|Commander / EDH||Legal|
Printings View all
|Commander (2016 Edition)||Common|
|Planechase 2012 Edition||Common|
|2011 Core Set||Common|
|Promo set for Gatherer||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
1 day ago
Hi, cool deck and very unique! mono-green artifact synergy in EDH is pretty unusal!
saw your deck on the commander thread. I have not built a mono green edh deck but here are some quick suggestions, hopefully some of them are in your budget and/or look fun enough to run.
two things that green does fantastically that could tune-up your list are ramp and recursion. some ramp cards like Cultivate, Kodama's Reach, Skyshroud Claim could fit in over Attune with Aether depending on how dedicated to the energy subtheme you are. also Sol Ring!!
for recursion, Regrowth and Recollect are sometimes better than Reclaim, Pulse of Murasa. also i really like Seasons Past over Wildest Dreams - six mana for a full hand over ~2 cards.
a couple options for your win cons, depending on if you want to lean more towards combo or more towards token/stompy wins.
combo: Staff of Domination, Paradox Engine, and mana dorks like Fyndhorn Elves, Llanowar Elves, Elvish Mystic, Selvala, Heart of the Wilds can get you into a big mana/card draw situation. Cloud Key is another foundry inspector.
token stompy: cards like Hornet Queen, Myr Battlesphere, Avenger of Zendikar, coupled with more overrun effects like Overwhelming Stampede, Triumph of the Hordes, or Kamahl, Fist of Krosa can give you a more aggro tilt. Genesis Wave may be a fun option for either direction.
finally if you want to run more removal/disruption, Beast Within, Reclamation Sage, Acidic Slime, Terastodon, all help the cause and provide bodies to swing or block.
hope this all helps and sorry if it is goodstuff suggestions! cheers and have fun.
1 day ago
Mina and Denn were my first deck too, and I stuck to them for a while before moving onto Omnath, Locus of Rage. I'd recommend land ramp, such as Cultivate and Kodama's Reach over mana rocks. Of course include Sol Ring, though haha. Mina and Denn can also abuse lots of cool lands too. Glacial Chasm is very good, and also Gaea's Cradle if you have a kidney to spare. :p
One other thing I'd advise are landfall effects. The token producers, such as Angry Omnath, Rampaging Baloths, Zendikar's Roil and Sporemound are all very nice, since you get an extra 2 bodies a turn. Akoum Hellkite is nice, along with Horn of Greed (you benefit off of it more than your opponents and it's a deter for them to attack you) and Retreat to Kazandu.
Here's my deck when I built them, feel free to take a look for inspiration and ideas.
Commander / EDH
SCORE: 7 | 66 COMMENTS | 2169 VIEWS | IN 3 FOLDERS
Hope these suggestions help!
4 days ago
This is usually my hierarchy:
- I use as many fetchlands & original dual lands I can afford.
- I then use anything that a fetchland can grab, ie shocklands.
- I fill the try to fill the rest of lands with all color producing lands, like Command Tower, Grand Coliseum, City of Brass etc.
- Artifact staples Gilded Lotus, Darksteel Ingot, Chromatic Lantern, Coalition Relic, etc
- I use some sort of green ramp package:
- Tap Creatures Bloom Tender, Birds of Paradise, Sylvan Caryatid,
- ETB / Sac creatures Wood Elves, Yavimaya Elder, Sakura-Tribe Elder, Solemn Simulacrum etc
- Fetch sorcs Nature's Lore, Cultivate, Kodama's Reach, Rampant Growth, Skyshroud Claim etc
- Extra land drop Azusa, Lost but Seeking, Explore, Oracle of Mul Daya etc
Those are usually the steps I go through to get 5 colors in to a deck. The key is to playtest it so you can tell if you are getting the ramp out or not consistently. Always start with more and then narrow it down if you get flooded with mana too often. Nothing worse than getting mana screwed in 5 colors!
1 week ago
With your description in mind, I would strongly suggest Jester's Cap. This card devistates a combo deck.
I would also suggest more land-ramp. Cards like Cultivate and Kodama's Reach both ramp (and simultaneously mana-fix), and provide card advantage. Sakura-Tribe Elder is an EDH staple, and for good reason. Even more so in a deck featuring recursion.
I like the deck, but I would seriously consider your ramp and land balance. The average land count is usually 36-38, so you're at the issue where you could run into some issues.
Hope some of this was helpful. Definitely love the anti-combo angle.
1 week ago
Trust me, ramp in a big mana control deck does more for you than you might ever expect.
1 week ago
I would also strongly suggest fewer lands and more mana-ramp. The average EDH deck runs 36-38 lands. Cultivate and Kodama's Reach are both ramp and card advantage. Nature's Lore puts a forest into play untapped, or can fetch a dual land, provided it's also a forest. But a bit more ramp and a couple less lands would not only ensure you make land drops, it would speed up the deck, and keep you from dead-drawing into land pockets.
1 week ago
Welcome on T/O!
After looking at your list I came up with these suggestons:
If you would like to see other EDH decks, you can always check the ones I play which are present on my profile page. I like to play with this deck the most of the time. An upvote is always appreciated :)
Have fun on T/O and if you ever need EDH advise, you can always summon me. Glad to help out.
1 week ago
You are kind of all over the place with this deck. I feel like it needs more direction, so it can be more consistent.
I personally think Vorosh makes a good voltron type commander that you can pump to end games with commander damage.
If you choose this route you will need more protection for Vorosh. Swiftfoot Boots, Alpha Authority, and Canopy Cover usually work for me.
I don't know how budget your budget is, but I would swap in more ramp to get Vorosh out faster. Cultivate and Kodama's Reach are not to expensive and can go a long way in fixing your colors too.