Destroy target artifact, target creature, target enchantment, and target land.
Price & Acquistion Set Price Alerts
2 days ago
In terms of ramp, most of the ramp you have are cards that push you only 1 mana ahead, which I think is too small of an effect unless it comes with another valuable effect. Because of this, I would drop Mina and Denn, Wildborn, Sakura-Tribe Elder, Rampant Growth, Animist's Awakening, and Gruul Signet for Worn Powerstone, Astral Cornucopia, Gyre Sage, Khalni Heart Expedition, and Overgrowth. That kind of upgrade to your ramp will ensure that you get huge creatures out very easily. If you want to see other cards that could also fit this role, check out MagicalHacker - List of All Ramp Cards, but I would say that this deck definitely needs cards that advance your manabase by two or more, so ignore the cards that only ramp you by one.
Secondly, I only see three cards in here for draw, so there's no wonder that this deck doesn't hold it's own! We have all been there at some point, so let me emphasize this point: Draw is the most important thing for 99% of decks. Draw will let you have options, draw will let you build board states quickly, and draw will make it harder for you to get mana screwed or mana flooded. All of these are very important. You have Harmonize, Lifeblood Hydra, and Citanul Flute, but let's try to get 7 more cards for draw in here. If you need to take some out after testing, that's fine, but I don't see that being a problem. Too much draw isn't usually a problem with 10 cards that draw in the deck, so I think you should add any 7 of the following 9 options: Abzan Beastmaster, Elemental Bond, Triumph of Ferocity, Drumhunter, Outpost Siege, Lifecrafter's Bestiary, Skullclamp, Wheel of Fortune, and Life's Legacy to your deck to be able to refill your hand quickly and often. Check out MagicalHacker - List of All Draw Cards (Steady) and MagicalHacker - List of All Draw Cards (Burst) if you want to see options I didn't mention or options that aren't quite so expensive. I do think that those 9 cards are probably the best draw cards for your deck though, so picking 7 will bring your draw up to a reasonable amount. (I'll get into what 7 cards to drop soon.)
Next, let's tackle boardwipes. You've got Savage Twister and Chandra's Ignition, which I think are fantastic, but you do need more. There are only a few board wipes that can kill flying creatures and nonflying creatures in red and green at a reasonable mana investment, and those are Nevinyrral's Disk, Chain Reaction, Heaven / Earth, Blasphemous Act, Rolling Earthquake, and Starstorm. I think you can pick any 3 of those to add to the deck and you will be set on board wipes. (This brings us up to 12 cards that need to be dropped.) If you want even more options, again, feel free to check out MagicalHacker - List of All Board Wipe Cards to see more cards that could work, but I think adding any three of the above options would be fine.
Now, let's move on to item removal. You have Decimate, Hull Breach, Vandalblast, Beast Within, and Steel Hellkite. These are all fantastic, but I'd like to see Chaos Warp as well to be able to deal with any permanent.
Lastly, let's take a look at what cards you have to be able to deal with creatures at instant speed. Most people assume that dealing with creatures at sorcery speed is just as strong as dealing with creatures at instant speed, but here is why that is not correct: your opponents' creatures are good cards for you when they are attacking other opponents, and they only become problems when they attack you. For that reason, it's important to remember to have lots of instant speed removal to be able to kill creatures during combat when they would deal lots of damage to you or to kill creatures that are about to allow an opponent to go infinite. That said, your only options for that are Chaos Warp and Beast Within, making Chaos Warp that much more important for this deck.
Now that we have gotten the enablers down, let's talk about the bulk of the deck. To really abuse Rosheen Meanderer, we want the rest of the deck to be about using that X restriction. That said, we do want to use cards that will use that restriction to do things of value. If we are going to make big creatures (which we do want to do), we want to make sure that those creatures can attack to deal damage to players by giving them evasion.
Lifeblood Hydra and Primordial Hydra are the only ones that have an evasion ability naturally, so then we are forced to include things to give evasion. Flying is a good start, so I think that Akroma's Memorial and Homura, Human Ascendant are a place to start. You were right to add some ways to give everything trample, but I would add Khenra Charioteer, Gruul War Plow, and Primal Rage. Those five in addition to your Nylea, God of the Hunt and Archetype of Aggression should be enough ways to make your big dudes go through.
I realize now though that I've lost track of how many cards to add, so instead I am going to make a decklist to show what I would suggest this deck should become. No worries, I will link it at the end.
I would actually add all the creatures that cost X but enter with X counters (excluding the ones that cost double X, since those are not as powerful). And after that, just some ways to double +1/+1 counters or use Rosheen's ability will round out the deck.
Personally, I believe that 37 lands including Sol Ring would be enough since you now have enough ramp, so I brought down the number of lands too.
Hope I was able to help you!
3 days ago
First of all, your deck is hard to read due to cards appearing in multiple categories. If you want to do this create a separate category named "Deck" where you simply put your entire deck. When you write the description make sure to include your gameplan and the problematic decks you are trying to beat.
For value Nissa, Vital Force, Courser of Kruphix, Bane of Progress, Beast Within, Decimate, Green Sun's Zenith, Panharmonicon, Evolutionary Leap, Asceticism, Xenagos, the Reveler, Xenagos, God of Revels, Birthing Pod, Acidic Slime, Swiftfoot Boots, Skullclamp, Strip Mine, Wasteland, Mosswort Bridge
Cuts, my suggestions would be Amulet of Vigor, Rakka MarBUt my best suggestion would be to just play, see what works and what doesn't and adjust accordingly.
4 days ago
6 days ago
Please look at what the cards in the deck do before commenting. I have plenty of single removal (Decimate, Grapeshot, Shattering Spree, Beast Within, Chain of Vapor, Chaos Warp, Cyclonic Rift, Doomblade, Murder, Rakdos Charm, Chandra, Torch of Defiance, and Pyroblast), as well as enough wipes to keep the deck effective (Evacuation, Cyclonic Rift, Shattering Spree, and Grapeshot). As for playing against mill, you clearly haven't even looked at what Magus of the Will, Elixir of Immortality, Day's Undoing, Past in Flames, or Noxious Revival do. As for burn decks, I'd have to depend on my tutors to get out my Doomsday + Laboratory Maniac combo out as soon as possible. My testing of the deck has had me realize that I can win as early as turn 4 with this combo, so I'm not too worried. And I won't even discuss how ridiculous it is that you think Traumatize would be a threat to my deck, especially when Im using Doomsday. First off, the goal of the Doomsday combo is to empty out my deck so that I win using Laboratory Maniac, and second off, anyone with half a brain would go after a deck that actually has cards in it, so they get their 5 manas worth. 5 mana for 2 cards in a combo that tries to mill itself out is beyond ridiculous.
Please, please, look at the deck before commenting.
1 week ago
An Omrath deck needs tand fall triggers. And lots of them. And there are quite a few cheap ways to get those triggers. Sure cards that could double your tokens would be great, but they are well over the $.75 per card budget. To start you need as close to 40 lands as possible. I currently run 41 in my build. Lands that are needed... Blighted Woodland, Evolving Wilds, Ghost Town, Jund Panorama, Naya Panorama, Terramorphic Expanse, Warped Landscape. These will get the multiple land drops on a budget. Another great card is Where Ancients Tread. Need some game enders and some board cleaners... Blasphemous Act can end the game if you have enough elementals out. Remember they deal 3 damage when they die based on the Commanders ability. Some light removal in Hull Breach and Decimate could also help. These are some additions, but the lad additions are probably a necessity. Hope this helps
1 week ago
You should play Decimate, Ashnod's Altar, Cultivate, Kodama's Reach, Acidic Slime, Chandra's Ignition, Fleshbag Marauder, Harvester of Souls, Deathbringer Thoctar, Viscera Seer, Blasphemous Act, Solemn Simulacrum, and Yavimaya Elder. I'll make another comment on what to cut.
1 week ago
Spearbreaker Behemoth is a maybe at this time as im not sure what to take out for it.
Land wise, i do need to look at my lands and fix them so i thank you for the suggestions.
Blightsteel Colossus is a strong card, in our play group we use the following rule for infect: Infect damage is 20 for a kill on a player.
Vorinclex, Voice of Hunger is a card i offerd to take out but it was classed as ok.
Thank you for you help on this.