Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library.
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3 hours ago
Also, Part the Waterveil doesn't help you combo but you should run all the extra turns because they are busted.
Izzet Signet and friends are also great, and better than thought vessel here
Blatant Thievery is better than karn
Multani, Maro-Sorcerer is a crazy beatstick.
Cuts for space: thassa, vengevine, cryptic annelid, soothsaying
You can check out my autopilot maelstrom wanderer deck for more ideas. I'm trying out Krark-Clan Ironworks with a higher density of mana rocks and a couple artifact lands like Tree of Tales, I think it could be pretty good.
7 hours ago
I'd definitely run at least 36 lands
Recommend: Khalni Garden, In the Web of War, Ogre Battledriver, Warstorm Surge, Cultivate, Kodama's Reach, Dragon Broodmother, Birds of Paradise, Pattern of Rebirth, Ancient Grudge, Reclamation Sage, Beast Within, Earthcraft, Ashnod's Altar
Cards to cut for space: Ivy lane denize, haze of rage, essence warden, nissa revane, nissa's chosen, scion of the wild, hardened scales, pyxis of pandemonium, zhur-taa druid, wren's run packmaster, temur battle rage, return to the earth, druid's call, spawnwrithe
I don't generally go for anime but I liked Paranoia Agent
8 hours ago
Possible cuts that I could find:
After that I'm not sure. Unless it would be safe to remove Kodama's Reach/Cultivate with the edition of mana dorks. Skullclamp may be less useful with less tokens but can be used on mana dorks after I ramp a bit.
Admittedly, my removal package is lacking. Aura Mutation was a left over from a token theme I tried out earlier.
Didn't run those lands because that is the last thing I focus on when mostly basics works so far. When I don't have trade, lands are last on the list.
Thank you for helping me out BTW.
1 day ago
Mostly cut some pretty uninspiring and underwhelming cards.
Kor Skyfisher/ Emancipation Angel: Having 5 of the same effects was too much. Dead draw with any of the others. Whitemane Lion, Stonecloaker, Fleetfoot Panther also do the same but they have Flash and I may end up cutting another one (the others couldn't bounce potential removal targets).
Added some big beats and little dorks and a little non-creature ramp.
Armada Wurm: 2 5/5 tramples for 6 is value.
Novablast Wurm: Clears the board but allows for Karametra to stick around. Will have to see how it plays with others.
Silvos, Rogue Elemental: A regenerating fatty with trample. Sort of a theme going on here.
Weatherseed Treefolk: There's something nice about a creature that has a decent body, 5/3 with trample that I could care less if it dies since I get it back. Means more land drops via Karametra and is a decent attacker.
Gaea's Herald: A little bit of creature protection never hurt.
Possible Chopping Block
These are cards that work well with the theme but maybe aren't the greatest.
Sporemound: A Landfall fungus that makes 1/1 tokens for 5 CMC. Not bad, not the greatest. Sort of a pet card that I always wanted to work (Totally want to make a Thallid deck for giggles).
Fleetfoot Panther: Currently have 2 other cards that do the same but the other two are cheaper, or also have another added effect.
Oran-Rief Hydra: Pretty decent, 5/5 trample for 6 CMC. However it has to grow a bit before it really dominates. I still have high hopes for this one though.
2 days ago
Deck is poorly named, and needs focus - you've got 3 conflicting ideas here:
- +1/+1 counters
Why is Kalonian Hydra in this deck? You don't have any creatures with +1/+1 counters except 2x it, 2xVastwood Hydra, and (unreliably) 2xGyre Sage; most of the deck is wasting his ability. Consider also removing Doubling Season - half its effect is wasted and the other half is also wasted.
You have 6 token generators: 2xWolfbriar Elemental, 2xWorldspine Wurm, 2xHowl of the Night Pack. None of them are repeatable, so you might end up having too much mana and nothing to do with it. Consider something like Wren's Run Packmaster and/or Jade Mage. Consider removing Second Harvest - it'll mostly be a dead card.
Overrun is completely wasted, since it will only be affecting a couple creatures, most of which are already big and trample-y anyway. Craterhoof Behemoth won't be very useful either, for the same reason.
You don't have nearly enough elves to make Elvish Archdruid worth it. His damage bonus will be pitiful and he's too slow to be useful. You can get him out on turn 3, or turn 2 if you're lucky, and he'll tap for 1 or 2 mana. Arbor Elf would be a better choice, because he can come out on turn 1 or 2, and taps for 1 or 2 mana, depending on your land-mana modifier creatures.
You have no library manipulation, so Into the Wilds is a crapshoot. Sometimes it'll work, but mostly it'll fizzle. 20/64 cards is barely a 30% chance of it working and you'll only have a few turns where it even could work, and you spent 4 mana on that. Skyshroud Claim or Explosive Vegetation are better, and Kodama's Reach and Cultivate are so much better that it's not even comparable. Crystal Ball-type effects will allow that to be significantly less wasted, or just get rid of it.
Consider removing Savage Summoning. It's useless against non-counterspell decks (i.e. ), and the mere fact of using it already accomplishes the counterspell's effect anyway - you spent 2 cards to get something out. If they bounce or kill it, you just put yourself far behind for no gain. Quicksilver Amulet and Elvish Piper are significantly more effective, and accomplish the same effect (instant-speed, uncounterable).
You have little/no draw. Consider adding Garruk's Horde and Oracle of Mul Daya/Courser of Kruphix. Consider adding Hunter's Insight - if you choose trample you should be hitting often enough that it's reliable.
Your mana curve is heavily skewed towards high-end mana, with little means of getting you there early.
Turn 1: You have 4 things to do: Elvish Mystic.
Turn 2: You have nothing to do here, unless you got one of the 4 Mystics out on turn 1, and then your only option is 4xElvish Archdruid or another Mystic.
Turn 3: You can cast Elvish Archdruid if you didn't have a Mystic (which is likely), or if you did, you can maybe cast a Karametra's Acolyte (of which you have 2, so having one is unlikely).
At this point, you have no board presence and you are likely to lose.
I would recommend taking a hard look at this deck. It is spread too thin to be effective. Sharpen the focus on acceleration + one of the other things, and it'll be a lot better. Do some playtesting - how often are you ahead in mana? If you're dropping your first 6-drop fatty on turn 5 or 6, you've lost the game.
3 days ago
Here is a sample decklist for her I found on EDHREC Show
1 Sol Ring
3 days ago
Think adding cards like Master of the Wild Hunt, Tree of Redemption, Second Harvest, and Felidar Sovereign. Try to remove "useless" cards like 1 time auras(what is that doing for you?) or Snake of the Golden Grove(trash) and karametra's advocate (slow). Add in: Cultivate and Kodama's Reach. Think aboutbwhat you want your deck to do! Big creatures to gain life(what for pray tell?) or token swarming? Both work but try to focus your deck! Hanweir Militia Captain Flip and Westvale Abbey Flip and Elspeth, Sun's Champion seem AUTO includes in here. And regardless which way you wanna go Desolation Twin fits perfectly and From Beyond makes tokens while ramping and searching out an eldrazi(provided you go that route). I can happily give a ton of advice but first you need to hone in on what you want this deck to do!
3 days ago
Some very basic feedback I see. I feel like your average CMC is a little low; in EDH you have the opportunity to play cards that normally don't see Standard because they are too expensive. When choosing more mana-high cards, be sure to choose those which will increase your number of win conditions.
Your mana-base looks good. You will be able to play your big-cost cards just by letting the right number of turns pass naturally. Even so, you play Green and there are great, cheap ramp cards in that color. Khalni Heart Expedition, Cultivate, Kodama's Reach, Tempt with Discovery. Honestly, are your artifact lands doing anything? If not, I would replace them with basic lands to keep them safer from removal and easier to fetch.
|Commander / EDH||Legal|
Printings View all
|Planechase 2012 Edition||Common|
|2011 Core Set||Common|
|Promo set for Gatherer||Common|