Cloudthresher

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CM1) None
Duel Decks: Nissa vs. Ob Nixilis (DDR) Rare
Commander 2015 (C15) Rare
Lorwyn (LRW) Rare

Combos Browse all

Cloudthresher

Creature — Elemental

Flash

Reach (This can block creatures with flying.)

When Cloudthresher enters the battlefield, it deals 2 damage to each creature with flying and each player.

Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)

Browse Alters

Price & Acquistion Set Price Alerts

CM1

DDR

C15

Ebay

Cloudthresher Discussion

GMD_1090 on It's Not Easy Being Green

5 months ago

a few ideas to consider. take these, or leave them, just concepts to possibly make omnath more dangerous!

since green is weaker on the removal, you may want to include creatures that have nice ETB removal. terestadon and woodfall primus are nice additions to consider.

instead of your spiders i would consider Cloudthresher, since it has flash, reach deals damage to flyers, and it can be evoked. super versatile considering its 7/7 body.

already mentioned was Ghalta, Primal Hunger. the value cast you can get out of this creature is incredible. for a 12/12 trample. so good, especially since we want targets for opponent spells other than omnath.

another creature to consider would be Multani, Yavimaya's Avatar. this card scales well for mid and late game, and can even be cast turn 4 with proper acceleration. very good card all around, with some sticky protection. also, both ghalta and multani have trample. very important.

Additionally, you may wish to consider some stronger ramp spells, maybe Boundless Realms or Traverse the Outlands. both can get you rediculous amounts of land.

one final consideration: i would focus on ramp spells more than doubling effects. maybe 70% ramp spells, and 30% doubling (can be as different as you like) but for these reasons: (1) ramp spells help you early on more so, and doublers tend to be more expensive and mid/late game cards. as such, they tend to be "win more" cards rather than important cards. dont get me wrong, in omnath that can get you to a 40/40 omnath quickly, and (2) land destruction is an uncommon removal type in EDH, and if it is there it is usually a one off like strip mine. so adding more land to your pool instead of using mana-doublers to generate your green mana may have better sustainability from wrath effects.(screw you merciless eviction)

RedmundR2 on Mono-Green Land Control

6 months ago

Upon further thought my answer was probably not what youre looking for as far as this list goes. It seems at first glance the cards you could replace would be Cloudthresher for another Acidic Slime because Acidic Slime is just a fantastic card all around. You could get hard countered by stuff like Crucible of Worlds so some sort of anti-artifact could be useful like Naturalize. Thragtusk is a great card to help against burn, but you're probably going to lose to aggro regardless of what tech you throw in there. Overall its a solid card to toss into most any green deck. I would highly recommend Wall of Roots or even Sylvan Caryatid to help with defense/mana ramp early game. Since you are probably not going to be able to remove all of their land and continue to remove it to prevent them from playing stuff, more win-cons like another Hornet Queen is probably necessary to ensure you have something to finish the game with.

StoryArcher on Mono-Green Land Control

6 months ago

Morning gents (and ladies!), I've been playing around with a mono-green ramp/land-destruction deck which I really love in concept, but can't seem to quite get optimized, so I figured I'd come to the experts...

This is the deck as it stands now:

Creatures (21)

Sorcery (12)

Enchantment (4)

Instant (3)

Land (20)

Apart from ramping up to destroy my opponent's land and then pounding on him, there is also a soft-lock win con using Eternal Witness, Stampeding Serow and Primal Command which comes up more than you'd think.

While I'm open to any thoughts or suggestions, the primary things I'm struggling with right now are twofold:

1) It never feels smooth. It always seems that I either end up with way too much ramp in my hand or none at all. Is that just bad luck up to this point? I replaced Plow Under, great as it is, with Beast Within to smooth out my mana curve a little.

2) I've got slots for two big creatures in this deck, preferably ones with utility that have effects when they come into play. Right now I'm using Cloudthresher and Hornet Queen - I figure that they give me a nice bit of flexibility and I can hunt for whichever I need in the moment, but they also don't synergize particularly well (not that they need to). I'm considering Thragtusk as well and I've been bouncing back and forth between the three for a while now. I'm also completely open to another option here that I might not have considered.

So far, this deck has been incredibly fun to play, but incredibly frustrating at times as well, and I'd really like to see if I can make it legitimately competitive. I've also considered a more control-tilted version of it, splashing blue for 4x Remand and 4x Mana Leak which synergizes well, but seems to leave me a little thin, trying to ramp OR land destruct OR counter, so for right now that's on the back burner.

JuQ on Omnath, Locus of Rage

7 months ago

Hi there!

Omnath is completely commander dependant, after all the goal of the deck is to combo off with him, so there is not much you can do, so you have to work around it. You need to protect him better and get a bit more recursion because Omnath at 7 CMC is expensive enough.
Against removals you can use Sylvan Safekeeper and Heroic Intervention and there is always Asceticism which is a bit more expensive both money and mana wise.
For recursion Seasons Past is one of my favorite cards lately, easilly you get five to seven cards out of it. Greenwarden of Murasa is another no brainer because of the tribal theme. Deadwood Treefolk works similarly, it sacrifices itself and you don't have to exile it, but only brings back creatures. Paleoloth is another creature I though about, the creature by itself is kinda bad, but with Omnath you can trigger it the same turn you cast it.

Against the flyer problem im using (together with the Tornado Elemental) Cloudthresher, Ulvenwald Hydra, Rage Nimbus, Chaosphere (Spidersilk Armor is another good option I run in other decks).

Some creatures are too big to be killed with damage or plainly indestructible, so I run stuff like Scour from Existence and Brittle Effigy. Spitebellows is a damage based removal but you can get a lotta triggers for just three mana.

If your meta has so many counterspells you have stuff like Red Elemental Blast, Burnout, Vexing Shusher and Prowling Serpopard among others.

You should cut Door of Destinies and Vanquisher's Banner, you only have 14 elemental spells (counting Omnath) so you won't be getting enough triggers out of them to make them worth their spot in the deck.

Animist's Awakening is just bad, keep in mind you will be getting about one land for every three mana you spend on the X (there are many other effects taking lands out of the deck). It would be good if were producing limitless mana, but if you already have infinite mana you don't really need so many lands, anyway it's a worse Genesis Wave. Better options are Traverse the Outlands and Boundless Realms or the Genesis Wave.

Stuff like Exploration and Wayward Swordtooth work amazingly in these decks, specially when you combine it with the Oracle of Mul Daya and Courser of Kruphix you already run and Ramunap Excavator if you were to include it (feels like a cheat with cards like Evolving Wilds).

The deck would improve a lot with more card draw Mouth / Feed, Skullclamp, Seer's Sundial and Skullmulcher are good options, even a five card Soul's Majesty or Rishkar's Expertise is a good value.

JuQ on Angry Omnath on a Budget

7 months ago

Building and testing my Omnath, Locus of Rage deck I realized that 2 mana for fetching a basic land is good, 4 mana for fetching two lands is great, but 6 mana for fetching three lands is a terrible deal. If you are casting such an expensive sorcery you should get a way bigger effect on its own before adding any synergies. Boundless Realms is a great card but Nissa's Renewal and Verdant Confluence are lacking heavily.
Getting three cards form graveyard from Verdant Confluence instead is okayish, but for that end is way better Seasons Past it usually gets me five to seven cards form the graveyard.
Traverse the Outlands is just a lower cost sorcery that in this deck will usually fetch you at least five lands.

I'd also add some sacrifice outlets such as Goblin Bombardment, Ashnod's Altar, Altar of Dementia, Breeding Pit, High Market, maybe even Skullmulcher, three of them should be good enough. Being able to kill your elementals on command in order to trigger Omanth is crucial.

You may have troubles with flyers so I'd swap Molten Disaster for Chain Reaction, in multiplayer it will be like a second Blasphemous Act.
Ulvenwald Hydra will also be a nice response to flyers. It isn't an elemental but it still synergizes greatly with the deck mechanics. I also like Cloudthresher and Tornado Elemental to fight those pesky flyers.

Spitebellows is a good removal for an Omnath deck, when yopu evoke it you can get a lot of triggers for just three mana.

I'm starting to like a lot Mouth / Feed, it's almost a second Shamanic Revelation that has some use on the early game giving you a 3/3 body to block with, not too shabby.

JuQ on Trees Hug You Back!!

8 months ago

I'm glad you liked my suggestions. I have a Omnath deck of my own (haven't uploaded it yet) where I have those cards but I'm reforming it because I can't make it work (that's why I was checking your deck), Omnath is expensive and it takes forever to star rolling even having tons of ramp. For me the problen is the deck being to heavy to move and passing the first turns doing nothing but taking lands out of the library and when I finally get to cast Omnath they kill it and now you have to get to 9 mana. Also I have big problems with flyers, I like your choices of Ulvenwald Hydra, Tornado Elemental and Cloudthresher, I was planning to run them myself.

Keep in mind that every meta is different, what works for me, won't necessarily work in your meta. From your deck I'd cut:

  • Apocalypse Hydra I'd cut it because it only synergize with the Elemental Mastery otherwise is another expensive underperforming fatty, you can put the elemental mastery on any of your power 5 creatures and get a good value out of it.
  • Golden Guardian  Flip from among all the fliplands in IXL and RIX that's probably the one I like the least, you need mana to play and flip it and you also need a big creature of your own to kill it in a fight, when you flip it you create tokens that don't synergize with the deck so I don't really see the point of it in this deck. If you have it because it produces two mana IMO Dowsing Dagger  Flip for a total of mana, you can flip it the same turn you play it and you can give the tokens to a player and attack another, on top of that the land produces 3, it's basically a cheaper situational Gilded Lotus
  • Frontier Guide to ramp a single land feels awfuly slow and inefficient, I'd rather play any of the CMC4 ramp sorceries.
  • Incandescent Soulstoke I don't think you can really win or deal serious damage by cheating a fatty for a turn and then losing it. Best thing you could throw at him is Molimo that depends on your lands, so in early game it's small in late game you can just cast it. The overal number of elementals in the deck is low. maybe something like Elvish Piper, Deathrender, Quicksilver Amulet or Champion of Rhonas instead?
  • Molimo, Maro-Sorcerer It's big and it has trample, but CMC7 is too high but I don't think it earns his slot without cheating it onto the battlefield.
  • Rubblehulk a cheap molimo without trample and Bloodrush which I guess not playing double strike you won't use that often
  • Spawnwrithe if there was a good plan to make this guy and his copies deal combat damage to an opponet I would love it, but he will be lucky if he manages to do it once on his own.
  • Mask of Avacyn unless you are protecting a low toughness guy Swiftfoot Boots or Lightning Greaves are better at protecting your guys. You can also use Steely Resolve to protect them all at the same time, but haste is king.
  • Seer's Lantern This card is terribly weak. You are already ramping like a mad man and if you want artifacts Worn Powerstone, Thran Dynamo and Sol Ring are better mana boost. For utility you can try Conqueror's Galleon  Flip (check if you can have combined power of 4 or greater the turn after consistently before including it).
  • Whispersilk Cloak this card is way too subtle, you want to combo off and crush your opponents with your 5/5 elementals or you are going 4th of July and throw sparks everywhere. If you just want protection the boots or the greaves are better cards.
  • Animist's Awakening you start the game with 40 lands in a 99 card deck which mean that at best you can only expect to find one land for every mana you spend on the . I say at best because you have many ramp spells that take lands from the library lowering your chances with this spell. Try instead Boundless Realms maybe you want to include more basic lands
  • By Force Not a bad card but you may want to swap it for Vandalblast or Into the Core if there are indestructible artifacts in your meta.
  • Clear the Land aren't there any more decent ramp spels with CMC3? find one that at leas don't give lands to your opponents Realms Uncharted don't ramp you but it will put lands in hand and graveyad, and not just basics.
  • Creeping Renaissance I want to like this card, but every time I tryed it, it underperformed. In this deck you have few permanents of a single type except for lands and you don't dredge yourself to put stuff in your graveyard. You do have a lot of lands, but to get those lands better use Splendid Reclamation, World Shaper, Ramunap Excavator or Life from the Loam. For a big, more flexible recursion spell I like Seasons Past
  • Growth Spasm replace for Kodama's Reach, or Cultivate. they are commander staples for a reason.
  • Mizzium Mortars replace for Blasphemous Act kills your creatures but you can be sure that it will kill almost everything and with discount
  • Pirate's Pillage allows you to cast Omnath on your 5th land but still i'd swap it for Harmonize another green EDH staple.
  • Primal Growth good card but you won't have disposable creatures on your early game and as a late game card is weak. As I told you before Kodama's Reach, or Cultivate (whichever you didnt used before).
  • Search for Tomorrow another good card that will perform better in other decks that really need to get to four mana ASAP, IMO some beefy ramp spell would be better for Omnath. Another one I like in this deck is Khalni Heart Expedition
  • Evolutionary Leap swap for Ashnod's Altar, you want your sac outlets to be activated without mana and without tapping. Your opponents will probably start worrying as soon as the see this card as it is often used for infinite combos.
  • Fires of Yavimaya for Anger. Mainly because you can cast it and put it on the battlefield to block in the early game and later you get the haste bonus. other good options for this end in this deck Ogre Battledriver and In the Web of War, same effect different formats.
  • Rite of the Raging Storm I ended up removing this enchantment from the deck because it is slow and don't help me with my defense, it's for more aggressive decks. The elemental that pops and sacrifices is nice when you have the commander, but It doesent justify the 5 manas.

What I'm still missing in the deck.

For me the problem with this deck is you need to so many card slots and turns ramping that you don't do much more. It is quite spectacular when you manage to combo off, but it feels a bit like a one trick pony. so that is why I'm tinkering with my Omnath deck trying to find balance for my meta.

Good luck with your deck, I hope I have been of some help.

ThaElectroGypsy on Budget Meren cEDH

10 months ago

Hey, I'm the owner of the deck that MQQMAN434 mentioned. I planned on doing a high power build with a writeup, but still haven't gotten around to it

Depending on what you plan on budgeting and overall meta competitiveness (I'll try to cover as many cost specific items as I can). Using Star City Prices, cuz I'm faster with that site compared to TCGPlayer :

$5 or less

Buried Alive: One of Meren's best friends. Can dump value in the graveyard like Sakura Tribe Elder or Spore Frog, or a game-ending combo. Devourer/Triskelion/Necrotic Ooze lets you deal your deck's worth of cmc to creatures and players at your choosing. A slower, higher power Entomb, essentially.

Fyndhorn Elves, Elves of Deep Shadow, Arbor Elf: Finishing the cycle of 1 mana dorks gives you a faster way to get Meren on board. The quicker she's on board, the quicker the grind on your opponents begins.

Blood Pet: In the same vein as the dorks above, Blood Pet is cute as a quick mana and a way to get experience innocuously.

Mindslicer: Sadistic Hypnotist's bigger brother. He isn't a sac outlet himself, but getting him sacced has a much bigger bang.

Viscera Seer: The 1 drop sac outlet every Meren deck needs. Can sac to himself for that vital first counter. Plus, control over your draws in the mid-lategame gives you a good amount of control and consistency.

Blood Artist/Zulaport Cutthroat: Useful for the long game, letting you gain incremental life, or kill the table if/when you decide a Mikaeus is in the budget. Mostly a redundant combo piece in the second case though.

Bane of Progress: Stops artifact/enchantment decks dead in their tracks. More of a meta call, but a lot of decks like their Sol Rings and whatnot.

Grim Haruspex: multimedia is dead on the money on this one. You refill quick and efficently for just playing the game.

Fecundity: A spicy piece of tech if you're the only sac/reanimate deck in your meta and can abuse it the best.

Yisan, the Wanderer Bard: Finds you action if you can't find it yourself.

Under $20

Entomb: Puts a card where you can easily interact with it. An essential staple imo

Fauna Shaman: A cheaper version of Survival of the Fittest. More fair, unfortunately, but also not $50.

Birthing Pod: Feed Meren bodies, pull value out of your deck. Good for putting creatures into play around counterspells

Massacre Wurm: Meta call if you deal with a lot of mana dorks and hatebears.

Sylvan Library: Pure old card advantage. Playing Meren at a fairly high power level also makes you shuffle a lot inherently. You'll almost always be able to see a fresh 3 if you so desire

Toxic Deluge/Damnation: Toxic kills indestructible things (and deals with Sigarda in a way that Fleshbag can't), and Damnation. Meta call for needing a second wrath in Damnation, mostly if you deal with a lot of Army-in-a-can shenanigans that Fleshbag loops can't deal with.

Worldly Tutor: It's a tutor. It gets you a creature you need. nuff said.

Contamination: Useful for hating out greedy strategies, or locking the game down until you either have a win con online or make the game unwinnable for anyone else. Picks on Gaea's Cradle and Nykthos quite well

No Budget (I may have noticed while writing this up, that this section is basically nothing but tutors)

Mikaeus, the Unhallowed: You already know you need this. Triskelion is not a very good card without Mike.

Survival of the Fittest: The most broken card you'll ever play with in a Meren shell. I guarantee it.

Demonic Tutor/Vampiric Tutor: Redundant copies of any card in your deck. You know you need them, I'm merely keeping them fresh in your mind c:

Diabolic Intent: Another tutor, especially synergistic with Meren.

As far as cuts go, my suggestions are:

Death's Presence: I'm a fan of winning outside the combat step, so bigger beef isn't really what I'd run. YMMVAmbition's Cost (if you're adding one of the suggested forms of card draw. Don't skimp on drawing, it's how you get consistency)
Eldrazi Monument: The only creature you really want indestructible is Meren. Focus on keeping the mana flowing and they'll give up on the virtue of you never being locked out of your commander
Thief of Blood: Card is a meta call, if you have a lot of Planeswalker commanders or +1/+1 counter players, keep. If not, it's not all that good.
Phyrexian Plaguelord: Cheaper sac outlets are better. You'd rather be trying to win the game than playing a 5 mana dude that might kill 1 or 2 creatures
Mazirek, Kraul Death Priest: 5 mana for a beater. Same reason as Death's Presence
Cloudthresher: Expensive card that does little
Abhorrent Overlord: The harpies aren't going to give you the game. Looping it seems for 1/1 flyers seems cute, but isn't handing you the game for its staggering 7cmc
Puppeteer Clique: Unless you really like your opponent's GYs, it's not as good. You'll be trying to win off of your graveyard more often than not.

Also recommend retuning the landbase. Not a huge fan of the ETB tapped lands, they slow you down. In a 2 color deck, you don't need the fixing as badly. Not saying run out and buy fetches and Bayous, but replacing them with basics will make the deck feel much more smooth when you cut down the average cmc of the deck by tuning. Llanowar Wastes is probably the best budget add to the landbase. City of Brass and Mana Confluence are nice to have as well

Sorry for the wall of text, there's a lot of information to give. The other part to consider when making changes is what kind of game you're playing for. I built the precon league one as an efficient combo engine that aimed to finish the game quick with a couple of 2-card combos, with the ability to grind out value if that wasn't working. To that end, I added a lot of tutors and worked towards the combos aggressively, making the table play around me as the aggressor. The alternative is playing the long value game, with Fleshbag and Sadistic Hypnotist picking your oppenents' boards and hands apart before beating them down with whatever you have handy. Luckily Meren plays both styles quite strongly and has answers to hate cards like Rest in Peace. As long as you don't get overly greedy or backed into a corner, you should be able to survive getting a lot of your deck exiled and keep on churning

Good luck!

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