mtg, mtg cards, magic the gathering, gaming, geeks
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.
|Have (23)||KevinLS , ZombieCat , Comicalflop , MtgGeeksGaming , xGamer97x , georgeegroeg2013 , Mutt5258 , Wolfninja , deatn1342 , Didgeridooda , Nate_D , aebtoga18 , DaxDeagle , wsurugby10 , Jelatinator , lucyfarrell , wallsh , attak , 2austin5 , paxvobiscum , Sauron_ , soulwarden11 , Skulldrey|
|Want (7)||Chickentheo , Fairseas , KULiiA , fuckin_martians , blackar , Shotgunbunny , Wolfninja|
I love Rampaging Baloths and Into the Wilds in my Mayael deck... and all the other typical sorceries like Kodama's Reach and Cultivate . Someone on the first page mentioned fetch lands like Marsh Flats . They're expensive as hell, but they drop 2 lands for 1 essentially.
I'm back and had a great weekend playtesting the deck as I could over the holiday. I don't have as many friends playing EDH as I want yet but am hoping to encourage them all to get into it as much as possible since building and playing this deck has been a metric ton of fun every step of the way.
First off, Someone locally must be doing the same thing I am doing because I dropped by my LGS this Saturday and literally every G/W commander card I had my eye on this past week was gone. Wow... The good news: I picked up a Skullclamp in good condition that had just come in so it wasn't a total waste.
andydw You're pretty much right on with the Realm Seekers I was pretty excited about using it but I found I was disappointed with practically every ramp card I included that wasn't similar to Kodama's Reach , Cultivate , or something in that vein. I didn't actually get to play it but judging by my reaction to similarly high-cost ramp cards I'm going to go ahead and remove it for now. Hunting Wilds is another one I was really excited about, but in play if I have 8 mana I'm probably not going to want to be investing it in making my lands into creatures. Growing Ranks was actually rather useful in one game when it popped out but I can see what you mean and will have to replace it with Doubling Season as soon as I get one.
HeroInMyOwnMind Yeahhhh Exploration was pretty much a dead card. A real bummer because it wasn't a cheap investment. Spawning Grounds likewise you called. Not worth the investment. I'm surprised how much CMC matters even with 46 or so mana sources in the deck. I had several games where I moved up to 5-6 mana and then simply never drew any more mana or ramp cards before the game's conclusion was there. I plan on this being primarily a multiplayer deck but don't have more than one partner to test the deck with.
My side/maybe board are primarily cards that I don't own, which is why they aren't in the deck. Cards I wasn't sure were worth investing in or was not able to trade for. I do have a Nylea, God of the Hunt and can add her but do not have access to a lot of the other obviously good ones. I'm putting together an order list for all cards I can't acquire locally or trade for. I'm not worried about spending some money but I want to avoid making any more Exploration mistakes. That's an eight dollar card I won't be using and it seemed obviously GOOD to me, but wasn't in this style of deck. My mistake, but if you all can help me avoid more mistakes of that kind I would be grateful.
It's nice, a card you have to put in, like no questions asked, you have to, is Kor Spiritdancer . It is amazing in enchantment decks. Also i can not stress how right it would be to put Spectra Ward in here, protection is better than: indestructibility, hexproof, shroud, or anything else any other day. that enchantment makes Krond about as permanently on the board as possible.
Also away from enchantment based cards, you're running green, so things like Rites of Flourishing , Cultivate , and literally anything that makes your lands tap for double is always a card well placed. (I'd personally think you should get a Keeper of Progenitus , it helps only players with plains, forest, and mountains, so you seem more helpful, but you dont help your opponents too much)
Well, basically all dual lands are fine once they have at least a slight chance to enter the battlefield untapped. So that is OK. Martial Coup seems fine, but might be too slow sometimes. I think that you should reconsider Kodama's Reach and Cultivate . Those are not that expensive and they are great: the reason is simple. While they add you a tapped land, they also create card advantage - you can laid a land the turn after you played the Cultivate . So if you have a hand with 3 lands and a Cultivate , you have no reason to be afraid that you will be mana screwed. And also you can search your library for lands of two colors and that is also great.
And lastly, the reason why I have Nevinyrral's Disk in my list was that it is great with walkers. It destroys absolutely everything except for lands and planeswalkers, those will remain unharmed. And having some walkers on absolutely clean board is very, very nice.
It can be expected that main problems of Superfriends decks are creatures and combos, so there shall be some ways to deal with creatures.
Another card what you may try in your list is Norn's Annex . It is not expensive and it is quite a nice way to deal with creatures at least in some ways. By the way, it creates an interesting combo with Gideon Jura 's first ability. You may also try Dueling Grounds and Silent Arbiter and add lands like Mystifying Maze and Prahv, Spires of Order - this is another nice combo, with one of these lands and with either the Arbiter with the Grounds, you will just prevent every combat damage as you will prevent the damage from the only one creature that is attacking.
In terms of saving money, you might consider not including Karn Liberated . He is good, but if you do not own a copy, leaving him out will save you quite a lot.
Those are some additional options you might like to try.
Hope it helps!
Ok, so after trying to budget as much as I can to be able to use this, I've changed a decent bit, and I really want to hear what you think! Here's what I replaced to make the deck a bit cheaper, these cards also consisted of what I actually have and of what I thought would be good:
Breeding Pool -->Hinterland Harbor Godless Shrine -->Isolated Chapel Overgrown Tomb -->Woodland Cemetery Steam Vents -->Sulfur Falls Stomping Ground -->Rootbound Crag Temple Garden -->Sunpetal Grove Watery Grave -->Drowned Catacomb Blood Crypt -->Sulfurous Springs Hallowed Fountain -->Seachrome Coast Supreme Verdict -->Martial Coup Kodama's Reach -->Rampant Growth Cultivate -->Peregrination Detention Sphere -->Oblivion Ring Thrummingbird -->Viral Drake Nevinyrral's Disk -->Fracturing Gust
Did I do okay? As I said, I wanted to make this cheaper while considering what you were going for on each card. I will eventually replace them accordingly depending on what you say, but yeah! There ya go.
DarkHero: I do. And that's precisely why I don't run them as my commander. Doing what has already been done time and again is something I don't typically enjoy, and having played both Trostani and Rhys as a commander before this has shown me just how quickly you get hated out of the game. I play them both in here because of their inherent strength, of course, but I digress.
I didn't decide to build a token deck and then choose Karametra. Rather, I chose Karametra and decided to build a deck around her. I began with the obvious synergy of playing landfall creatures, and in following that path I realized I might as well add in a token strategy to accompany them, "them" being Rampaging Baloths , Emeria Angel , and Sporemound . I don't play too many "make some tokens" spells, but I do run a fairly large number of creatures. Obviously, these creatures trigger Karametra and allow me to ramp into my win-con cards (Craterhoof Behemoth , Avenger of Zendikar , Tooth and Nail etc) without me having to rely on straight ramp spells like Cultivate or Nature's Lore . Essentially, she gives me the best of both worlds.
One of the best parts about having Karametra as my commander is that she can allow me to win by commander damage when I need to. I purposefully play many permanents with high-color CMCs so that Karametra can become a 6/7 indestructible creature. In many games, this is what allows me to either stabilize or keep on pressure once things get into an "arms race" situation. And having her as a large creature makes Overwhelming Stampede a much more potent card in here than it would be if the commander had been either of the above-mentioned.
So yeah, that's why I run Karametra and not those two. I like being different, and like the versatility she can provide, and a don't like immediately being the target from everyone at the table. (I have my Sigarda deck for that...)
|Avg. draft pick||4.46|
|Avg. cube pick||6.95|
|Commander / EDH||Legal|
|Planechase 2012 Edition||Common|
|2011 Core Set||Common|
|Promo set for Gatherer||Common|