|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.
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Channeler Initiate Discussion
1 week ago
Cultivator's Caravan prior to rotation, and can block or attack into a lot of things in the format, Drover of the Mighty is an ok mana dork even without a dino to pump it, Channeler Initiate is decent, or if you move the counters to something else, it can block and kill a Goblin Chainwhirler
2 weeks ago
adding more mana fix, a counter and more stronger creatures.
Swan Song for counter
1 month ago
Looks fun with some serious power. I'm worried that you may not have enough 2-drops if you don't draw your llanowar elves in your opening hand. You could try Druid of the Cowl for more ramping or Channeler Initiate for ramp that gets bigger as you go. I also think you might like Goreclaw, Terror of Qal Sisma! You could get a lot more on the field if you reduce the cost. I personally am trying to use Goreclaw to break Sarkhan's Unsealing! Have a look! It's not exactly what you're looking at here, but I think my deck is fun too!
SCORE: 7 | 1 COMMENT | 207 VIEWS | IN 4 FOLDERS
anyway, +1 for you! have fun with your stompy creatures!
1 month ago
Hi, SynergyBuild! Thank you for your help in explanation and for detailed description of Razaketh’s role in the deck. It is my fault that I didn’t devote enough time to a detailed description of the combo lines. One day I will find some free time for it.
Hi, mahdik! Let me thank you, for showing interest in the deck and for upvote! Honestly, most of the cards you mentioned were used in the original version of this deck, and I think they would shine in most midrange decks. First, I want to say that for now I'm trying to avoid cards that are useless outside of combos, or too slow for winning the game in the range from turn 3 to 5, as SynergyBuild quite correctly noted, this deck should win during these turns.
Basalt Monolith + Rings of Brighthearth – while Monolith was not bad in tests (but still I think it is slower than most green ramp spells), Rings of Brighthearth was often a dead draw.
Umbral Mantle is even more dead card outside of combo than Rings (Though I love using this card in my more midrange Rhonas deck). And It is usually requiring a numerous creature presence (at least 3 elves with Priest of Titania for example) and preferably with haste.
Doubling Season, Parallel Lives, Primal Vigor, Ashnod's Altar – in original, midrange version of this deck I used Parallel Lives + Ashnod's Altar + Slimefoot, the Stowaway combo to kill the table and I found it very slow. It requires for Parallel Lives + for Altar + for Slimefoot (it is already 10 mana) + it may require you to have additional to create 1 saproling with Slimefoot if you don’t have other creature in the moment you go off. The other two enchantments are even slower.
About sac outlets – as SynergyBuild is already said, most of the time, the only one needed sac outlet in this deck is Razaketh, the Foulblooded, I cut all the others for more consistency, I very rarely wanted to play Ashnod's Altar, much more often I needed a tutor, mana dork, or reanimation spell. We usually race for summoning Razaketh on turn 3 to 4 and then win, so spell with cmc 3 must be very useful for this pupose.
About protection against exile effects you mentioned (Swords for example) – for now for protection I use Contamination, Cabal Therapy, Collective Brutality, and considering adding things like Hope of Ghirapur and Defense Grid. Actually Razaketh can protect itself (for example by tutoring in response things like Culling the Weak, Tragic Slip or reanimation spells). I'am considering right now using Sylvan Safekeeper, he can be used for protection even from the library at instant speed with Chord of Calling, and it can be used by Ooze from GY to protect itself. And I really like Viscera Seer you mentioned, I will try it in tests, thanks!
With Razaketh the way to victory is limited only by our imagination, that’s why it is so interesting to play with it in the deck, here is just an example of one of many lines:
Start – 2 mana dorks and three lands, turn 3 (5 mana, we need only 4 to start)
Sacrifice tapped dork - > tutor for LED, play it
Crack LED in response to Raza’s ability, sacrifice the second tapped dork - > tutor for Life, floating -
Anyway mahdik, I was already looking for additional protection, to add in to the deck without losing the speed and consistency, so thanks! You convinced me of this even more!
1 month ago
mahdik Actually this deck runs Razaketh, the Foulblooded, and enough tutors to hand to to the graveyard + reanimation to commonly plop him out near turn 4. Using him you can have him be a sacrifice outlet and a way to find the Necrotic Ooze combo to make infinite mana.
This means you can pay 2 life to sacrifice a creature, gaining you 1 life (net loss of 1 total) and dealing 1 to each opponent. Since you keep tutoring and have infinite mana, fetching Blood Artist allows you to Pay 2 life, gain 2, deal one to each opponent, and one more to a target opponent. At that point you win the game.
It is pretty consistent too, winning turn 5 most of the time, occasionally slower turn 6-7 wins, or faster 3-4 wins. He doesn't go over this line, but I think it is the most consistently fast line there is in the deck, it is the following, and needs total:
Step 1: Get Razaketh, the Foulblooded onto the battlefield with at least 2 creatures other than him.
Step 6: Cast Blood Artist with your infinite mana, then repeatedly sacrifice 40 of your infinite tokens, and win the game!
1 month ago
Flooremoji... I like Crumbling Ashes but in some cases it could hurt this build... for example if I have it in play I'm going to think twice before dropping Ammit Eternal or Channeler Initiate. Ashes is a great card but I'd rather have the choice to destroy target permanent, and Ashes doesn't give that choice. Blowfly Infestation is another mandatory effect that could potentially hurt the build... but it's manageable.
1 month ago
Nah, by using the five color lands (City of Brass, Mana Confluence, Forbidden Orchard, Tarnished Citadel, Exotic Orchard, and Reflecting Pool), along with fetchlands, you can build up a fast (low to no tapped lands), consistent (at getting your colors), and no-basic landbase for Hermit Druid to deck you.
Bring back Dregscape Zombie and Bloodghast, sacrifice them to Dread Return, bring back Necrotic Ooze, then use Wall of Roots's ability to activate Blighted Bat's, then make infinite mana between Devoted Druid and Channeler Initiate, then use Walking Ballista to instantly win the game!
Whoops... got a bit too into Hermit Nooze... I'l leave now.
2 months ago
Mind If I ask why you don't have a well-tuned landbase (Bayou, all of the fetchlands, Ancient Tomb, Gemstone Caverns), or the best win-conditions (Hermit Druid/Necrotic Ooze), yet have posted this list under the "competitive" tag?
I would really appreciate either dropping the "competitive" tag (to prevent from being a misleading interpretation of competitive EDH) or adding the following:
The fully optimized landbase with Ancient Tomb, Gemstone Caverns, Bayou, all of the useful fetchlands (not just Verdant Catacombs), City of Brass, Mana Confluence, Llanowar Wastes, Gemstone Mine, Tarnished Citadel, etc.
Better Win-Conditions, like Hermit Druid into Bloodghast, Dregscape Zombie into Dread Return a Necrotic Ooze, use Wall of Roots and Blighted Bat to give it haste then use Devoted Druid and Channeler Initiate to make infinite mana and kill with Walking Ballista. A secondary win condition would be using Survival of the Fittest to fetch and discard a Protean Hulk, fetching Apprentice Necromancer, use it to recur and sacrifice the hulk to fetch a Hermit Druid, Deathrite Shaman and Mogis's Marauder. Give haste to the shaman and druid, tap the shaman for to activate the druid and win.