|Commander / EDH||Legal|
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|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Ravnica: City of Guilds (RAV)||Rare|
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Whenever a nonartifact permanent enters the battlefield under your control, you may return another permanent you control that shares a permanent type with it to its owner's hand.
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Cloudstone Curio Discussion
9 hours ago
Also, also, Bloodbond March does literally nothing in a commander deck, and Cloudstone Curio only has like 3 or 4 worth while triggers in this deck. You need more "enters the battlefield" triggers to make it worth keeping.
1 day ago
Which is what
Are for. Thank you for taking the time to fully read the deck list before commenting.
6 days ago
Thanks so much for the advice!
In my meta, I am spend significantly more money than the other three members combined. As a way to try and keep my decks from trampling them, I decided to run very little removal, and instead run things to protect my stuff. For sure a removal package would increase the power level of the deck, and the cards you suggested are great, but I will probably not include them. Also of note, Zacama, Primal Calamity can destroy creatures, artifacts, and enchantments, so removal that exiles, bounces, or forces sacrifice are preferred.
Creatures that can search for lands are good because our commander, mana doublers, and land untappers all care about lands. Also, cards like Lurking Predators and Genesis Wave care about creatures. Unfortunately, I want my ramp to get at least two lands because the deck is so expensive (5.08 Avg. CMC). If you know of anything that fits that bill would love to hear about it, otherwise I think I'll have to stay away.
The enrage creatures is a good idea that I hadn't looked into. After a quick scryfall search I found that the only one that really stands out is Silverclad Ferocidons. Any ideas on what I should cut for it?
Giving Zacama, Primal Calamity deathtouch is very appealing, and no doubt powerful, but I think I devoted enough of the deck to mana production to where it is not useful enough to cut something else.
6 days ago
even though Zacama can destroy artifacts and enchantments with its ability, it still might be a good idea to pack cards like Austere Command, Return to Dust, Swords to Plowshares, and others just to have removal that's not "sorcery speed" (needing to cast your commander if it dies). Since you're playing big fatties you can also try out Pyrohemia to make sure your opponents don't get little annoying baby creatures. Beyond that you can also mess around with cards like Cloudstone Curio and lower CMC ramp creatures like Farhaven Elf to go infinite with your commander for mana. In the same boat is also Temur Sabertooth. If you wanted to ramp up the ramp even more, you can also throw in cards like Tireless Tracker, Seer's Sundial, Rampaging Baloths, Omnath, Locus of Rage to take advantage of that. Also you can try using enrage creatures with >3 toughness to trigger them on each turn with Zacama's damage ability, so something like Ripjaw Raptor, Silverclad Ferocidons, or Trapjaw Tyrant could be really strong. And speaking of the damage ability, Basilisk Collar.
1 week ago
Hey there, I decided to go ahead and review your deck already!
I feel like there are some things missing, mainly Eternal Witnessand Great Oak Guardian. I know that they both are not druids, but I feel like they add a lot to the deck, and they provide with victory lines without even needing the gods to pump and attack like you mentionned before, and they are a lot less dead in the deck that the gods.
First of all, Great Oak Guardian would go infinite with Temur Sabertooth, letting you generate infinite mana from your Druids and draw your entire deck from a draw engine like Soul of the Harvest, Primordial Sage, Zendikar Resurgent, Recycle, Lifecrafter's Bestiary or Glimpse of Nature. After that, you would have infinite mana and your entire deck in your hands, so you now need a way to win.
Eternal Witnessand Somberwald Stag comes in here. First of all, she would be really great as graveyard recursion (she is not a staple for nothing, she is a must include in every green deck IMO, especially mono-green). Then, once you have your entire deck in hands with infinite mana, you could cast Beast Within to kill every permanent on your opponents side, getting it back from the graveyard by bouncing Eternal Witness, then keep on recurring Somberwald Stag (on a side note, this thing can help you kill Linvala, Keeper of Silence if you have too and is easier to tutor for green since it is a creature) to kill every 3/3 beasts yout opponents control, so they would all be left with nothing on the battlefield, not even lands. Most opponents will simply stop playing at that point, but if any one just wants you to keep on playing, thinking you will die from drawing next turn, you simply have to cats Green Sun's Zenith, fail to find, then shuffle it back in your deck (it will be the only card left in your deck). Next turn you draw GSZ and do the same, attacking them with all your creatures until they are dead (or until they realize they won't be able to do a thing).
Speaking of GSZ, you should also add Dryad Arbor in place of a forest, since GSZ + DA is a great turn 1 ramp to be able to cast Seton on turn 2.
You were talking about a Tangleroot+ Cloudstone Curiocombo... But have you noticed that Cloudstone Curio alone with two small druids and a draw engine will draw your entire deck? You don't even need Tangleroot, since you can draw your entire deck, cast any spell to untap all of your creatures (also cast Concordant Crossroads if you need to) to generate more mana, then win by the way I have written above.
Some great draw engines are also missing from your deck, such as Regal Force, which again is really good with the bouncing provided by Temur Sabertooth. You also have some strange and dangerous card choices: Food Chaindoes help you casting creatures, but at the cost of exiling your druids... You can't abuse it like other combo decks, and I feel like it is not a good fit for what you are trying to achieve here. Also, be careful with Aluren. It can let your opponents play creatures at instant speed too, and it could easily backfire. I feel like you have enough small creatures that can cast themselves (with the ability of your commander) that this is not really needed in here. I see why you included it, but I would remove it, since it is not really needed and can backfire.
TLDR; Here are the changes I would recommend:
Dryad Arbor in
Replace forests by Snow-Covered Forest
1 week ago
@juniogof I traded for a prerelease foil of Conduit of Ruin the week it came out because I was so excited about the card and had it in here for a long time. I eventually removed it for Soul of the Harvest to get more generic card advantage since the conduit only has three targets currently
1 week ago
Growing Rites of Itlimoc Flip does not work well with Eldrazi. You want lots of creatures with growing rites -- which is not something Eldrazi do well. Eldrazi go tall instead of wide. They play with big creatures, not lots of small ones -- which you would need to make growing rites work. If you want to play growing rites, you likely need to play Elves. There are a couple of variations of elves -- one of which you might like. It does not play Primal Surge, but it is capable of playing out its entire deck on turn 3 or 4. I can go into details if it piques your interest.
I would also contend again that if you want to play a bunch of Eldrazi with primal surge, you that you just are not playing a good deck. the Eldrazi do not enter with haste, and since the Eldrazi are technically not cast, you do not get their on-cast triggers. They are just put into play. The only way Eldrazi work with Primal Surge is also with Xenagos, God of Revels, to give them haste. In this case, you would likely only want to run a 1 or 2 of Emrakul, the Aeons Torn, and that is it for Eldrazi. And again, you would likely only want to then run 1 copy of Primal Surge and a bunch of tutors to ensure that you hit both of the combo pieces.
If you were to go with the Primal Surge strategy, you could run tron lands, but I would not suggest it. The reason being is that if you play tron lands, you also want to run Sylvan Scryings and Ancient Stirrings to help dig for those tron lands. if you run these, then they get in the way of your Primal Surge. Therefore, the best strategy is likely to run 4x Arbor Elf, 4x Utopia Sprawl, 3-4x Garruk Wildspeaker, 4x Voyaging Satyr, 3-4x Overgrowth, and 2-4 Nykthos, Shrine to Nyx, with a total of about 22 lands. This is pretty similar to what you are already running. I would likely contest though that it is not that you are only drawing lands -- it is likely that you are just not drawing cards that let you do anything. This is because you have so many cards that cost so much mana. This is all fine and dandy if your opponent never does anything to try and stop you... but they will. Every time. Therefore, if you trim the deck of most of those high end cards, you have more room for cards that actually do things in the early to mid game.
This then brings me to my next question. How attached are you to Primal Surge? I ask because it really does not do anything better than other options. If you want to cast an Eldrazi? Just play Tron. If you want to combo with Edrazi? Just play Tooth and Nail. While it does not grab your entire library, the best use of grabbing your entire your library is usually finding your best cards -- which Tooth and Nail does. You could run surge in conjunction with Prismatic Omen, and Valakut, the Molten Pinnacle. But why not just run Scapeshift? Primal Surge also limits the cards you can run and you do not want to tun any other cards that are non-permanents. This really hampers your options for interacting with and controlling your opponent. There are just not many things that Primal Surge has going for it that other cards do not do better or cheaper.
Your wants just seem to be all over the place for this deck. Decks that suffer from an identity crisis do not function well. If they try to do too many things, they wind up doing none of those things well. You want Primal Surge, and control; but you cannot run most good control cards with Primal Surge as they disrupt surge's ability to dump so much value onto the table. you also want the deck to be aggressive, but all your threats are cost 7+ mana. You want to run growing rites with big huge eldrazi that cost a lot to put into play. But by the time you have enough creatures to make the growing rites flip, it will likely already be turn 6,7, or 8, and you can already hard cast the big creatures without the extra mana. From what I can tell, your best options to match as many of your criteria as possible would be:
Gx Devotion: green devotion ramps with the typical Arbor Elf, Utopia Sprawl packages. they also run the Nykthos, Shrine to Nyx with Voyaging Satyr, and Garruk Wildspeaker. Most lists will look to ramp into Tooth an Nail for Emrakul, the Aeons Torn and Xenagos, God of Revels and will be . However, you could certainly run a , , or list. These lists also have the neat combo of Eternal Witness and Primal Command -- which essentially locks your opponent out of their draw step for at least 4 turns while tossing creatures with double in their mana costs to ramp your devotion more so that you can cast those Tooth and Nails. If you include a Temur Sabertooth, you can lock your opponent out of their draw step indefinitely.
Tron: Most tron lists these days are . However, there is a long history of Tron being or even just . These lists look to assemble their tron lands as early as turn 3-4, and start churning out big threats such as Wurmcoil Engine, Karn Liberated, Walking Ballista, World Breaker, Ugin, the Spirit Dragon, and eventually those big Eldrazi titans you like. Mosts lists will run Oblivion Stone as their removal. But other control options depend on your colors. Blue will have counter spells like Remand, Condescend, and Spell Burst. Black will have Fatal Push, Inquisition of Kozilek, Thoughtseize and Collective Brutality. red will have Pyroclasm, Kozilek's Return, and Firespout. White will have Path to Exile, and Condemn. Most lists will run Ancient Stirrings, Sylvan Scrying, Chromatic Star, Chromatic Sphere, and Expedition Maps to help them tutor, dig, and fix their mana.
Elves: Lots of routes to go with elves. The one you might like involves Cloudstone Curio, Nettle Sentinel, Heritage Druid, and Elvish Visionary. Through these card interactions, you are able to generate lots of mana and draw lots of cards that will eventually end with you playing a huge Craterhoof Behemoth. This can happen as early as turn 3 or 4. Even without the Cloudstone Curio combo, elves can generate huge amounts of mana early and flood the board faster than just about any other deck. Ezuri, Renegade Leader then makes your eleves very hard to kill.
Primal Surge: The list would likely have to be , (Jund), or maybe even 4 color. would be your basic list, and would run primarily for Liliana Vess, and Rune-Scarred Demon, and or Sidisi, Undead Vizier to act as a tutor to pull up your Primal Surge. You could then run Emrakul, the Aeons Torn, Craterhoof Behemoth, or maybe Rampaging Baloths. Akroma's Memorial could be used to give your creatures haste off of the surge. Red would give you access to Xenagos, God of Revels.
And no on Mirror Gallery. A 5 drop that does not impact board state will always be a bad card. Compare it with Thragtusk. Thragtusk puts your opponent on a 4 turn clock, gains you 5 life, and leaves behind a 3/3 when it leaves the battlefield. All this, and Thraggy still does not see much play because there are even still better things to be doing with 5 mana.
1 week ago
Zacama can also work with Cloudstone Curio and mana doubling, nothing competitive worthy, but a bit funny