|Commander / EDH||Legal|
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|Saviors of Kamigawa (SOK)||Uncommon|
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Creatures with flying have "This creature can't block creatures without flying."
Dense Canopy Discussion
3 months 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.
3 months ago
4 months ago
6 months 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.
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 )
1 year ago
1 year ago
Ok, this deck has a simple problem. Rather than building win-cons, you've filled a lot of card slots with big, game-ending spells. I'm seeing four combos and big creatures.
The issue with doing this can be explained pretty quickly- Combo cards are effectively blank until you get both parts of them, and high mana cost cards are blank until you can cast them. Most of the game is how you get to your big stuff, rather than staring at them in your hand and wishing you could use them, so that should be reflected on how much of your deck is 'I win if I cast this' compared to 'I need to survive to cast this'.
This basically means that this deck consists of Predator Ooze, Heritage Druid Noble Hierarch Essence Warden and Champion of Lambholt, but your hands will only have one or two of them at most. In modern, most decks will have two removal spells and a way of winning by turn five, so you will lose against most decks unless you get very lucky.
There are some simple solutions to this. This genreally means reducing the number of combo cards while increasing your ways to make sure that they arent 'blank'. Tutors, pseudo tutors, making sure your combos are good without both halves.
You don't want to be attacking enough for Dense Canopy to reliably provide value, so its normally blank- you can replace it. Similarly, Spring Cleaning/Primeval Light takes a long time to be useful, while something like (Felidar Cub/Keening Apparition/Kami of Ancient Law or in particular Qasali Pridemage or Thrashing Brontodon can be bears and destroy all the important stuff the turn evening resolves- its still basically a wipe, its just useful prior to being a wipe.
Your only black cards are Sanguine Bond/Exquisite Blood. They end the game, but without four of each (and Vizkopa Guildmage) it is difficult for them to be in your hand and to reliably cast them. Spells like Zealous Persecution Mortify or Anguished Unmaking could play well with different gamplans but you should cut both of them, and focus more on two colours, as the mana is a lot easier to provide (as cards you can't cast are basically blank).
So, when you are looking at a card in this deck or to add to this deck, think through several things. 'How does it help me' 'When does it help me' and 'when don't I want it'. This means finding versatile cards which can destroy enchantments but are also creatures or have multiple modes (hello Austere Command/Primal Command). Try to pick cards that don't just help with one of your gamplans, but all your gameplans. Similarly. if a gamplan just isn't working out, consider cutting it for more support, or cutting something else to support it more.
I really reccomend focussing on 1 drops that help generate mana/life, and 5 drops that have a big impact the moment they are played (Thragtusk, Painful Quandary) etc. A set of 2/3 mana cards that form your combos or can search your library for them (Idyllic Tutor, Lost Auramancers etc) and a smaller number of wincons. Foccusing in on what you want to do really helps you with picking cards that help you get there.
1 year ago
Cut the nykthos. I know you have the dream draws with it, but the colourless mana can delay a 3 drop, and that is the last thing that you want to be doing with this deck. This deck sits a little higher on the curve than most green devotion, but its still not worth it unless you're running the Genesis Wave plan.
Experiment One and Rancor will really help smooth out draws. More one drops really helps, especially when you want to play aggressive.
If you find yourself running more +1+1 stuff for avatar, consider Tezzeret's Gambit and Inspiring Call. Card draw can really help ease pressure and keep the deck running, while more copies of heroic intervention effects is amazing. I've been running a version with Hardened Scales/Servant of the Scale/Strangleroot Geist/Young Wolf/Bramblewood Paragon
Cards like Scavenging Ooze, Spike Feeder (which threatens that you are about to combo) Obstinate Baloth, Kitchen Finks, Essence Warden etc can vastly improve the burn matchup, but if you want to keep it sideboard and budget friendly, Brindle Boar or Feed the Clan are incredibly valuable. Two copies of Nyleas disciple which can't be hit by company, while on flavour, are too slow.
Not really much more to say than that, its a fun deck, have fun playing with all the options!
1 year ago
Your mana base would probably be more efficient if you replace some of the rocks with green sorcery ramp, which also thin the deck.
Sword of the Animist, Dowsing Dagger Flip, Druids' Repository, and Nature's Will are other good ways to ramp. Bower Passage and Dense Canopy are good to bypass blockers if there are lots of fliers in your meta.
Larceny will stop your opponents from doing stuff. Blinding Angel could be useful to prevent retaliation. Quietus Spike is helpful as backup to Raving Dead. Cabal Executioner and Cephalid Constable can destroy your opponents' boards, especially with something to pump the Constable after no blockers are declared.
Not quite sure how effective your energy subtheme is, but Empyreal Voyager would benefit from getting pumped as well.
You could probably cut some of the mill cards like Paranoid Delusions, Mirko Vosk, and Startled Awake, unless you want to run some reanimation like Ink-Eyes, Servant of Oni.
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