|Commander / EDH||Legal|
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Drover of the Mighty
Creature — Human Druid
Drover of the Mighty gets +2/+2 as long as you control a Dinosaur.
T: Add one mana of any color to your mana pool.
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Drover of the Mighty Discussion
6 days ago
If you're splashing , why don't you add some ramp such as Drover of the Mighty. I suggest him because he can produce mana of any colour, which is extremely useful in a three-C deck. I also suggest Adventurous Impulse so you can select your card draw.
Here's my list that looks a bit like yours, except it splashes instead of .
SCORE: 5 | 30 COMMENTS | 1565 VIEWS | IN 2 FOLDERS
1 week ago
Big smashy Naya decks can be a ton of fun! It kinda depends on what direction you want to take the deck, but if you're looking at the classic 'power 5 or greater matters' theme, here are some suggestions:
Remove: Chandra, Fire of Kaladesh Flip: This deck focuses more on casting big creatures, so the likelihood of flipping Chandra is very low. Firemane Angel: Very expensive for her effects. Better creatures and lifegain can be found. Gigantosaurus: Hilarious card, but the 5 green will be super hard to get in a three color deck. Legion Loyalist, Legion Warboss, and Ajani's Welcome: These cards are all geared towards a 'go-wide' playstyle that encourages lots of small creatures. That's not how Naya usually plays, and most of the rest of your deck isn't set up to support them. Light of the Legion, Swiftblade Vindicator, Dawn of Hope, Path of Discovery, Prodigious Growth, Urban Utopia, Bounty of Might, Flower / Flourish, Boros Keyrune, and Selesnya Cluestone: These are all cards that either don't mesh great with the rest of the deck, or are decent, but have cards that can usually do the same thing better.
Big Boyz: Meglonoth: Great power for 6 mana, and can really pump out damage both attacking and blocking each time around the table! Mycoid Shepherd: Pretty decent source of lifegain. Paleoloth: Graveyard recursion. Spearbreaker Behemoth: Gives your important stuff indestructibility! Spellbreaker Behemoth: Can absolutely wreck blue control. Woolly Thoctar: 5/4 for 3. Nuff said. Bull Cerodon: Really solid creature to keep bashing your opponent's with. Godsire: Can be hard to play, but will generate an insane amount of value if it stays in play. Stalking Vengeance: When your stuff dies, so do your opponents! Victory's Herald: massive boost to your field, especially with lifegain.
Mana Ramp: Gruul Signet and Selesnya Signet: Some of the best ramp for three color decks. Drumhunter, Exuberant Firestoker, Sacellum Godspeaker, and Sunseed Nurturer: Can be okay as ramp, while also synergizing with your theme. Mul Daya Channelers: can be either a 5/5, or help you ramp into one. Somberwald Sage, Beastcaller Savant, Birds of Paradise, Channeler Initiate, Chromatic Lantern, Commander's Sphere, Draconic Disciple, Llanowar Elves, Atzocan Seer, and Drover of the Mighty: All permanents with useful ramp abilities, some of which even have a few other potential synergies. Traverse the Ulvenwald, Sakura-Tribe Elder, Yavimaya Elder, Harrow, Journey of Discovery, Gift of Estates, Cultivate, Caravan Vigil, and Collective Voyage: Cards with varying effects that let you search up lands from your library.
Utility: Asceticism: Lots of protection for your board. Anger and Fires of Yavimaya: gives all of your creatures haste. Signal the Clans: Great tutor card for creature based decks. Loxodon Warhammer and Behemoth Sledge: Trample and lifegain on a stick. Domri Rade: Card draw, repeatable fighting, and a crazy ult. Deafening Clarion, Austere Command, Earthquake, Mizzium Mortars, Comet Storm, and Savage Twister: All have the potential to be near one-sided boardwipes.
Lands: Ancient Ziggurat: With a focus on creatures, this card is usually really useful. Command Tower: Should be in every commander deck. Naya Panorama and Jungle Shrine Kessig Wolf Run: Extra damage and trample. Contested Cliffs: Repeatable fighting for your beasts.
There are probably more suggestions I could make, and certainly not all of these cards need to go in. Just some different ideas for you to consider!
2 weeks ago
2 weeks ago
2 weeks ago
If you're considering splashing to Naya, You might want to add Adventurous Impulse and Drover of the Mighty. One of my decks is GW with Red Splash, and yours will be RW with Green splash, but close enough.
SCORE: 2 | 19 COMMENTS | 896 VIEWS | IN 2 FOLDERS
2 weeks ago
I already have 5 red sources, 3 Drover of the Mighty and 2 Sacred Foundry, which I think I pretty good for three cards. I like Sacred Foundry because it lets my Sunpetal Grove enter untapped. Flower / Flourish would be OP if you could get a nonbasic, but sadly, you can only get basics.
3 weeks ago
Hey Shoku, thanks for your thoughts. What I would do is print out some proxies from a site like MTGpress.net just to try your deck out and just playtest it with people who allow proxies (not tournaments obviously). I think you should run Drover of the Mighty anyway even without Dinosaurs, as that is what I do in my version of the deck. I like him because he gives mana of any color, which is a great boon to three color decks. I believe you could also go down to 19 lands, play 4 Llanowar Elves, 4 Flower / Flourish and 4 Adventurous Impulse if that sounds cool to you.
SCORE: 1 | 15 COMMENTS | 725 VIEWS | IN 2 FOLDERS
3 weeks ago
Hey Hexaflexagon, I think you're correct in that the deck could maybe drop a land or 2 because of Llanowar Elves and Flower / Flourish. Adventurous Impulse is another card i think the deck could drop a land for, but I like it a bit less than Flower/Flourish. I would consider running Drover of the Mighty if the deck ran any dinosaurs outside of the Carnage Tyrant in the side. Currently I havn't played any games with this deck because of it's considerably high price tag, but am hoping to soon and from there I can figure out where the best direction for the deck is.