Dense Canopy

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Dense Canopy

Enchantment

Creatures with flying have "This creature can't block creatures without flying."

seshiro_of_the_orochi on What Pink Floyd and Dale Earnhardt have in common

1 year ago

Oh, and regarding air defense:

Bower Passage and Dense Canopy are basically two copies of the same card. Sandwurm Convergence is great defense against flying armies. Whiptongue Hydra isn't on theme, but a great card still. If you want something cheap, Arashi, the Sky Asunder is a cent card with two useful modes for your purpose. Finally, Scarecrow is old and weird and weak, but maybe you like it.

lagotripha on Hydratic Rampage

3 years ago

I highly reccomend avoiding expensive cards for first decks- if you are going to spend >$5 on a card, you want to be picking up a card that fits into lots of decks as a format staple (for green, stuff like Birds of Paradise). A lot of cards are expensive because there isn't enough supply for a format (in whiptongue's case, commander), rather than them being the best options. There are diminishing returns on copies of legendary creatures too, and no shortage of inexpensive cards that never quite made the cut into modern that are super fun. Old standard staples are frequently <$0.30

If there are hydras you want to spend money one anyway, pick up one and run tutors like Uncage the Menagerie.

If you get bored, start messing around with synergies; a lot of 5/6/7 drops are playable in a green ramp shell like this- some will perform outstandingly, and others can sit it out with minor cost.

In terms of fighting fliers, Grappling Sundew, Wall of Tanglecord or Traproot Kami offer a delay, there is a lot of cheap spot removal like Aerial Volley, multiplayer options like Clip Wings, sweepers like Corrosive Gale/Hurricane/Skyreaping, options to turn flying into a downside like Bower Passage/Dense Canopy, utility answers like Crushing Canopy and Crushing Vines, 'total shutdown' effects like Elvish Skysweeper, Scattershot Archer or Gravity Well.

Then there are options like a 'fight' subtheme using your own fliers- allowing for answers to more than just flying Foe-Razer Regent is a lot of fun, Frontier Siege is cute, Kraul Harpooner has seen competitive modern play in sideboards.

I really reccomend packing in one answer and a couple of planned search effects- knowing that Uncage the Menagerie can get you a Vastwood Hydra/Overgrown Battlement/Kraul Harpooner makes it decent when you only have a few options, while it encourages a relaxed and varied decklist.

Feed the clan sees great sideboard play for a reason- its a good card when facing lightning bolt effects, but if they have repeatable damage it starts looking lackluster. I'd look at creatures with lifegain stapled on- Gilded Goose will be rotating soon, and so should get cheap and remain somewhat relevant in that neiche, while cards like Healer of the Glade, Pelakka Wurm or Oracle of Nectars do the thing in the meantime.

Finally, the 'I'm optimising a deck' thing- with 24 basic lands you can swap for 2-3 utility lands. There are budget cards that fix major problems without competing for slots; Emergence Zone against counterspells, Labyrinth of Skophos/Mystifying Maze to Fog attackers, small-scale lifegain like Sapseep Forest/Glimmerpost/Radiant Fountain, card advantage like Memorial to Unity, manlands like Treetop Village or threats like Rogue's Passage.

The reason deckbuilding in casual magic is so fun is that there is rarely a 'right' answer- there are about twenty ways to solve any problem, and its more about which one you enjoy more than what exactly you pick. I had a deck which aimed to use Gutter Grime with Brindle Boar and Gristleback for a while and it did great. Look around, don't worry too much about optimising and have fun.

He_Who_Hungers on Who keeps the company of wolves?

4 years ago

Hey, thanks a lot for your suggestions! There might be couple I'd like to use. As for the others, I've listed my thoughts below:

  • I am already using Parallel Lives , and I'm not sure my deck relies enough on tokens to justify running both that and Anointed Procession , especially since it doesn't work with Tolsimir (aside from giving me the extra 3 life). If I feel I need to extra token generation, I might consider throwing in a procession.
  • Bower Passage , I don't really like. I dislike cards that straight up turn my creatures unblockable for the right opponent (and may do nothing for others). Dense Canopy I like more, since it affects the whole table, and might therefor work better as a diplomatic tool. Same goes for Gravity Well . The problem remains though that they're dead cards if I'm playing against someone without flyers out. For a first draft I'd rather rely on the removal granted by the fighting ability and see if I still have enough trouble with flyers to justify one of them.
  • Coat of Arms I don't like much as a card, and it goes against the theme. The last goes for Generous Gift as well, I think Beast Within fits the theme much better.
  • I might add Skyshroud Claim if I feel I need more ramp. Nature's Lore I just just don't like in EDH. It has too little impact to be worth a card slot for me.
  • I had been looking at my lack of recursion, and considering something like Praetor's Counsel to address it, but I felt it went too much against the theme. Seasons Past is a much better alternative. I'll consider adding it.
  • Lastly, I'm going to straight up disagree with you that Aura Shards is in any way better than Sylvan Reclamation . Not only does it exile the targets (which helps against indestructible targets like Gods or Darksteel Forge , against which Aura shards is useless), but it's instant speed whereas I need to pre-emptively cast Aura Shards to be able to respond to artifacts or enchantments coming out, giving my opponents a chance to deal with it before they play their big targets (or get a free turn with them if I hold the Shards back). On top of that, I can basic landcycle the reclamation if I ever find myself in dire need of land. I had considered Aura Shards instead of Nullmage Shepherd , as they are much more comparable, but ended up opting for the shepherd since it allows me to more easily destroy targets on instant speed (since I just need untapped creatures rather than a way to pump out creatures on instant speed to trigger it).

I couldn't help but notice you had a list of your own. I'll take a look at it later and let you know my thoughts on that.

Snickles@EDH_only on The Law of Nature

4 years ago

Rude Awakening seems right up your deck's alley.

I will agree that anti-flying seems like a niche card, but as a fellow monogreen player, I can also attest tto the need for reach.

Spidersilk Armor , Tower Defense , and Dense Canopy are all good ways for green to give dragons, angels, demons, and spirits the bird.

if you want more creature-based removal, Silklash Spider is amazeballs. still kinda miffed at myself for removing it from my monogreen deck, but thats what I get for building on a theme... ( No Meats Allowed )

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