|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Common|
|Dark Ascension (DKA)||Common|
Combos Browse all
Choose one - Destroy target creature with flying, or destroy target artifact.
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Crushing Vines Discussion
1 month ago
2 months ago
There are some awesome cats you should look at, Regal Caracal gives all cats +1/+1 and Lifelink, plus he ETB's with two 1/1 cats. Adorned Pouncer has build in Double Strike so with Eminence he can be devastating. Prowling Serpopard is 4 power for CMC3 with a couple nice abilities. Brimaz, King of Oreskos is less synergy, but a good low CMC vigilance cat that alsp procs cat tokens.
Curse of Bounty should go, its just way to random/inconsequential. I think Wing Shards with its CMC3 and potential to miss the target you really need isn't that great. Crushing Vines is too high a CMC for it's limited restrictive abilities. Relic Crush way too expensive in my opinion, throw in an Aura Shards.
Rhonas the Indomitable is awesome, 5/5 deathtouch indestructible for CMC3 and can attack with ANY cat + eminence trigger!
Sylvan Library is high life cost, but can prevent stalling in many cases. +1.
4 months ago
Week 2 Changes
- Curse of Bounty - At best this untaps a few mana rocks or my attacker (assuming he doesn't already have vigilance). At worst it untaps dragons for the dragon player.
- Curse of Vitality - This thing is just awful.
- Grappling Hook - Doublestrike is pretty strong, but at this price point I'd want it paired with trample. If it could untap a creature and force it to block or simply allow you to fight, it would help racing dragons.
- Jedit Ojanen of Efrava - Only one other deck runs forests (dragons) and not a whole lot of them. Would be good in the mirror, but there's not a lot of Cat players in our league.
- Kindred Summons - This deck is 24% creatures. And cats aren't inherently strong without being equipped so this card feels awful every time I cast it.
- Stoneforge Mystic - Gets the add to tutor up Sword of the Animist early game or Argentum Armor late game.
- Adorned Pouncer - This guy is a beating with Arahbo's eminence ability. Eternalize gives you another late game play and body to equip swords to.
- Catastrophe - Get ahead on the power curve with equipment and blow up all the lands, giving you a vacuum to knock some players out. Chose this one so that it isn't a dead draw against a resolved Ur Dragon. Also it has cat in the name, and I was sure to pronounce it "CAT-tastrophe"
- Brimaz, King of Oreskos - A above-curve beater that produces sword-carriers seems great
- Sandwurm Convergence - Spicy tech against dragons and vampires.
Week 2 Results
Sitting down in a 3-man pod against two dragon decks, I was a little anxious about the matchup. Basically I would be in charge of trying to stop two snowballs from rolling down a hill, both of which had no interest in stopping each other, but are instead interested in being the first to reach the bottom and flatten Kittytown. The game was disastrous. Despite a turn 2 Adorned Pouncer, both dragon players had turn 2 ramp plays. One dragon player quickly sprinted ahead with a turn 3 Boneyard Scourge followed by a turn 4 Fist of Suns. Turn 5 saw his The Ur-Dragon come down and a punch-in with the Scourge allowing him to cheat a third dragon into play. Turn 5 and he was sitting on 20+ power flying. I had an Adorned Pouncer equipped with something irrelevant. Then the other dragon player plays Karrthus, Tyrant of Jund and before I knew what happened, I was dead. -1 point for not casting my commander.
In the interim while waiting for the other pods to finish up after our short 10 minute EDH game, we played some matches for fun, during which the Cat deck performed better, but proved to be unable to stop two Dragon decks from going off without the help of anyone else. During those matches I ended up playing all of my basics using a Sword of the Animist and Traverse the Outlands. This would prove to be my downfall in Game 2 due to poor shuffling.
Adorned Pouncer and three lands. Snap keep. This cat comes down on turn 2 and swings for 8 on turn 3. Feeling super-medium about my matchup as a dragon player starts ramping and a vampire player starts pumping out those free 1/1 blockers. Then it happens: Fist of Suns on turn 4. Why was that included in this deck!!? Turn 5 sees The Ur-Dragon and a shaky alliance between Cats and Vampires. The vampire player manages a Blade of the Bloodchief equipped Vampire Nighthawk which redirects the "Free Dragon Parade" over Kittytown. The vampire player casts Fell the Mighty in a blow-out of a play. Sitting on a 14/15 Nighthawk, I felt like the situation had stablized, but I miss my third land-drop in a row. Stuck on 4 mana, I am in damage control mode, just hoping to cast my commander before dying to prevent the loss-of-point. The Ur-Dragon (a mere 7 mana now with Fist) swings lethal commander damage at me so I fire off a Crushing Vines in order to live. But the vampire player sees a moment of weakness and an easy kill and finishes me off with a 16/17 Nighthawk.
What a miserable night it was.
4 months ago
Hey, you're being too concerned with Freyalise dying. Freyalise dying shouldn't really be a problem because you can take advantage of the fact that the deck makes tons of mana. You can just recast her from the Command Zone. Now I'm not saying to just throw her away for nothing, but because of the mana strategy you have more freedom here with her.
As far as you're strategy goes she isn't really a big part of it other than creating Elves who can ramp for you. She's being used as a support Commander here for Elves which is fine, but playing cards that Elves can directly benefit from is more important than maybe Freyalise dying.
I noticed you said you aren't playing Beast Within because the 3/3 can pressure Freyalise and the same about Crossroads. I urge you to change your mindset about Freyalise because using the reason for not playing some very good cards because she has the possibility of dying is not as bad as you think. You already got some value, although not very good value for the mana, from her either a Elf token or got to destroy an artifact/enchantment. She's done her duty if she dies before you can -6 her it's fine because you can get her back.
Think of Eternal Witness as a versatile back-up plan. If you're mass mana producing Elf gets killed which will happen or one of the infinite mana combo artifacts get destroyed or Gaea's Cradle gets Strip Mined or Sylvan Library is destroyed or Karn gets Counterspelled. Witness can get any one of these cards back to your hand. That's much better than Crushing Vines.
Something to think about is Eldrazi Temple is good with three Eldrazi in the entire deck where as Hollow is good for every creature in the deck. Cutting Path for Hollow is a good idea as Path is even more narrow, situational than Temple is. Versatility and squeezing as much value as you can out of a card are two important things about being competitive.
When using Survival and Fauna it's better to utilize creatures with affects that spells have rather than the spells. This is because these two powerful cards have synergy with creatures and not spells. If there's a creature who has the same effect as a spell such as Regal and Revelation as example then Regal in my opinion is the better option. It's much more likely that you can tutor for Regal than it is you draw Revelation. The same can be said comparing Witness to Regrowth. Both are very good cards, but because Witness is a creature she's better here.
4 months ago
Hey, looks good, +1
Here's some suggestions:
- Regal Force can replace Shamanic Revelation because it's a creature; it can be tutored for with any number of creature tutors. Revelation can't be tutored for.
- Eternal Witness is missing. She's a staple in green decks because she's a creature she can be tutored for and is great with both Fauna Shaman and Survival of the Fittest. She can replace Crushing Vines, Seeds of Innocence or Greenweaver Druid, much more impact.
- Concordant Crossroads has already been suggested. It lets you go nuts with mana Elves the turn it's played for only one mana. It can replace Crushing Vines, Seeds of Innocence or Search for Tomorrow. I don't think you need a land ramp spell here. If you can't suspend Search turn one it's completely lackluster for three mana. If you want a land ramp spell Nature's Lore is much better.
- Worldly Tutor can replace Crushing Vines, Seeds of Innocence or Primal Command. Primal is pretty mana expensive for what it does here because it doesn't put the creature you tutor for into play. At one mana instant Worldly can tutor for Priest of Titania or Ulamog that alone is worth it and seems much better for your strategy.
- Cavern of Souls and Yavimaya Hollow. I think these utility lands can replace the Eldrazi lands because you don't really need the cost reduction of the Eldrazi because mana is not a problem where as Cavern can protect Elves from counters and Yavimaya can protect a creature from removal or board wipe.
Good luck with your deck.
6 months ago
@Schuesseled: Cards are fair only if you're doing what's written on them. The card doesn't give you the option to choose how much damage you prevent (and neither do the game rules), so what you're talking about is more of a house rule than anything else. Part of the card's strength is that it prevents single points of damage, effectively negating many infinite combos.
Since Gisela is primarily a Commander card, judge it by what it is - an expensive creature with an upside that rewards you for the high mana cost, but can also be handled by staples of every color rather easily and inexpensively (Swords to Plowshares, Pongify, Doom Blade, Blasphemous Act, Crushing Vines).
That said, cards do exactly what's written on them. 2.5 damage rounded up is 3, and that much damage is prevented - that's what acbooster described correctly. If the damage dealt would be rounded up, it would be a different story, but that's simply not what's written on the card.
9 months ago
1 year ago
I would cut Springsage Ritual, as it's a little on the expensive side, and either Appetite for the Unnatural or Crushing Vines, and the The Chain Veil. The last one is a good card, but you're only running four planeswalkers in your entire 100-card deck, which means you're barely ever going to get to use it, and the 2 life loss is going to turn into a pain.