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|Commander Anthology (CM1)||Uncommon|
|Commander 2014 (C14)||Uncommon|
|Premium Deck Series: Graveborn (GRV)||Uncommon|
|Classic Sixth Edition (6ED)||Uncommon|
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Crystal Vein Discussion
1 week ago
Mirrorpool ...clone land?
Natural Order ...(green creature) tutor.
Constant Mists ...fog/sac?
Realms Uncharted ...tutor!
3 weeks ago
Hello ^^ I haven't put my version in tappedout yet, but I'll do it as soon as I can! The changes I tried over your version are minimal for now. I'll list them one by one:
1) in Loyal Apprentice, out Young Pyromancer. The few times I've played pyromancer I haven't been impressed at all, while the apprentice have been an overperformer. Maybe it's a matter of playstyle, but I've come to appreciate haste a lot. I was also considering taking out Thorn of Amethyst so it's probably worth to have pyromancer instead, as cheap token producers are very good in this deck, although I'm still not quite sure if pyromancer scales as well as apprentice as the game goes on; apprentice topthers having haste and flying is huge to push in grenzo triggers.
2) Took off Moggcatcher for Glorybringer. As an standard red player I've been consistently impressed with the dragon. The way I see it, it's a heavy hitter, able to push in damage and get grenzo triggers on late game fast, that sometimes kills stuff. I haven't drawn it yet so I'm gonna consider this a flexible slot, and try some other alternatives over time. Stolen Strategy feels also like a good replacement for moggcatcher, as both are grindy cards.
3) took off Sandstone Oracle for Chandra, Flamecaller. I see why the oracle is here: helps catching up, can't be easily casted with our colorless fast mana, has a nice flying body, and can be quite grindy with Daretti, Scrap Savant or Goblin Welder. However, in my experience it rarely does enough if you are not in a dedicated Daretti deck. 7 mana is a lot and unless you have some player going crazy on the table, the draw etb is not that good if you can't consistently recurr it. The fact that it dies to artifact removal is huge too. Put in Chandra instead cause is 1 mana less, the 0 ability is a very consistent way to get you cards, the tokens she produces have haste and help with grenzo triggers (they are also great sac fodder, and as Spawning Pit has been super good the few times I've play it, I'm super happy to have more psinergy with it), they close games very quickly too. Chandra also is a board wipe in a pinch and very good to have in play when you Jokulhaups. I still haven't got to draw an play the card but as the deck generates lotta tokens to defend her, I feel it's gonna be decent, what do you think?
3) Alternatives to Mishra's Workshop. Put in Temple of the False God cause it felt similar, but it leds to some feel bad moments so I'm considering taking it off. Crystal Vein is always a mana source that can give you a burst when needed, and Scavenger Grounds doesn't ramp you but it's such and easy inclusion to hate on graveyards, something the deck lacks.
General considerations! Man I miss Chaos Warp so much in this deck. It's an answer to Ghostly Prison effects that are very bad for us, walkers that bolt can't hit, indestructible eldrazis, stuff that our damage base removal can't kill... I feel those represent the three things this decks is weaker against: ramp to big creatures strategies, dedicated token strategies (with green) and pillow fort. The last feels less problematic cause generally pillow forts are annoying to everyone on the table so other players are gonna also throw removal at them. But I feel we are kinda hopeless against lotta big dudes cause almost none of our removal can si anything about them and our creatures are to small to trade. Token strategies present a wall of chunk blockers that's hard to attack into, that eventually get very big and ran over you quite easily.
I'm putting cards like glorybringer or chandra in the deck to be able to disrupt those strategies and kill them as quickly as possible. I just wanna as much cards that can act as removal as I can get Xd so I have Mizzium Mortars, Subterranean Tremors and Umezawa's Jitte in my radar. The freaking jitte is in my binder looking at my with puppy eyes asking me to play it, such a great card, does so much! Bolt is the card I'd maybe take off for any of those but I'm still not sure at all. And sorry for the wall of text. I love the deck and I'm putting a lot os thought and work into it :P Tell me what you think. Did you consider any of these cards?
4 weeks ago
I am most interested in the Mana Vault, the Pact of Negation, and the Spellskite I see you have. Of the other stuff the Crystal Vein, Geier Reach Sanitarium and Tormod's Crypt. Hopefully we can find some things to get a few of these
1 month ago
Hello ^^ I built this deck in paper with some proxis to play with my friends, and i'm very excited about it :D I cut mishra's workshop tho, cause i cannot realistically expect to get, and put Temple of the False God in its place instead, although i am also considering Crystal Vein there for ramp, or Valakut, the Molten Pinnacle and Geier Reach Sanitarium cause value. Besides that, i'm playing exactly the same decklist as you, and i'd love to read your thoughts on some cards i think might be good in the deck:
Glorybringer it's kind of a hasty evasive repetible flametongue kavu for 1 more mana. Haste and evasion is relevant to get to goad or exile some cards from opponents. I know costing extra mana is huge. What do you think?
Loyal Apprentice maybe this card flew under your radar cause it came out in august, but the few times i've played it seemed super good with low to the ground commanders. The fact that she pops out thopters with haste is huge, so you can get immediate value from her with grenzo in play. She and her thopters also have haste so it could help speed up the game, which could be good considering this deck has no haste enablers. I was considering put her in instead of Young Pyromancer cause i feel the psynergy with grenzo is better, although more volatile. Young pyromancer seems like adds more value on average, but with a lower cealing. Another card i considered to cut is Moggcatcher, as it's slow, but i'm still not sure if the loss of one tutor would damage the deck.
The last card i wanted to show you is Stolen Strategy, also a fairly recent one. I see this as a "catch-up" card on theme with the deck that helps to recover after a board wipe. Like Outpost Siege would do but on steroids. The problem i see is that this effect for 5 mana feels inefficient and the fact that doesn't let you play lands is kind of an issue.
That's all ^^ i'll be testing the deck and see how it goes. For now i had a bunch of 1vs1 games with and one multiplayer that was a blast, although my attackers only exiled lands with the grenzo triggers xd Thank you very much for putting so much effort in this list, explained it and showcasing it. I really wanted to have a good grenzo deck and i felt kind of helpless to build it.
1 month ago
Hey Last_Laugh, thanks for the comment. While I love Crystal Vein and am mad at myself for missing that originally, I'm hesitant to use Bear Umbra solely for the fact of how little I actually attack. I'll try it out and see how it does. I've gotta say, Totem Armor does look pretty spicy with how much Muldrotha's been targeted lately.
1 month ago
Nice deck but I do have a few suggestions. First, Mirror-Mad Phantasm which is admittedly some extreme mill but allows you to run a few win-cons like Living Death. I'd also consider Crystal Vein, it can ramp you 4 mana in one turn (more if you run guys like Azusa, Lost but Seeking/Oracle of Mul Daya which are worth it here). Cephalid Coliseum is another land worth considering. Animate Dead needs a spot (better than Necromancy but I'd run both). I'm also very fond of Song of the Dryads for removal here (being able to recur these at will can be back breaking to any deck relying on its commander like Purphoros, Animar, etc.).
Anyways, here's a link to my list. Feedback and/or upvotes on any of my lists is appreciated. Muldrotha's Madhouse - No Infinite
1 month ago
Have you considered Crystal Vein? It can ramp up to 4 mana in one turn (or more with Azusa etc.). I've also had extremely good results out of Bear Umbra... this General can be mana hungry so that land untap is amazing here and totem armor itself is nothing to scoff at either.
Anyways, feel free to check out my list for ideas. Feedback and/or upvotes are appreciated. Muldrotha's Madhouse - No Infinite
2 months ago
Since you're playing Azusa, you're gonna want more lands to play your threats more quickly. I would go up to at least 44 as a starting point and then add up to (usually no more than) 50 lands.
My first comment doesn't work with spoilers so here it is.
Cuts and Additions
I see you have an eldrazi theme. That being sad, you should only add the important eldrazi to free up slots that will help you achieve your goal.
Desolation Twin - Two big dudes with no trample or ETB
Eldrazi Devastator - Big dude with trample for 8 is not worth it
Sakura-Tribe Elder - Replace with land
Solemn Simulacrum - Replace with land. Sad robot is used in decks with no ramp or card draw like boros. You're green so this isn't necessary
Vorapede - Medium sized dude that comes back, no central to your game plan
While I personally don't like Nature's Spiral, you might as well replace it with Recollect. It costs 1 more but can get you back cards like G-Wave or Tooth and Nail. Huge difference for 1 mana, worth it.
Renegade Map - Replace with land 100%
Beastmaster Ascension - Best in a token build, not your deck
Song of Freyalise - No idea why this is here, you're not a token build
Warriors' Lesson - Weak
Plummet - Limited removal (meta dependent)
Kozilek, Butcher of Truth - Card draw, threat, HIGHLY recommend.
Kozilek, the Great Distortion - Super card draw. You will need colorless mana for him. Given that you're mono green, I would replace some basic forests with some non basic lands for both utility AND so you can run him. Azusa decks NEED card draw and he is one of the best
Conduit of Ruin - Helps you find threats, cost reducer
Emrakul, the Promised End - Big dude, cost reduced, cast trigger/mind control and protection with evasion. HIGHLY recommend.
Fierce Empath - Finds threats or either kozileks for card draw
Multani, Yavimaya's Avatar - Read it, run it. Love it. works well with fetches.
Ramunap Excavator - You should run some fetches (cheap ones or expensive ones) to help ensure and fuel land drops, thin out deck and provide recursion for utilty lands.
Tireless Tracker - Provides card draw, gets big, works well with fetches (I mentioned fetches many times, they are probably important. RUN THEM!)
Ulamog, the Ceaseless Hunger - Removal wincon. Green doesn't have much permanent removal so ulamog helps.
Ulamog, the Infinite Gyre - See above
Woodland Bellower - Utility in finding whatever you need. Ramunap Excavator for recursion, e-wit for general recursion, courser of kruphix for ramp, reclamation sage (if you chose to add it) for artifact/enchantment removal, fierce emmpath to find eldrazi bombs, etc.... Depends on if you have enough targets (note: NON-legendary)
World Breaker - Works with your eldrazi idea, can recur itself, removal all in 1.
Yavimaya Elder - Dont need to run it but it helps with card draw and ramp, up to you.
Greater Good - Remember, card draw is azusa's biggest issue. This card basically makes it no issue. Also is a nice sac outlet against exile and steal effects. RUN THIS!!
Song of the Dryads - You need permanent removal in green, this is great to use on their commander (particularly on red or black generals who have difficulty removing enchantments). Also see Beast Within if you prefer instant speed interaction and actually destroying something. Up to you, but I like song of dryads more (it also a permanent to go with g-wave)
Survival of the Fittest - Creature tutors are HUGE. Helps you find bombs or key utility (see ramanup excavtor). Lastly, protects against graveyard exile effects by tossing a create, getting an eldrazi like Kozilek or Ulamog that shuffles your grave back in.
Sylvan Library - Like sensei's but you can pay the life to draw more cards. I can't tell you how many times this has helped me. TOP DECK MANIPULATION with FETCHES = GOOD TIMES/SMOOTHER DRAWS!!! RUN THIS!
Garruk, Primal Hunter - Card draw, can make tokens and ult is relevant. Although I just minus him right away (can use Soul's Magesty instead, but it isnt a permanent for g-wave).
Rishkar's Expertise - Card draw AND casts a 5 cmc or less spell for free. Run it either instead of or in addition to the above (usually in addition to).
Nissa, Vital Force - +1 is ok, -3 is relevant, and just read the ult. Protect it for one turn and you'e golden
Boundless Realms - The ramp is strong with this one
Rude Awakening > Sylvan Awakening. Yes they arent indestructible, but it's utility in becoming a wincon late game or ramp mid game is great. Also works well with mana doublers like Zendikar resurgent or Mana reflection.
Horn of Greed - BEST CARD IN YOUR DECK. You will get WAY more value than your opponents.
Crucible of Worlds - To work with fetches!! ADD THIS (and the ramanup excavtor)
Thaumatic Compass - Helps ensure land drops, turns into a better maze of ith. Should consider but not necessary
Momentous Fall - Very useful but not necessary. Helps prevent exile/steal effects. Can also use in response to removal (creature dies anyways but you get insane benefit).
Here are some fetches, these are your primary ones to acquire
Terminal Moraine - Nice but not neccesary if you run above
Warped Landscape - Same as above
Cavern of Souls - Anti blue (meta dependent)
Eldrazi Temple - Fuel eldrazi
Eye of Ugin - Tutors AND fuels eldrazi. SUPER Important card. ADD THIS! Helps you find the eldrazi you need for card draw, removal and to win.
Nykthos, Shrine to Nyx - Ramp
Reliquary Tower - No max hand size
Sanctum of Ugin - Find other eldrazi
Thawing Glaciers - Ensures land drops! ADD THIS! I underestimated it at first too but it's pulled some weight
Yavimaya Hollow - Regen
You can add land destruction like strip mine if you want but idk how your playgroup is. There are other utility lands too but I feel like this is enough for now
When/if you accept/like some of these ideas, I would like to present you with cards for finding the important utility lands (like eye, which in turn can find your creatures needed to win, ensures consistency!)
If you have any questions, want more feedback or cuts, let me know!