forest seemed to smooth those issues out.
1 week ago
As always, thanks for your input!
I, too, generally prefer Scavenging Ooze over Relic for dealing with graveyard effects, but the whole point of an Infect deck is speed. I don't want to be burning a multiple green mana every turn, I just need to buy myself a round or two. For that, Relic seems much more ideally suited.
The original deck features six fetch lands, so I don't usually have trouble triggering Groundswell . It's probably just local meta but I NEVER see Bogles or Affinity - but that doesn't mean that I'm not keeping Vines in the forefront of my mind when it comes to tinkering. Fact is that if I'm usually worried about using it to target my opponent's creatures, I've probably already lost the game.
Wild Defiance is definitely on my radar as an option - Spellskite protects my creatures from a wider array of effects but gets wasted once Canopy Cover hits the table whereas Defiance gives me both an offensive AND a defensive benefit. I'm currently weighing them both to see who gets two of my sideboard slots.
Thanks again for popping in!
1 week ago
I'd personally run Vines of Vastwood over Groundswell , or as a split at least. With only 19 lands and no fetches we are just not going to trigger it for 4 that often. And I LOVE Vines vs. Hardened Affinity, Bogles, and random decks with Vehicles or Equipment since we can target our opponent's creatures to fizzle Modular, Auras, Equip, and Crew.
2 weeks ago
I like it. I've used Canopy Cover in the past and often found it lackluster but I was using a 2 color build. Manabase wise, I agree with main boarding a Dryad Arbor . I'd also add a second Pendelhaven and 4th Inkmoth Nexus . Sideboard, definitely look at Spellskite and Heroic Intervention can be a nice surprise to survive a board wipe. I think a lot of the mainboard changes I would make would be personal. I've always had better luck with vines of groundswell but again its what works for you. I would bump Ichorclaw Myr up one and Necropede down one. With 4 Rancor , on Ichorclaw Myr it can make people more hesitant to block.
2 weeks ago
I've been working with a mono-green Infect deck and I've been pretty pleased with its effectiveness (as compared to a more traditional deck build), but I'd be interested to hear how it might be improved in the eyes of the many knowledgeable players who peruse these boards.
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I like going mono-green because it keeps me from running into any mana-fix issues at all. At the moment I'm running Necropede over Blight Mamba for its potential removal benefits. Canopy Cover is really the unexpected gem of this deck - its rare that I have an opponent who's ready to deal with it when it hits the board. I'm currently debating which of Llanowar Augur and Spider Umbra to maindeck and which to sideboard.
I seem to get my opponent to 10 by turn 3 or 4 pretty reliably, but I haven't tried the deck out in any major tournament formats yet.
Any thoughts are welcome - thanks in advance!
1 month ago
I know the struggle of keeping your commander on the field, especially in pods.
3 months ago
Llanowar Scout/Skyshroud Ranger is an easy drop for it. Sylvan Scrying, Canopy Cover, Privileged Position, and some others could be dropped. Fetchlands to increase consistency, and Silence/Autumn's Veil as interaction and this deck is great, but as is there isn't a ton of difference.
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