|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Common|
|Planechase Anthology (PCA)||Common|
|Commander 2016 (C16)||Common|
|Commander 2013 (C13)||Common|
|Planechase 2012 Edition (PC2)||Common|
|MTG: Commander (CMD)||Common|
|2011 Core Set (M11)||Common|
|FNM Promos (FNM)||Rare|
|Promo set for Gatherer (PSG)||Common|
|Promo Set (000)||Common|
Combos Browse all
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.
Price & Acquistion Set Price Alerts
|Have (26)||ZombieFood , NOGzFTW , xXThormentXx , Kvothe1115 , Dr_Jay , bustinchops , prass1 , Falte , plof , Friedrice24 , frederiklw , mziter501 , darthnuchi , Justinaut , richardmv , CAPTAINxCOOKIES , ironax , CastleSiege , MrCrazzyc , Boza , bakunet , pskinn01 , Gabeph , LegendDeer , MattN7498 , Candyman949|
|Want (9)||Zomgasa , twospires , zachi , Portwood , SeditiousCanary , sneferie , , Psycheretic , mlouden03|
22 hours ago
Budget green staple Commander cards to consider:
As far as finishers it's pretty hard for your opponents to beat a fast Jin-Gitaxias, Core Augur.
4 days ago
Hey, so i finally found some time to look this up. It looks really good, especially for the budget, outside of the suggestions I already made. Grab a Lurking Predators it's a fantastic card, and it fits your theme of cheating creatures out. Genesis Hydra is another great card that fits the bill as well. I would consider Champion of Lambholt, this creature would get insanely big in your deck and would make all your creatures unlockable at the same time. If you can find the budget for it, pick up Nykthos, Shrine to Nyx, it's a staple in mono colored decks and would help your mana generation immensely, especially if you throw in Nacatl War-Pride. Lastly I would drop the less than stellar nonbasic you're running like Tranquil Thicket, Jungle Basin, Fertile Thicket, Hollow Trees, Llanowar Reborn, and Sapseep Forest and replace them with land grab spells like Cultivate, Nature's Lore, and Skyshroud Claim. I'd throw in Karametra's Acolyte as well, she's a beast for mana generation. Overall though it's a great start. Keep up the good work!
4 days ago
I was unable to find a tribe in your deck. There are some token generators, but few enough that a tribal card would be a dead draw most of the time. For those reasons, I'd recommend removing these:
A lot of the utility of the deck comes from being able to massacre your tokens in the name of -1/-1 counters (e.g. Blowfly Infestation and any of Flourishing Defenses, Nest of Scarabs, or Hapatra, Vizier of Poisons herself. Add Blood Artist (or similar) and it's an infinite wincon). Any creature with 2+ toughness will not be killable from a single counter, so anything that buffs toughness without a major benefit just weakens the deck. For those reasons, I'd recommend cutting these:Skullclamp.
Various other cuttables:
- Spread the Sickness - sorcery speed kill is pretty "meh".
- Shambling Swarm - the counters go away at end of turn, and it's likely he'll die in a boardwipe (so there won't be anyone to put the counters on anyway), and he has 3 devotion.
- Soulstinger - similar to Shambling Swarm, it's likely he'll die in a boardwipe (so there won't be anyone to put the counters on). Also, you're getting a weak creature in the hopes of doing something useful with it - better to just get a good creature in the first place.
- Decimator Beetle - moves one counter, once per turn, and it has to attack to trigger.
- Essence Warden - the lifegain doesn't get you anything
- Fume Spitter - insufficient recursion to really get a benefit from him
- Wicker Warcrawler - why include a creature that just gets worse?
- Tower Above - i'm on the fence on this one. The CMC is a bit high, but the benefits could be large.
- Needle Specter - Also on the fence. I like it more than the spell though.
- Rendclaw Trow - a 2/2 with wither and nothing else. 2 damage will just be ignored on attack until he dies in a wipe, or manages to block and get you (at best) 3 tokens.
You need to have a minimum of 37 lands. You're also playing , the color whose greatest strength is the massive ramp it can accomplish. If you swap all the cards noted for lands and acceleration, i would expect the deck to play significantly better. Also, don't use rocks for the ramp, unless land-wipe is common in your meta. It's easy and common for artifacts to die, but (usually) much harder to kill a land. I'd recommend the standard ramp:
- Cabal Coffers + Urborg, Tomb of Yawgmoth
- Kodama's Reach
- Skyshroud Claim
- Explosive Vegetation
4 days ago
Regarding my design choices, it's mostly revolved around 2 reasons. First, I would rather work towards tuning this as a 75% deck mostly because I used to play Modern with Kiki-Pod until Pod was banned. Since then, Marath will always fulfill that hole in my heart. Secondly, my community (and especially my immediate friends-meta) adopt a less competitive EDH philosophy mostly because my LGS offers prizes randomly as opposed to a league or elim format. At that point, everything is left up for style and personal preference.
So with that in mind, I am working on getting more tax cards and trying to slowly remove the higher cmc cards as I go. When the Planeswalkers and +1/+1 package cards get removed, the high cmc cards left will be my 2 board wipes, Avacyn, and Kiki combos. I plan on removing a couple overly redundant combo cards like Restoration Angel at some point. I'll also be converting my ramp cards like Cultivate to the Talismans and trading for fast mana rocks when possible. This will eventually lower my average cmc.
I may end up adding Marath combos in but I'm a bit unsure atm. Currently with Hardened Scales and Cathars' Crusade, Marath will be such a big threat on her own even without an infinite enabler. If I decide to go deep into the Marath plan, the remaining pieces will be a bit costly for me so I'll wing it.
After looking at your deck, I see a very fun route you are going there with your deck. I'd definitely love to get my hands on Living Plane, and I'm really happy your deck introduced me to Harsh Mentor. Never saw it on EDHRec or etc. and would be fun with my meta. After giving it some thought, I will probably try out Silence soon. I've been hesitant on it in the past since the majority of my meta utilizes activated creature abilities and I still don't have Linvala, Keeper of Silence yet but Silence can help bait out a response.
If you happen to know of any other more tax cards, optimal substitutions, side combo-routes, or other fun Loyal Retainers targets I'd be happy to hear it. I mainly just want to keep the Kiki combos and Avacyn/Norn reanimator plays but everything else is fine to change for me. Either way, thanks for the look and advice.
4 days ago
5 days ago
Llanowar Reborn doesn't seem like it does anything here. You might just want a basic instead. If you're running Cultivate and Kodama's Reach, you should have at least 1 Island, even if it's just a splash color.
Oblivion Ring is probably good enough as another Zur target. It's nice that it deals with everything.
Courser of Kruphix seems like good value.
Luminarch Ascension gives you an actual way to win the game.
Mystic Remora is pretty broken card draw in the early game.
Rule of Law stops a lot of combos that you'd otherwise have a hard time dealing with.
Also, your land count might be a little low considering how little ramp you run. You might want to jump up to 36ish.
5 days ago
In a five-color deck, you may want to add either Prismatic Omen or Chromatic Lantern (or both) in order to always have the right types of mana available. Also I recommend you switch out your obelisks/banners for land tutoring spells (like Rampant Growth, Farseek, Cultivate and/or Kodama's Reach). These will allow you to filter through your deck faster. I'd also recommend adding Urza's Incubator, Semblance Anvil, Dragonspeaker Shaman and/or Dragonlord's Servant to make your dragon spells much cheaper. Last thing I'd recommend: Scalelord Reckoner; makes people very reluctant to destroy your dragons.
6 days ago
Also keep in mind there needs to be a solid reason for staying mono red. That reason can be "i want a mono-red dragons deck" and that is fine just keep in mind with shocks and fetches a single splash color is pretty close to free and 2 splash colors are doable with ease. Specifically look at the cards Dragonspeaker Shaman and Dragonlord's Servant they SEEM great, but if you have a light green splash Rampant Growth and Cultivate do the same thing at the same cost and cannot be bolt\pushed. (yes i am aware if you are casting multiple dragons in a turn the cost reducers are better but lets face it your opponent will have almost no targets for push anyway so they are highly unlikely to survive)