|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||Uncommon|
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Crush Contraband Discussion
3 days ago
duff87 Hey Bud, yeah, wrath protection was a must for my build, and that's why I put in a Sunforger package. Congregation at Dawn is one of the best cards in the deck so being able to tutor that up and cast it at instant speed is great. It can also tutor up one of the protection spells and removal like Crush Contraband . It's a really great, versatile package. Definitely swap out the Dinosaur Stampede for the Overwhelming Stampede , way, way better. Let me know if you need more help and I'd be happy to oblige.
3 days ago
Hey, mate. Just looked through your list here and I noticed a lot of similarities between yours and mine but after looking at yours I'm realizing I need more protection effects that can help against board wipes.(which are really the bane of Gishath.) When you get a bunch of dinos on the field off his trigger just to have someone wipe the board right afterwards really does stink. also thinking of replacing my Krosan Grip for Crush Contraband as well as possibly switching out Dinosaur Stampede for the bigger and better Overwhelming Stampede what do you think? Oh yeah and +1!!
4 days ago
4 days ago
triproberts12 Hey Bud. Yeah, all the cards in the main board I own, and most in the Maybeboard. Just read the article and that was really interesting. Guess I should probably run Sakura-Tribe Elder over Explosive Vegetation !
Would you say that Territorial Allosaurus should be ran over Domri Rade then? As it can be hit off of Gishath, Sun's Avatar ? I just find that he comes down, makes something fight and then dies, and even if he survives he then has a 30% chance of drawing you a card.
I agree with you on Huatli, Warrior Poet , and I think that does probably mean that Charging Monstrosaur is better, but I'd still put in things like Sunforger above it. I still don't even think that Vanquisher's Banner is that good in this deck, and adding something like Crush Contraband a long with Sunforger would be a better include.
Scattered Groves and Sheltered Thicket should probably be in the lad base anyway. I don't know about going all the way up to 40 lands as that's how many I have in my Omnath, Locus of Rage deck! Average on EDHREC is now at 38, so I should go up one or maybe even two.
It has occurred to me that there is a sweet combo with one of the indestructible spells like Make a Stand and a combination of Raptor Hatchling or Forerunner of the Empire + Polyraptor . In combination with Impact Tremors or Purphoros, God of the Forge this would make a quick win. Would you say that this is worth going for and building in? Or am I convoluting the strategy!
Once again if there's anything I can do on your tappedout let me know and I would be happy to oblige.
4 days ago
I just think that Kindred Boon is the worst of the cycle. It's 6 mana to make the first creature indestructible, which isn't a great rate. Think about it compared to something like Selfless Spirit or Dauntless Escort .
As for Bellowing Aegisaur, I get that the combo potential is there, but it just seems a bit win-more to me. If you've pulled off the Polyraptor+Forerunner of the Empire/Pyrohemia combo, you should be in good shape to win the game.
I also think Thundering Spineback is a little derpy. It's basically a 7-mana Adaptive Automaton , since you're in trouble if you're sinking 6 mana into making 4/4's. I prefer Vanquisher's Banner in that spot.
I agree with the decision to leave out the mana dorks you mentioned.A 3/3 really doesn't matter in the grand scheme of things, and Drover of the Mighty is vulnerable to wraths. Atzocan Seer is a little more reasonable, what with the recursion, although it will also go with a wrath, and it won't bring back your commander from an exile effect. Better to have a 2-mana land ramp card that gets you to 10 to recast. Kinjalli's Caller gives you something to do turn 1, but it's vulnerable to board wipes, including your own Pyrohemia. I feel the same way about Knight of the Stampede. It would be better to just run Thran Dynamo if you're looking for ramp at that spot on the curve.
In terms of new suggestions, the #1 card this deck should ABSOLUTELY have is Regal Behemoth . I forgot about it, since it was errata'd to Dinosaur, but getting the Monarchy, especially when you have big dinos to keep it is GREAT. I think Territorial Allosaurus is also a solid include. The rate is medium, but if you put in more ramp, taking out an opposing Commander is big game. This deck might also be a good candidate for a Sunforger package. The best card in the deck is Congregation at Dawn , and you would be paying 8 mana for the first indestructible effect you tutor up, making the rate comparable to Kindred Boon .
As for what else you have in the Maybeboard, I do enjoy a good Harmonize . It's just a good rate on unconditional draw that green shouldn't have (Oh, Time Spiral), and it's what you most want to see after a late-game board wipe. Krosan Grip is always good, or so I've heard, although I like Crush Contraband or Return to Dust if you decide to include Sunforger .
2 weeks ago
Oh, also, if you need to shave dollars to stay in your budget, I would start with Archetype of Courage , Fiendslayer Paladin , Gift of Immortality , Kazandu Blademaster , Lingering Souls (It's not legal in your colors to begin with, so that should be cut regardless), Mimic Vat , New Benalia , Prototype Portal (What is this even doing here?), Return to Dust ( Crush Contraband is roughly as good and much cheaper), Rogue's Passage (only really worth it in a voltron deck), Seal Away ( Crib Swap and Stasis Snare are better and cheaper), Sigiled Paladin , Silverbeak Griffin (how is a card from an intro deck a dollar, anyway?), and Thalia's Lancers .
2 weeks ago
The first suggestions I would give you is focus! A lot more focus when brewing a deck! When you build a new deck the first thing you want to do is to find the "plan" of your deck. That is, it's strategy, how it plans to win. And then stick to that with every card of your deck (or almost).
An example would be, in your list you have Twilight Panther which is a good defensive card, because of Deathtouch. However you also have Footlight Fiend which is a very Aggro card, which doesn't mind to trade in combat. Both cards are good, but they are essentially different in their plan. Equally, on the removal package, you have stuff like Sky Tether or Crush Contraband . Besides not being the best, they are really narrow. It would be best if they are in a sideboard, and you just bring them in for the matchups that would benefit from those cards.
Also, another piece of advice is the following: stick to 60 cards, or have a very good reason to have more than that. You will want to maximize the chance to get the very best cards in your deck in every draw. And so, as fewer cards your deck has, the closer to being drawn will be best cards be.
A good way to figure out how to build a good deck is to look at similar decks. Look for decks with a similar plan to what you want to build, and tune it and tweak it to your own taste.
Besides from all that, my advice is have fun brewing and playing! :D
2 weeks ago
I'm glad you like the list!
To improve the deck I would definitely change the manabase so lands don't come into play tapped. This means cutting all the tri-lands/scry lands and adding fetches and shocks (or duals).
Cards I'm thinking about cutting:
Forced Fruition (too situational)
Progenitor Mimic (also situational)
Coercive Portal (you risk losing all your stuff)
Cards to add (or try):
Wilderness Reclamation (can tap out for ramp/draw spells on your turn and use removal/counters on opponents)
Cyclonic Rift (this seems like the opposite of group hug though)
I'm hesitant to add combos because I normally don't have issues closing out games once I'm drawing a lot of cards, it's simply a matter of not losing first. The new Niv-Mizzet might be fun for the extra card draw though.
Crush Contraband occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%