Draw a card for each creature you control.
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|Commander Anthology (CM1)||Rare|
|Commander 2014 (C14)||Rare|
|Eighth Edition (8ED)||Rare|
|Mercadian Masques (MMQ)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Collective Unconscious occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Collective Unconscious Discussion
1 month ago
Okay, so I am quite fond of brews that are delectation to pilot, but I am beholden to recommend some changes.
Now, Panharmonicon is a fantastic card, but there are only eleven ways to trigger the thing in this deck. Two of those are Draining Whelk and Grave Sifter, so, whilst they may have their moments, they seem lacking for doubling _ETB_s. This is my same opinion for Conjurer's Closet; what value is blinking something? Flameshadow Conjuring is in the same boat. These all become useless far too quickly, save for maybe Risen Reef shenanigans. Bramble Sovereign somewhat falls under the same folly, but I don't believe it to be as narrow.
Another thing to consider is the mana costs of cards. The majority of your curve is at three, which is probably when you would want to cast your commander. Ramp at two mana is far more ideal, as athwart to Keyrunes and Cluestones. I'd cut Temur Banner, Harrow, Gruul Keyrune for Talisman of Curiosity, Talisman of Impulse, and Rampant Growth. Wayfarer's Bauble is also of note. Llanowar Elves, Fyndhorn Elves, and Elvish Mystic each can draw cards off of some of your effects late-game whilst being incredibly effective early.
Pillar of Origins is a fine card, but it only produces mana for elemental, being twenty cards in your deck and the commander. This leaves seven lands with activated abilities and forty-two nonland, non-elemental cards that cannot be used with the Pillar. I would just use Talisman of Creativity.
Seeing as that you have ramp in the command zone, doubling down on card draw seems important. Guardian Project, Beast Whisperer, Garruk, Caller of Beasts, Primordial Sage, and Vanquisher's Banner can draw off of each creature. Kindred Discovery is an especially potent one. Shamanic Revelation and Collective Unconscious each can refill the hand well, but Tishana, Voice of Thunder may just be the best form of this effect.
Specific to your deck, Vivien, Champion of the Wilds just seems lovely.
Seeing the decklist, it seems to have a sparse amount of interaction. Reality Shift, Incubation / Incongruity, Imprisoned in the Moon, Song of the Dryads, Lignify, Pongify, and Rapid Hybridization are some to consider. Kenrith's Transformation even replaces itself.
I run Decimate in every deck I can. It is absolutely amazing and has literally never been lacking.
That shall be all from me!
Good luck and happy casting.
2 months ago
Ah, tokens! Initiate the throng, then fulminate as such.
I have many suggestions.
Now, typically I am an advocate for running fewer lands in decks, however, this deck has an excruciatingly low amount of card draw. Either make way for lands or add a half-dozen cantrips.
You have many anthems, some of which are quite lacking in my opinion. Syr Alin, the Lion's Claw, Kongming, "Sleeping Dragon", Selesnya Guildmage, Oakhame Ranger, Ahn-Crop Champion, Cultivator of Blades, Valor in Akros, Spear of Heliod, and Dragon Throne of Tarkir are all quite mana-hungry and little impact. They depend on a board state to work, and without one they verge on useless. I would like to call out Call for Unity in particular as being incredibly slow and capricious.
Avoid Fate is interesting, but it doesn't do a lot. Many of the cards in here are restrictive depending on board state, thus I would cut this.
For what I would include, Rootborn Defenses defends the board, Druids' Repository adds far too much mana, Aura Shards and Aura Mutation shatter and batter, Hour of Reckoning kills many things, Increasing Devotion allows for rebounding eftsoons wrath, Master of the Wild Hunt is one I particularly enjoy, Sprout Swarm is difficult to interact with, Sigarda, Heron's Grace has early and late-game potential, and Devout Invocation creates tokens abound. Triumph of the Hordes can just wipe out an entire table.
This deck has almost no card draw. Mentor of the Meek, Skullclamp, and Huatli, Radiant Champion can draw many, many cards. When you get to it, Sylvan Library is fantastic. Harmonize, Slate of Ancestry, Shamanic Revelation, Collective Unconscious are ways to refill in preparation of a board wipe.
Beast Whisperer is just good value.
I would recommend far more ramp. Llanowar Elves, Avacyn's Pilgrim, Fyndhorn Elves, Elvish Mystic, and/or Birds of Paradise. Incredibly quick if you get them out turn one, and oft set you far ahead enough that it doesn't matter when you get wrathed.
That shall be all from me. If you so wish, I have two swarm decks that you could reference for honing your build, each of which have tested well for the years I have had them.
May fortune betide you, and the tokens your enemies. Farewell!
3 months ago
After further reviewing your deck, I have another recommendation that's far more important than my first.
You have almost 0 forms of significant card draw or ramp in this deck. Card draw and ramp are the 2 MOST IMPORTANT things in Magic. You have to include around 8-10 forms of each in your decks.
RAMP Cultivate , Kodama's Reach , Farseek , Rampant Growth , Sakura-Tribe Elder , Sol Ring , Fellwar Stone , Arcane Signet , Golgari Signet , Simic Signet , Orzhov Signet Of course some if these signets couldn't be played if you swapped to Arcades. There are plenty for his colors as well.
CARD DRAW Rishkar's Expertise , Harmonize , Morbid Curiosity , Soul's Majesty , Greater Good , Momentous Fall , Shamanic Revelation , Collective Unconscious With Arcades there's many other card draw options that only fit in his deck.
Either way you go, the deck will be great if you include more card draw and ramp. I hope this helps!
Even if you dont like the idea of more draw or ramp, just try it out for a few games!
4 months ago
Wow amazing build. This is sick. Definitely a +1 from me.
I've been wanting to build this deck for a while. You've built it pretty much exactly how I planned to build mine except for some minor changes.
My only piece of advice would be more card draw. Green has several really good ones:
And that's just to name a few! I'll definitely be saving this deck to use as a guide for when I build mine.
4 months ago
Shamanic Revelation - Draw, draw, draw your boat! Gently to their deaths....
Collective Unconscious - Strictly worse than above but redundancy is useful
Primitive Etchings - With 1/3rd of your deck as creatures, this can put in some value.
Lurking Predators - Similar to above
Regal Force - Tutorable creature to draw cards
I see some cuts so if you want more feedback, lmk. This list seems interesting. Also, Shapers' Sanctuary is a card?! Thank you for bringing that to my attention, will go lovely in Xenagos!
4 months ago
Really like this idea for her as the commander, I'll look into it a bit and give some recommendations.
Tendershoot Dryad will make a saporling during each upkeep meaning if it isn't taken out fast you will end up with an army of 3/3 plants.
Oran-Rief, the Vastwood is a good land for after you make a lot of green tokens because it will put a counter on each one that entered that turn.
Beacon of Creation will give you a large board late into the game and will shuffle back into the library after being cast.
Bow of Nylea is a cool card that can make your creatures difficult blocks by giving them all death touch as well as giving you some value with the tap ability.
5 months ago
Instead of Sylvan Library and Alhammarret's Archive , you could go with Fecundity or Collective Unconscious , or Howling Mine for extra draws per turn (although it is group friendly). Putrefy is still decent Golgari removal. Plague Wind is another one-sided board wipe. I like to run Naturalize at times, too.
5 months ago
I've found the best way to protect against a board wipe in my Marwyn build is to always have a bunch of cards in hand. Card draw on ETB or cast triggers like Vanquisher's Banner or Soul of the Harvest are great to load up on since you don't have to choose between building a board state and drawing cards the way Rishkar's Expertise / Collective Unconscious do. Also with the stupid amount of Mana you'll be generating with your general, you'll need to pack a ton of draw in your deck to not run out of gas.
I'd also swap out any non-elf creature you can for an elf if one exists with a similar effect since you essentially ramp every time you play an elf. So swapping out Silklash Spider for either Elvish Skysweeper or Jagged-Scar Archers might be worth considering. Also, I think swapping out some of the more situational cards like Seasons Past or Quest for Renewal in the deck for more cheap elves will give you more explosive turns and consistency.