|Have (21)||KevinLS , ZombieCat , Comicalflop , xGamer97x , deatn1342 , georgeegroeg2013 , Mutt5258 , Didgeridooda , aebtoga18 , DaxDeagle , wsurugby10 , Jelatinator , lucyfarrell , wallsh , attak , 2austin5 , Wolfninja , paxvobiscum , Sauron_ , soulwarden11 , swampertman8|
|Want (9)||Chickentheo , Fairseas , jmacaulay , KULiiA , blackar , fuckin_martians , Shotgunbunny , Wolfninja , TheFlish|
Get rid of your man's rocks and replace them with green's awesome ramp spells. There are lots of creatures that ramp too if you want to go more creature heavy.
The first thing that i notice is that you have ramp... But not enough.
Kodama's Reach and Cultivate are ramp staples in edh
Nature's Lore / Skyshroud Claim become good when you add the shocklands which Stomping Ground and Overgrown Tomb have the forest subtype meaning that you can search them up. the final ramp cards would be Darksteel Ingot , Birds of Paradise , and Arbor Elf . After that, Chromatic Lantern would be good if you can get one. After that, you seem to have gotten the jest of the deck.
I have suggested the main cards that you should look at!
ideas for green cards:Awakening Zone -Beastmaster Ascension -Chord of Calling -Cultivate -Descendants' Path -Explore -Gigantiform -Harrow -Hunting Wilds -Into the Wilds -Journey of Discovery -Khalni Heart Expedition -Momentous Fall -Natural Affinity -Peregrination -Primal Surge -Primeval Bounty -Quest for Renewal -Rampant Growth -Realms Uncharted -Revenge of the Hunted -Rites of Flourishing -Summer Bloom -
Quicksilver Amulet would be another good way to drop your big creatures.
When you have access to green ramp you don't need mana rocks. You could easily lose the cluestones for things like Cultivate and Kodama's Reach . Some little mana monkeys like Somberwald Sage could also be helpful in that regard.
And the newest and greatest elemental oriented card imo is Nissa, Worldwaker . This would be the best addition.
I'm not arguing that you have no rationale for including these cards. What I am arguing is that you're using inefficient cards and somewhat cumbersome tactics. You don't need ever creature to contribute to graveyards or to have some innate sacrifice ability. What you should be doing ("should" being based on what is optimal for efficiency and for power) is finding the best permanents - particularly creatures, artifacts, and enchantments - to enable you to sacrifice permanents for good effects. Then, play utility creatures that round out your deck's capabilities without being bogged down or limited by "requirements" such as having a sac ability.
Currently, you play no non-permanent ramp. Ramp is a very powerful tool in EDH because it allows you to play bigger threats sooner, and it gives you more freedom in what actions you can afford. Consider playing cards like Cultivate and Kodama's Reach . Exploration is another very strong ramp card.
You also have a complete lack of instant-speed removal spells. Cards like Abrupt Decay , Putrefy , Doom Blade , etc. are very important in answering board states. I would rather have a removal spell than a Fog Bank any day. Yes, Fog Bank kind of deters attacks because it prevents damage, but a removal spell is more flexible because it can deal with more threats (especially utility creatures that generate advantage without attacking) and it can actually remove those threats from the battlefield.
It's just that there are more effective alternatives to the strategies and tactics you're currently employing, and that it would behoove you to at least consider them. There are some articles about deckbuilding principles on my profile page. You might consider giving those a read.
|Avg. draft pick||3.92|
|Avg. cube pick||8.15|
|Commander / EDH||Legal|
|Planechase 2012 Edition||Common|
|2011 Core Set||Common|
|Promo set for Gatherer||Common|