|Have (19)||Comicalflop , Wolfninja , xGamer97x , georgeegroeg2013 , Mutt5258 , deatn1342 , Didgeridooda , wsurugby10 , aebtoga18 , DaxDeagle , Jelatinator , lucyfarrell , wallsh , attak , ZombieCat , paxvobiscum , Sauron_ , soulwarden11 , capriom85|
|Want (11)||blackar , Chickentheo , zachi , Fairseas , jmacaulay , KULiiA , savarkumar , fuckin_martians , ZombieCat , Shotgunbunny , TheFlish|
The ramp is slightly over aggressive so that I can get the creatures out as soon as possible, and in the case of the Primordial Hydra that it comes out outsized to start with. However I actually find that without all the enchantments and Elvish Mystic I struggle early game.Both enchantments are 1 mana so right from turn 1 I'm able to really get going with ramp. I like the suggestion of Birds of Paradise which I might use to replace the mystics.that would help a great deal in both playing the Hellkite Charger and in paying its ability costs so I can keep the attacks going.
I'd never considered Slumbering Dragon beforeeither but for this deck he is perfect. The entire concept is around boosting already dangerous threats to massive levels with repeated, unrelenting attacks.provided someone attacks me to begin with to give him that first counter he can be at his +5/+5 threshold very quickly.and from there it only gets better. I'm considering making him the mascot for this deck as he epitomizes what the concept is all about so well.
What I might do is remove harmonize as it doesn't really add anything, by the time I can cast it I almost always have a good selection of creatures and a large amount of mana. Instead I'm thinking maybe Cultivate but more likely an instant or sorcery that adds 1/1 counters to a creature, or gives trample and or shroud/hexproof Though I can't think of a good example of cards that do that.. Its a shame, in the early stages I really need to draw more cards. Harmonize is still good but just not always as useful as I'd hoped.
Kalonian Behemoth on his own he's kinda meh even with that size body he really needed trample, obviously in here a can't be countered, shroud, trample 9/9 ain't too shabby. Also personally i wouldn't run more than two tutors because if you're anything like me you'll cast it and not have a clue what's in your deck and in the case of green sun overpay for what you actually end up tutoring for lol
on the swords you have limited application in here given their pro green and in the case of body and mind pro blue as well. Personally i don't see the value of playing the bow, i also think you'd be better off playing cards that filter land from your deck over exploration, burgeoning and azusa who otherwise sit there idol. Oracle as well gives your opponent's draw information, i'd recommend Cultivate , Kodama's Reach and Tempt with Discovery and perhaps Reap and Sow as each can provide effective fixing with the tempt able to search up any land or multiple if an opponent searches. But overall i'd stick with seven ramp spells including the sol ring.
Other recommendations i would make would be to include Avenger of Zendikar , Rampaging Baloths Duplicant , Body Double , Hellkite Charger , Genesis Wave , Molten Primordial , Crystal Shard , Cyclonic Rift , Curse of the Swine , Polymorphist's Jest to name a few decent EDH spells. And you have a glaring lack of artifact & enchantment removal.
The issue with Kodama's Reach and Cultivate is that they search for basic lands. This deck has none. I'm not sure Doubling Cube would be all that effective given it's activation cost. I'm considering a few more mana rocks or Urza's Filter but that one helps my opponents too.
I feel like having more ramp would help you threefold. I know you said color fixing isn't an issue, but with things like Kodama's Reach and Cultivate you can get Progenitus out that much faster, gain card advantage, and color fix all at the same time.
True, but I think that is an over analyzed part of a planeswalker. Its like saying no aura is good unless it has totem armor or shroud. Walkers who only conditionally protect themselves still see play like Tezzeret, Agent of Bolas and Dack Fayden . I just think its sad that every walker needs card advantage, protection, and a ultimate that wins the game. But I digress...The card is looking a lot better now. The -2 fits nicely as a black Cultivate , and I like the Nightmare emblem although it should probably be -6. +1 seems a little out of place, but I understand where you are coming from. Overall, good work.
Wanted more ramp. Time of need never helped me out much, although it's a powerful card. I like the removal and creature combos, but again, there wasn't a ton of use I got from Elvish lyrist.
36 lands is a very solid number for two color EDH.
Even though EDH is a 100 card format, you can still be tight on space. Expedition Map is slow, and not even ramp. If you're going to suggest that, why not Armillary Sphere ? (though personally, in a green deck, you have much better options than artifact ramp)
|0.05 TIX||0.09 TIX|
|Avg. draft pick||3.92|
|Avg. cube pick||8.14|
|Commander / EDH||Legal|
|Planechase 2012 Edition||Common|
|2011 Core Set||Common|
|Promo set for Gatherer||Common|