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Decree of Savagery
Put four +1/+1 counters on each creature you control.
When you cycle Decree of Savagery, you may put four +1/+1 counters on target creature.
Decree of Savagery Discussion
4 months ago
Inspiring Call is also a must for this deck - dodges a wrath, and gives card draw.
other kick-knack spells to consider: Abzan Charm , Bant Charm , Bioshift , Dromar's Charm , Jund Charm , Steady Progress , Temper , Test of Faith , Trap Essence , Unbreakable Formation , Contentious Plan , Volt Charge
8 months ago
Forgot to say Decree of Savagery seems kinda underwhelming it's a hit for the countertheme but that hefty manacost is really limiting the usefullness and just helps when you already have a board full of creatures,which seems like winmore.
10 months ago
1 year ago
The problem with Decree of Savagery is that there will be so many tokens with +1/+1 counters on them in the dec so it will take ages to play just one round, but otheroice a greate card.
1 year ago
You are missing Decree of Savagery in this deck, think you might have a good use for that card :D
1 year ago
You are probably aware of this already, but your missing Decree of Savagery, Decree of Justice, and Decree of Silence. If this was done on purpose excuse my ignorance. However, since you only have one card that interacts with +1/+1 counters, have you considered running a Solemnity with Decree of Silence? The two work so that no depletion counters will be placed on Decree of Silence, so you opponents end up pretty much locked out of the game.
2 years ago
Nice deck! I'm doing some reading at the moment and planning a tribal hydra deck. Possibly with Atraxa, Praetors' Voice if I want to really push the counters (hardly tribal though, and the mana base will be more difficult) or Ulasht, the Hate Seed as the commander. One card I'm really liking is Decree of Savagery. It's very high CMC but I'm looking forward to testing it out as a late game blowout. at the other end of the curve you could try Metallic Mimic
2 years ago
Things I would drop:
Dolmen Gate: Doesn't help you win.
Decree of Savagery: Too small of a increase for too much of a cost. It's out of place in the deck as well.
Setessan Tactics: Only useful when your creatures are in Werewolf form, which might be too inconsistent.
Gruul War Chant: Personally I find this card underwhelming.
Parallel Lives: You are not running enough token generation to justify the spot.
I would also cut down the creatures to 25-30. Your weakest links are:
You might want to consider some more recursion to get back Moonmist more often. Shreds of Sanity, Surreal Memoir, All Suns' Dawn, Elven Cache, Eternal Witness, Nostalgic Dreams, Praetor's Counsel, Recollect, Revive, Seasons Past, and about a million more. I would stick to the low mana cost spells personally, as I'd really only try to get back Moonmist, but I would put 3-5 of them in the deck.
The last thing I would suggest is some more card draw. With all your win-cons in creatures that aren't very strong to begin with, you are going to need to out resource you opponents to secure kills. Next time you come over we can play a few rounds with it, and we'll see how it needs to be tuned.
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