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Artifact — Vehicle
: Add one mana of any color to your mana pool.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This vehicle becomes an artifact creature until end of turn.)
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Cultivator's Caravan Discussion
1 week ago
Hey so I took a look at the deck. Your choices are very solid, not a bad card in the list. So that means that were talking about really fine tuning, and getting into some fairly knit picky choices. Some of this will depend on how fast your meta is, if its slower than its cool to go a little bigger, if your meta is a little faster either go faster or play removal to slow things down. But One of the first things I was looking at was just over all count cards. Creature count looks good, land count Id like to see you go up 1 to 37. I would like also like to see the enchantment count come down slightly, maybe subtract 2. I think the big change needs to be that your artifact needs to come up so that we can make sure that you always have metalcraft in the mid to late turns. On the same note Id like to see more mana ramp as well. Your ramp count is about 4 ish right now id like to see that closer to 8. Cards I would like to see added, Thran Dynamo and Worn Powerstone, are amazing sources of ramp, and Palladium Myr does a nice impression of worn powerstone plus can be an attacker late. Then Sensei's Divining Top is so good for everything that you want to be doing, metal craft and smoothing out draws. Its not out yet but Smothering Tithe looks like it will be incredible in this deck so I would add that when it comes out. Another artifact that looks very good is Shrine of Loyal Legions is an artifact that makes lot of artifact tokens, metal craft and power. Also looking at your maybe board, theres a lot of good cards in there as well. Conquerors flail is super sweet, especially if you are like me and prone to get blown out by cyclonic rift mid combat, or even just shutting off counterspells so good. A few other cards that I would add or at least think about are Windbrisk Heights, and Spinerock Knoll, also side note becareful with how many colorless mana producing lands you run it can cause problems especially early in the game. I have found myself cutting slayers stronghold of late since tapping out 3 is kind of a lot, unless its really late. Hanweir garrison is just much better IMO. Few more cards to think about White Sun's Zenith end step and hit big on your turn, and finally Gift of Estates and Boreas Charger and/or Tithe making land drops is so important, be sure not to get stuck on 4 or 5 lands. So those are the cards I would add or at least think about. Oh Cultivator's Caravan would be interesting also.
Next up cards to cut. This is generally the harder part. And as I mentioned you don't really have bad cards in the deck, so cuts will be difficult. Like I mentioned, I think enchantment count needs to come down a little. Do you find that breath of fury, and goblin assault are carrying their weight? Those might be the 2 that I would cut, though I haven't played Breath very much myself. Has curse of opulence performed well?
Lands - Do you find that you are getting value out of slayers stronghold, secluded steppe, and kher keep? Cut any that you really don't find yourself using.
Creatures - Cut 1 or 2 of your worst creatures. Has Tilonallis Summoner performed well? Firemane Avenger is sometimes awesome, sometimes not in my experience, potential cut. Are you getting value from mirror entity, I don't run it often but I feel like I never get to activate it.
Artifacts - heres my controversial picks...Do you find that sword of fire and ice and rogue's gloves are performing well? Fire and Ice is amazing but doesn't necessarily belong in every deck since 5 is a lot of mana to draw a card and shock something. Treasure Map is much cheaper and faster which may help the metal craft plan much more.
Anyway let me know what things are working and what things aren't, and about how long your games go turn wise and maybe I can help with the cuts a bit more.
1 month ago
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This is the link to my old deck, I built it for my ex so it's on her page. This was about three years ago so there are cards I would definitely tune differently now.
Here might be some cards I would consider cutting:
- Elspeth, Sun's Champion - I understand why you would run her, but 6 cmc is quite costly and doesn't really synergize with the deck
- The Scarab God - Good but not great, maybe Havengul Lich if you really want to play with your opponent's grave
- Obelisk of Esper - Better rocks for 3 cmc slot
- Cultivator's Caravan - Same as above
- Glimmer of Genius - Better options
- Rite of Replication - Fun but it is a bit slow
If ya like I can re-tune my Sen to match up my current standard as that deck list is pretty old and my playstyle definitely evolved from back than.
1 month ago
Hey, looks good, but your deck is built much more to use Emmara, Soul of the Accord or Rhys the Redeemed as Commander than it is to use Trostani. If you want a Selesnya Commander who's good with 1/1 tokens then consider Emmara or Rhys as both can create tokens. You can play Trostani as a card in the 99 with either Commander. I see that you've included Emmara here, consider switching to using her as Commander? Rhys is a pretty damn expensive card, it can be an upgrade for later on.
I give this advice because there's a clear 1/1 token theme here with lots of cards that make 1/1 tokens or can benefit from lots of tokens. This theme is better suited for a Commander who can create tokens. The little token theme out ways the big token theme as a result there's a lack of big stuff here which is what you want with Trostani. The 1/1 token theme is not very good with Trostani as Commander because using her to consistently only populate 1/1 tokens isn't very good.
You're already playing a bunch of cards that are good with Emmara as Commander:
- Revelation, etc.
This is a large amount of cards; it's seems like you had Emmara in mind when you built your deck. You can expand on this with more cards that let you tap or untap Emmara to create tokens:
- Smuggler's Copter
- Springleaf Drum
- Survivors' Encampment
- Holdout Settlement
- Honor-Worn Shaku
- Cultivator's Caravan
- Seeker of Skybreak
- Nullmage Shepherd
- Sprout Swarm, etc.
Good luck with your deck.
1 month ago
I love this, +1 for sheer awesomeness.
Two cards I like for Raff- Cultivator's Caravan and Skysovereign, Consul Flagship. A mana rock or a fatty blocker is nice, and Skysoveriegn does a wikid impression of Inferno Titan, but with flying and of course with flash.
No Cryptic Command? I know 3 blue is rough and four cmc is kinda steep, but the versatility is second to none. Plus the Iconic Masters reprint dropped the foil price.
2 months ago
Right off the bat there's some automatic includes I like to run in Golgari colors - those cards usually include some powerful effects that can effect the whole board with very little cost to you.
One of the biggest strengths black has is the ability to use what are referred to as Edict effects, which is a reference to a card called Diabolic Edict that forces your opponents to sacrifice creatures. This is powerful because no matter what you will trade a creature of yours for a creature of EACH opponent's - that's a one-for-three trade which gives you a sizable card advantage. Also sacrificing gets through pesky strategies like Indestructible or Hexproof from your opponents' commanders (chances are your opponents are going to try to protect their commanders very well).
For creatures that can do this easily, ordered from most favorite to least, Plaguecrafter, Merciless Executioner/Fleshbag Marauder (they are identical), lastly Slum Reaper. Slum Reaper is a bit more expensive but it's useful if you need more consistency of killing enemy creatures. If you REALLY want to push your opponents' creatures Butcher of Malakir can make sure no creature stays on the battlefield for very long as long as you constantly have creatures to throw into the graveyard.
You also have options in enchantments that can do this effect as well. Grave Pact and Dictate of Erebos are solid options, but should only be seriously considered if you're focusing on a sacrifice theme.
Secondly, I like adding sacrifice outlets. They are powerful additions that give you an out whenever you're dealing with targeted or mass creature removal. Ideally you want your sacrifice outlets to be free, so cards like Ashnod's Altar, Altar of Dementia, Carrion Feeder, and Viscera Seer will make sure you never get nothing from a creature dying on your side of the battlefield. Other options that can play well with Vhati il-Dal are Phyrexian Plaguelord who can turn your creatures into a -1/-1 for a creature that you weaken with Vhati's activated ability. If you're going with a creature-focused combat damage strategy Evolutionary Leap and Mycoloth are good options to trade your weaker creatures for more powerful options.
I'll list some overall good cards to add for Golgari colors, as well. Ramp (Named for Rampant Growth. These are cards that generate more mana for a small investment.)
- Sakura-Tribe Elder
- Kodama's Reach
- Explosive Vegetation
- Wood Elves
- Skyshroud Claim
- Solemn Simulacrum
- Golgari Signet
- Darksteel Ingot
- Cultivator's Caravan
- Sol Ring
- Eternal Witness
- Golgari Findbroker
- Journey to Eternity Flip
- Dread Return
- Find / Finality
- Living Death
- Hero's Downfall
- Malicious Affliction
- Unravel the Aether
- Acidic Slime
- Reclamation Sage
- Krosan Grip
- Beast Within
These are all just some ideas I hope they help you tone the deck into the direction you want it to go into.
4 months ago
the amount of voltron support feels good at the moment. However I do agree that a few cards are not good enough to warrant a spot in the deck. Both Godsend and Cultivator's Caravan have been replaced by other interesting options.
I had a few games in which Worldslayer impacted the board heavily and opponents just scooped after seeing all go to waste. I had some evasive measures that kept me partially safe. Like a Land Tax with 1 mana at the hand and a Darksteel Plate in two seperate games where I had the pleasure of excecuting the slayer's ability. Ill stick with the MLD for now... It's a fun twist in a usual linear voltron approach.
4 months ago
Cultivator's Caravan prior to rotation, and can block or attack into a lot of things in the format, Drover of the Mighty is an ok mana dork even without a dino to pump it, Channeler Initiate is decent, or if you move the counters to something else, it can block and kill a Goblin Chainwhirler
4 months ago
I really like this build, it seems to be the most sensible way to Very Quickly meet the conditions for a win, while filtering enough to get the lands and combo pieces efficiently.
I wanted to suggest a couple cards directly:
Fungal Infection - doesn't have to be a kill card, it's a unique creature at instant speed. that's good enough to include, but the Flash is GREAT for last second casting to surprise your opponent with your forth creature.
Cultivator's Caravan I realize that this rotates very soon, it's still a great EDH card, no loss. MEANWHILE, it is a mana-rock that speeds up your win, while STILL being a creature (with crew) that helps feed your wincon. Did I mention that it Also mana fixes? Good grief! It does EVERYTHING you need to do in this deck.
This is my version of this strategy, closely based on your deck. I picked a few different creatures and lowered the curve a bit. http://tappedout.net/mtg-decks/lillys-deal/?cb=1535689562