Druidic Satchel

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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

Druidic Satchel

Artifact

, : Reveal the top card of your library. If it's a creature card, create a 1/1 green Saproling creature token. If it's a land card, put that card onto the battlefield under your control. If it's a noncreature, nonland card, you gain 2 life.

SemjonsDad on Toxrill

1 year ago

Dimir Signet, Mind Stone, Prismatic Lens, Arcane Signet, Charcoal Diamond, Coldsteel Heart, Corrupted Grafstone, Ebony Fly, Fellwar Stone, Fractured Powerstone, Guardian Idol, Liquimetal Torque, Obsidian Obelisk, Sky Diamond, Star Compass, Talisman of Dominance, Thought Vessel - Those are the viable 2 cmc mana rocks (Everflowing Chalice could also be played for 2 mana, but also scales more into the later stages due to Multikicker) Moonsnare Prototype and Springleaf Drum are 1 cmc but require a creature/artifact which you could tap to produce 1 mana. Sol Talisman and Mox Tantalite are also relative cheap in price.

For Land ramp, there arent that many options in Dimir, but here are the ones I would consider - Lantern of Revealing: 3 cmc Rock, that can ramp later Wayfarer's Bauble: The classic Dreamscape Artist: 2 CMC creature, that turns each card in your hand into Harrow Druidic Satchel: Not guarantees a land but not completely without value Navigation Orb: Bauble but slower Myriad Landscape: Land that fetches 2 Lands

Revel in Riches as an enchantment as is Black Market but that is kinda slow and comes relatively late Those are my suggestions for Ramp. Hope you find them helpful and GL with the deck :)

BlueBonk on Sweet Saprolings

3 years ago

king-saproling comes in clutch with a ton of good suggestions, again! Thank you so much! I agree with virtually all the things you've suggested swapping out. Druidic Satchel might not be that good, but it's a card I've never used and I fancy trying out. I was worried a few of my Thallid cards were a tad weak, especially some of the more simple saproling spawners like the adorably named Yavimaya Sapherd . I'll start incorporating your suggestions now, thank you! :)

wyzeman on Walk in the Vastwood

3 years ago

Speaking of Jeweled Lotus, this is a really great card. This is why I have tested it for so long before to come to the conclusion that is'nt such a great card for this deck. Sure, it's provide the ability to cast Nissa on turn 1-2, but a turn 1-2 Nissa is not such a big deal compare to a turn 3 Nissa. She still need 7 lands to flip and before becoming usefull. Also, Nissa is'nt a good target to removal as removing here is like giving a free land drop on the next turn. She's very cheap to re-cast and provide half of the commander death tax in return. Then, the lotus is almost always a dead draw if you draw it afther having played Nissa. This is why I prefer to keep a slower card like the Druidic Satchel who still provide support in the late game. I will prefer to change the satchel for another ramp card like Three Visits than adding the lotus. But this great card fit very well in some of my other decks, and I will include it in 3 of them.

StopShot on Elsha's Infinite Voltron

3 years ago

Cards I’d cut:

Basilisk Collar - You don’t need deathtouch and your other lifelink equipment are more desirable.

Helm of the Host - Creating extra 3/3 prowess creatures isn’t worth it.

Sigiled Sword of Valeron, Sword of Body and Mind - the slight power boost and token production aren’t worth it.

Sword of Sinew and Steel, Sword of War and Peace - not enough payoff to justify these. Light and Shadow is a bit weak because you don’t have much creatures to reanimate, but the pro-white/pro-black is good at stopping removal and evading blockers. Truth and Justice feels also weak, but you’re getting a bigger beater every turn which is improving your damage output. Fire and Ice and Feast and Famine are the best swords to keep and not cut.

Sword of Vengeance - First Strike won’t matter when you get enough equipment and 3 to equip is a lot when you want haste. Run Haunted Cloak instead.

Armory Automaton - Cute but doesn’t contribute anything to you smacking your opponent with your commander.

Godo, Bandit Warlord - Clunky. I know he can be used as part of an infinite combo, but infinite combos should be added in when you have your 100 cards set aside and can start replacing them.

Leonin Shikari - It can make a bunch of cute interactions, but I think you can go without it. Run Sram, Senior Edificer instead.

Brainstorm - it might be good for removing lands but you should run Druidic Satchel over it as its a repeatable Rampant Growth in this deck, though since you’re trying to cut cards I think you can go without either.

Remember the Fallen, Serum Visions, Sevinne's Reclamation - Remove these as you can go without them. If you’re worried about losing your stuff you should run Academy Ruins as it only takes up a land slot.

Mystic Forge - Your commander is already doing its job for you.

Masterwork of Ingenuity, Mirrormade - These are situational cards that vary on what you have out. They also provide amazing incentives for your opponents to destroy the original equipment effectively 2-for-1’ing you.

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