Chorus of Might
Until end of turn, target creature gets +1/+1 for each creature you control and gains trample.
Printings View all
|Return to Ravnica (RTR)||Common|
Combos Browse all
|Commander / EDH||Legal|
Chorus of Might Discussion
10 months ago
I'm suggesting the other Squee in case you need more creature recursion which is strong in this deck. You only have about 5 recursion cards so if you want to be able to sac more non-tokens I would consider putting in more. It's basically a worse version than the Squee you already have, but it's recursion nonetheless.
I agree that the attack pump spells aren't worth it. Especially Overwhelming Stampede since your tokens aren't high power. I would rather focus on spells that have ETB effects like you have with Impact Tremors to aid the token storm. You could upgrade to Purphoros, God of the Forge if you can spend the money. The only pump spell I would consider is Chorus of Might which could be a commander damage win condition.
Keep whatever ramp you have and add more if you want. your colors have access to all kinds of great ramp spells like Cultivate , Rampant Growth etc which will get you the proper color fixing. Ramp is beneficial in any situation, so I think's it's definitely worth a look. Your artifact ramp seems appropriate.
Those two goblin cards really depend on how consistently you can generate goblins. If you can get goblins you're willing to sac out early every game, then I think at least Goblin Grenade should be kept.
Definitely keep Pawn of Ulamog , he gives you free ramp for doing what the deck is supposed to be doing. The other two can probably go.
Also you have 2 Hull Breach in there.
1 year ago
Some recommendations that jump out at me are
1 year ago
Some improvements for the decks after messing with it. Noticed that the biggest counter to the deck is control. Currently takes quite a lot to get the deck going, and having stuff blow up sucks. Definitely turn 4 (or earlier if you can ramp) get Tana out, and next turn play Sidar and start swinging with Tana to start getting saprolings out ASAP.Early game needs to focus on ramping and getting both commanders out and pumping out Saprolings ASAP. I noticed that hydras were a bit of dead draws. I never really wanted to play them over buffing on Tana.
Card Draw:Skullclamp Can use a few saprolings for good card drawHunter's Insight Play this on Tana. Worst case 2 cards, best case a lot more (if she's buffed)Keen Sense While only one card, 1 mana for guaranteed card draw per turn is nice.Regal Force Luckily Saprolings are green, so this can be a juicy card drawer.Fecundity With skullclamp = lots of cards. Otherwise a board wipe isn't an issue eitherSlate of Ancestry Gets rid of that bad hand for more cards, especially if hand is getting empty.
Buff Cards (replacing some blood rush could be helpful):
Chorus of Might
Intangible Virtue Can be beneficial if you only apply 1 buff to saprolings (so they cant be blocked)Might of the Masses Give Tana a huge buff for 1 mana
Triumph of the Hordes Can easily win with infect, or kill people with it
Brave the Sands Have an army of blockers and attackers constantlyGratuitous Violence Double damage without double strike
More Saprolings:Second Harvest
Parallel LivesPrimal Vigor
Verdant Force This one is amazing
Selesnya Evangel Helps get the early saprolings out.
Growing Ranks Again 1 saproling per turnSecure the Wastes While not saprolings, you can just make some soldiers instantly
More removal:Aura Shards This will shit on Zur so hard.
More ramp (Accelerates game, mana fixes, and reduces chance of annoying land draw):Harvest Season Swing in with saprolings and Tana and double landObelisk of Naya Fixes mana a bit since it is 3 colorsExplore
Nature's Lore Pair this with one of those dual color cards that have Forest type for good mana fixing
Land:Getting some more dual colored lands can be helpful. Especially those scry lands.Also potentially Naya Panorama if you think mana fixing could be useful (green has good ramp to do the fixing you would want anyway).
Infinite Combats and win:Breath of Fury
2 years ago
2 years ago
I am new here and I have created one deck for our game group. But I am not sure which variant I should play? Shall I go for Boros or for Selesnya? Feel free to comment any other improvements to the deck that you think would be good.
I own all commons and uncommons of the Ravnica, Return to Ravnica and Theros block twice plus Magic X. Please note that this is a strictly budget deck. I am willing to buy rares as long as they are not more expensive than 1 USD. Also in our group we have the rule not to include more than 4 rares in your decks. This should ensure that the power level of the decks is similar.
Normally we are four or five players and we play free-for-all, two-headed giant and prisma. So the deck needs some defenses.
My deck list is strangely formatted. How do I do a better deck list?
2 years ago
I prefer Craterhoof Behemoth over Chorus of Might because it can be tutored for. Is Kataki, War's Wage really that good? Against Affinity it seems like they would just sac everything to Arcbound Ravager, and Lantern really just needs to keep one artifact in play (Ensnaring Bridge) and keep me away from my Reclamation Sage. Thanks for the advice though!
2 years ago
Hey friend! I'm glad to help out -- I'm by no means an Elfball player, but I've lost against the deck enough to get my sea legs (:
As usual, I'm with clayperce on Kataki, War's Wage as a fetch-able artifact hate. It also pairs pretty well with your other hate. Between the Sage, Stony, Gust, and Kataki, you'll be equipped to hate on all manner of artifacts.
Either way, this deck is extremely tuned! I can't suggest sideboard slots any more specifically unless I were in your meta with a papered deck, so great work! Be sure to mention me if I can be of further service!
2 years ago
Yeah, you could probably take out an artifact hate-card or two, given your recursion and tutors, unless you play a few rounds and you realize you're never sorry to see one topdeck. Hornet Queen is a great add. Maybe Yisan, the Wanderer Bard?
The list seems really tuned to me! Tons of ramp and ETB effects and sacrifice triggers, with tutors and recursion aplenty! This deck will perform for you and at least take you through the midgame no trouble.
As for win conditions, that depends on your playstyle...Pathbreaker Ibex is obviously good. I've found that Mogis's Marauder is surprisingly good, as is Kessig Cagebreakers. Vraska the Unseen is crazy if you can boardwipe, ult her, and then cast the Marauder... You can also win by attrition, using Butcher of Malakir, etc, but I personally find that strategy pretty boring, with a long time-to-kill.
I'm trying, therefore, to think of some unusual win conditions. I think this deck is good enough at tokens to use Overrun effects as your main win condition -- there are some interesting BG cards like Dance of Shadows, Dirge of Dread, Enlarge (those Lure effects would be a unique way to do it), Chorus of Might for an instant-speed alpha strike, Ridgescale Tusker for some jank grindy value...is that what you're looking for? The consistency of Craterhoof minus the annoying "seen-this-before" factor.