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 (24)||KevinLS , Comicalflop , Wolfninja , MtgGeeksGaming , xGamer97x , ZombieCat , Skulldrey , capriom85 , georgeegroeg2013 , Mutt5258 , deatn1342 , Didgeridooda , aebtoga18 , DaxDeagle , wsurugby10 , Jelatinator , lucyfarrell , wallsh , attak , Nate_D , 2austin5 , paxvobiscum , Sauron_ , soulwarden11|
|Want (6)||Chickentheo , Fairseas , KULiiA , fuckin_martians , Shotgunbunny , Wolfninja|
First of all can I be a bit cheeky and ask that you upvote my edh deck (it would be nice!).
Secondly: I'll suggest some groups of cards, regardless of price, and explain why they're important. The general theme to winning in EDH is to do more than the opponent whilst preventing them from doing much. Epochs deck and mine are good examples of this with crazy amounts of card draw and a lot of control elements.
First add these: Phyrexian Arena , Necropotence , Sylvan Library , Sensei's Divining Top . You can also add Skullclamp - ghave loves that card. These are important because they ensure you're getting the cards you need every single turn.
Next you need to be able to cast all your stuff as quickly as possible: Nature's Lore , Three Visits , Skyshroud Claim , Farseek , Exploration , and Burgeoning are very good here. Wood Elves is too because you can reanimate it and bounce it etc. Colourless ramp comes from Sol Ring , Mana Crypt , Mana Vault , Grim Monolith . Cultivate and Kodama's Reach are good but really putting land in hand isn't optimal.
Thirdly, you sometimes need to just look for a card: Worldly Tutor , Imperial Seal , Vampiric Tutor , Enlightened Tutor , Demonic Tutor , Diabolic Tutor , Eladamri's Call , Sylvan Tutor are the best at this. Survival of the Fittest and Fauna Shaman can also be really good - but you need lots of creatures in your deck. Tooth and Nail is pricy in terms of cmc but amazing.
So now you have three things - you're drawing a ton of cards, playing a lot of land, and finding the cards you need. This is essentially going to win you the game - but you need to decide how. By that I mean, do you just go with Craterhoof Behemoth and all the tokens in the world, or do you go with like Blasting Station with some sort of infinite token producer. That's your call.
6 mana in black is not ever going to be a thing in Standard, not with Crypt Ghast , not with nothing. Unless they make a Black Cultivate , which would be stupid, he isn't going to see play, even if fetches are reprinted, if your hardcasting him turn 6, you already lost.
When it comes to EDH you have to think big. Rolling in with 20 1/1 tokens and an anthem might seem effective, but it can be lack luster in Commander.
The first thing you have to consider is your arena. If you are playing 1v1 EDH, certain cards will give you a huge advantage, because 1v1 is mostly about speed.
Multiplayer games are totally different. Speed wont necessarily net you a victory. In fact, it might just make you a target. You have to build a deck that can withstand a gauntlet of players before you even get a turn to swing. Cards like True Conviction and Doubling Season are obviously fantastic, but you need to worry about a ton of removal so how and when you play a card becomes more important than what you put down.
To be consistent in multiplayer games, start with your land base. You want to make sure to have a mix of basic and non-basic lands. Avoid "comes in tapped" when possible, unless you get a huge benefit from the land card you are using.
You are going to get permanents wiped off the board. Enchants, Creatures, and Artifacts are free game to a host of removal, so you need focus on being able to play multiple things at once, to get the biggest benefit from each card. With that in mind, ramp never hurts.
You are playing green and white, so getting the really good land ramp cards is easy. Collective Voyage , Cultivate , Explosive Vegetation , Farseek , Growth Spasm , Journey of Discovery , Kodama's Reach , Land Tax , New Frontiers , Primal Growth , Rampant Growth , Search for Tomorrow , Skyshroud Claim , Spoils of Victory , Tempt with Discovery , and Untamed Wilds are all available to you. So really, you just need to pick your poison. Try to avoid enchantment based ramp - you could easily lose your momentum just when you need it most. Generally, not a lot of people focus on land destruction/removal in EDH - it is one of those unwritten rules. Naturally you'll run in to it from time to time, but for sake of argument, land ramp is typically more beneficial than in other formats.
Ask yourself what you want your deck to do. Pick a direction, and stick to it. One of the most common flaws in Commander decks is the constructors inability to focus. You wont have an answer to everything in EDH. Don't clutter your deck with board wipes and removal that don't specifically put you ahead. Find cards that compliment your Commander and their abilities, but not cards that rely on them. Your Commander is vulnerable to getting killed, exiled, tucked, mind-controlled, and a slew of other nasty effects. You want to use your Commander as a boost, putting them down to help you pace the game in your favor.
Worry about card draw. Sitting on 1 or 2 cards all game will put you in a vulnerable position. Find ways to work card draw into your deck. You will have a lot more mana to use in EDH, so make sure you have something to spend it on.
If you want some more deck-specific help, I would be glad to look at what you are using and make suggestions. Simply leave me a comment and a link and I will head over to your deck and take a look.
Aside the token build, you'll need some utility. I like 's ramp, and I recommend using Cultivate , Kodama's Reach , Krosan Verge and Skyshroud Claim supported by Courser of Kruphix , Oracle of Mul Daya , and Exploration . Sensei's Divining Top is expensive but is good utility. Sol Ring is a must. Tooth and Nail and Chord of Calling are convenient tutors. Craterhoof Behemoth is a chunk of change but is 's best finisher.
@fofdeo Thank you for your input! I'd love to run Kodama's Reach , but first of all I don't have it in foil (my Cultivate is foil) and second of all I have no splice onto arcane spells so the whole arcane thing isn't really relevant to the deck right now. If that changes, I will definitely switch in Reach.
In all seriousness this is a great Roon setup, love that you're foiling it. Roon is a really interactive commander, so no two games are quite the same even if you're doing the same things. +1
Yeah the artys seem like they fit, but are overcosted for what they do. The Woodcrasher is probably the most critical include as he can have a kill-swing in one turn (think about dropping your land for turn, popping one with Knight, then popping off the Expedition for 4 land drops in one turn making Woodcrasher a 20/20 Trampler). If you have them, fetch lands are super good with Landfall as they serve basically the same purpose as Evolving Wilds . If you can't get them I definitely understand, but something to keep in mind, and really work best if you were running Temple Garden (hoping for the green/white fetch from Onslaught to be reprinted eventually). One other minor thing I would suggest is to replace Cultivate with Harrow . It brings both lands in untapped which is very helpful and can be used at instant speed if ever necessary.
Currently, Idyllic Tutor is a place holder for Demonic Tutor as I currently only have one. I currently have enough mana ramp in the form of Cultivate , Kodama's Reach , Farseek , and Explosive Vegetation so I don't really need the Birds of Paradise ; but I will be getting a hold of Skyshroud Claim and maybe even Nature's Lore when I come across some. I honestly don't gain a ton of life in this deck so cards like Toxic Deluge end up hurting me more than helping.
Thank you for the suggestions though.
|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|