|Commander / EDH||Legal|
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Creature — Human Druid
When Channeler Initiate enters the battlefield, put three -1/-1 counters on target creature you control.
, Remove a -1/-1 counter from Channeler Initiate: Add one mana of any color to your mana pool.
Channeler Initiate Discussion
1 month ago
There was a line using the following: Hermit Druid , Deathrite Shaman , and Mogis's Marauder , giving the other two haste, tapping them to activate Druid, running no basics so you flip your deck into the graveyard, sacrificing all of them to flashback Dread Return to reanimate Necrotic Ooze .
Then you use Wall of Roots ' ability on Ooze, Blighted Bat to give it haste, then activate Devoted Druid 's and Channeler Initiate 's abilities over and over for infinite mana, use Walking Ballista from the graveyard infinitely and win.
1 month ago
I think Mogg Fanatic is better than Cultist because you can cast Fanatic and use it to shoot down a hatebear or mana dork like birds. Also, you call this deck "Budget", but you play Mana Crypt and not Nature's Will , which comboes with Najeela and also taps down opponent's lands. In addition, I think the ideal ooze combo is Devoted Druid , Channeler Initiate , Blighted Bat or the new one with the infinitely better creature type, and Walking Ballista because it plays less cards that are bad on their own (just blighted bat compared to kiki-jiki, cultist, and anger).
1 month ago
Hey buddy! Decent start so far. I never liked how expensive the cost for gorgons was though lol Below are a few ideas that came to mind that might help with Hapatra and your death theme.
Some Creatures to consider:
5 months ago
Forgot to add that since you've seemed not so happy with Ifnir Deadlands why not replace it with Phyrexian Tower? Saccing a snake, insect, or squirrel for two black mana sounds pretty good. It just got reprinted so now would be the time to strike. Could also sacc creatures like Eternal Witness, Soul Snuffers, or Channeler Initiate that have already done their jobs.
6 months ago
amazingdan... Devoted Druid could work in this build, but I prefer Channeler Initiate for 3 reasons: first, the deck is more heavily black than green, and Initiate can produce either; second, Initiate gets larger as the game progresses, and if I don't need mana fixing, I can dump the counters on a token, thus getting a 3/4 for 2cmc; third, Initiate is seen as a threat, moreso than a 0/2 (imo) and is more likely to be removed, which means one less removal spell for my other, "more-problematic-later" creatures. Thanks for the upvote, and thank you for checking out my build!!
6 months ago
I agree that the land count is low, considering you don't run duals or Channeler Initiate, which I really like for ramp. At the very least, and if no other duals are used, I would use 4x Overgrown Tomb.
I don't see Hapatra, Vizier of Poisons being useful in this build without major changes.
Interested to see how this turns out. Any help I can give is gladly offered.
6 months ago
Big smashy Naya decks can be a ton of fun! It kinda depends on what direction you want to take the deck, but if you're looking at the classic 'power 5 or greater matters' theme, here are some suggestions:
Remove: Chandra, Fire of Kaladesh Flip: This deck focuses more on casting big creatures, so the likelihood of flipping Chandra is very low. Firemane Angel: Very expensive for her effects. Better creatures and lifegain can be found. Gigantosaurus: Hilarious card, but the 5 green will be super hard to get in a three color deck. Legion Loyalist, Legion Warboss, and Ajani's Welcome: These cards are all geared towards a 'go-wide' playstyle that encourages lots of small creatures. That's not how Naya usually plays, and most of the rest of your deck isn't set up to support them. Light of the Legion, Swiftblade Vindicator, Dawn of Hope, Path of Discovery, Prodigious Growth, Urban Utopia, Bounty of Might, Flower / Flourish, Boros Keyrune, and Selesnya Cluestone: These are all cards that either don't mesh great with the rest of the deck, or are decent, but have cards that can usually do the same thing better.
Big Boyz: Meglonoth: Great power for 6 mana, and can really pump out damage both attacking and blocking each time around the table! Mycoid Shepherd: Pretty decent source of lifegain. Paleoloth: Graveyard recursion. Spearbreaker Behemoth: Gives your important stuff indestructibility! Spellbreaker Behemoth: Can absolutely wreck blue control. Woolly Thoctar: 5/4 for 3. Nuff said. Bull Cerodon: Really solid creature to keep bashing your opponent's with. Godsire: Can be hard to play, but will generate an insane amount of value if it stays in play. Stalking Vengeance: When your stuff dies, so do your opponents! Victory's Herald: massive boost to your field, especially with lifegain.
Mana Ramp: Gruul Signet and Selesnya Signet: Some of the best ramp for three color decks. Drumhunter, Exuberant Firestoker, Sacellum Godspeaker, and Sunseed Nurturer: Can be okay as ramp, while also synergizing with your theme. Mul Daya Channelers: can be either a 5/5, or help you ramp into one. Somberwald Sage, Beastcaller Savant, Birds of Paradise, Channeler Initiate, Chromatic Lantern, Commander's Sphere, Draconic Disciple, Llanowar Elves, Atzocan Seer, and Drover of the Mighty: All permanents with useful ramp abilities, some of which even have a few other potential synergies. Traverse the Ulvenwald, Sakura-Tribe Elder, Yavimaya Elder, Harrow, Journey of Discovery, Gift of Estates, Cultivate, Caravan Vigil, and Collective Voyage: Cards with varying effects that let you search up lands from your library.
Utility: Asceticism: Lots of protection for your board. Anger and Fires of Yavimaya: gives all of your creatures haste. Signal the Clans: Great tutor card for creature based decks. Loxodon Warhammer and Behemoth Sledge: Trample and lifegain on a stick. Domri Rade: Card draw, repeatable fighting, and a crazy ult. Deafening Clarion, Austere Command, Earthquake, Mizzium Mortars, Comet Storm, and Savage Twister: All have the potential to be near one-sided boardwipes.
Lands: Ancient Ziggurat: With a focus on creatures, this card is usually really useful. Command Tower: Should be in every commander deck. Naya Panorama and Jungle Shrine Kessig Wolf Run: Extra damage and trample. Contested Cliffs: Repeatable fighting for your beasts.
There are probably more suggestions I could make, and certainly not all of these cards need to go in. Just some different ideas for you to consider!
6 months ago
@Obdulio8, I'm not sold to Fume Spitter, and the Carnifex Demon and Kulrath Knight seem too high-cost compared with the rest of the deck, although you have Channeler Initiate. I'm also not sure about Undying Evil; I would definitely play 4 of each combo piece, 3 Hapatra, Vizier of Poisons and 4 Nest of Scarabs, 4 Obelisk Spider
Channeler Initiate occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%