Prevent all combat damage that would be dealt to you this turn. Populate. *(Create a token that's a copy of a creature token you control.)
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Druid's Deliverance Discussion
2 days ago
I'll quitely reccomend Grove of the Guardian instead of Armada Wurm, as its unlikely to be cast in most games when the rest of your deck is so aggressive. Your flicker effects mostly hit creatures, so the Trial/Carthouche is unlikely to be fantastic unless you Cloudstone Curio combo it up, or go all in on Ajani's Chosen type token/enchantment synergy. If you can find them Blade Splicer is a fantastic, aggressive option that plays in to a token artifact strategy, and is readily backed by Sundering Growth type proliferate effects and cloudshift. Countless Gears Renegade, Genesis Chamber, Hangarback Walker, Knight-Captain of Eos/Druid's Deliverance, Nest Invader, Servo Schematic Thraben Inspector, Tireless Tracker, etc all play well into this strategy, and combined with some value artifact sacrifice or artifact matters effects like Dispatch a very aggressive game is possible.
Have a look at Trostani, Selesnya's Voice EDH to get a better idea of the cards out there, then adjust for your meta. Can't really reccomend more than that.
2 weeks ago
New suggestion: I might replace Fog with Druid's Deliverance since for 1 extra mana you'll get much more value out of it. I would have recommended Contagion Engine but it appears to have gone up by $10 since I got mine, so...
Also, one problem that comes up a lot in commander is mana fixing. It's hard to make sure you have the right color at the right time, so even though they're a little slow, it's good to run things like Evolving Wilds, Terramorphic Expanse, Jungle Hollow, Golgari Rot Farm, and Tainted Wood.
1 month ago
Nice, simple idea for modern. I think the secret to running budget black decks are a lot of hand disruption and a stable manabase. If you can find some of the more budget b/g lands, that will help. Llanowar Wastes, that sort of thing. Scythe Leopard, Gatecreeper Vine and Liliana's Elite are likely to underperform compared to some other dirt-cheap options.
General advice- go heavy on one colour so that you can pack your deck with cards of that colour then leave the other for later in the game, where you can afford to be paying mana with lands that come into play tapped.
This means either early game black (hand/board disruption) or early game green (Elves of Deep Shadow/Sakura-Tribe Elder). What you choose to focus on can then inform the cmc and gamplan for the rest of your cards. Either way, lots of 1 and 2 drops will help you survive.
I'll start with disruption options- Vendetta, Victim of Night, Smother, Geth's Verdict Bile Blight etc for creature removal, Duress, Black Cat, Ravenous Rats, Rotting Rats, Nezumi Bone-Reader and Thoughtpicker Witch for hand disrution are all solid choices that match your game plan.
Interesting or efficient creature options Rot Shambler/Mortician Beetle (growing threats), Zulaport Cutthroat/Blood Artist (lifedrain and victory without attacks with a sacrifice outlet), Dross Harvester (bolt and path resistance), Ogre Slumlord for rat tribal combo , Pawn of Ulamog/Sifter of Skulls for more tokens, Quirion Dryad/Vinelasher Kudzu for growing threats Bloodthrone Vampire/Indulgent Aristocrat/Carrier Thrall for vamp tribal, Nest Invader for more token/ramp, Boneyard Wurm/Satyr Wayfinder/Graveblade Marauder/Nighthowler/Splinterfright/Gnarlwood Dryad are all fairly functional for a more graveyard-reliant setup, and Svogthos, the Restless Tomb is a cheap and functional manland.
Sideboard options Elvish Eulogist(in an elf heavy list) Elvish Hexhunter Vampire Hexmage Bottle Gnomes Dryad Militant Delirium Skeins etc. There is a lot out there in these colours.If a lot of cards are ending up in the graveyard as the game draws out, spells like Hooting Mandrills, Gurmag Angler or Become Immense start becoming more valuable.
The question is always going to be what is my opponents plan, and how do I stop that- are my opponents playing Rest in Peace or smilar to deal with graveyard shenanigans, will they kill me before I kill them as every card in their deck is effectively Lightning Bolt, or will they be able to Remand all my spells while they hit me with Delver of Secrets Flip. Things that disrupt their plan are usually good, especially when they help your plan.
There are a lot of cards to much around with and play- I'd reccomend testing online before going hunting for things specific, focus on a single strategy when picking cards and if you choose to go less-budget, focus on lands first. Reliably casting spells is the core of the game.
1 month ago
Thanks for the suggestions, I'm going through the cards you mentioned and picking out the ones I like the most.
1 month ago
Nature's Lore, Assassinate, Bone Splinters, Death Stroke, Despise, Distress, Explore, Gruesome Discovery, Journey of Discovery, Mind Rot, Appetite for the Unnatural, Doom Blade, Druid's Deliverance, Gilt-Leaf Ambush, Naturalize, Seedling Charm, Spring Cleaning, Strength in Numbers, Vitalize, Prowess of the Fair, Wayfarer's Bauble, Deadbridge Shaman, Silhana Starfletcher can all be cut in my opinion. These cards are all low impact or just a bit eh, compared to what you can do.
Nullmage Shepherd lets to turn a swarm of tokens into repeatable removal.
If you want to go in hard on tokens, you also have Primal Vigor as another token doubler, Second Harvest as a single use doubler, Sylvan Offering as a massive token producer/political card you can take advantage of especially. Voice of the Woods turns tokens into yet more tokens.
Damnable Pact is a good draw x spell, which can be political, or can be used to burn someone to death. Weird Harvest is an interesting political option, that can let you win on the spot with enough ramp.
1 month ago
(Apologize for the long post in advance.) Show
I noticed we went in separate directions for how our decks play, which is refreshing. Yours has a lot of resilience and builds threats up over time. Mine has a lot more ramp in it to pump things out faster. So my thoughts on these cards are from my experiences only, and not everything may suit your deck.
Selesnya Evangel --> Vitu-Ghazi Guildmage -
I've discovered this card performs better for the slot. Its abilities don't require tapping and can be used multiple times per turn if mana is present. It costs more though, so I modified my deck for more ramp.
Wayfaring Temple -
This card has potential, but it needs consistent evasion to work effectively. I ran a play set of these and Selesnya Charms to grant the trample, but it didn't work well enough for me (more on the Charm below). Eventually switched the charm slot for Rancor, and it held more synergy with my deck. Then I decided to re-purpose my Rancor cards for a different deck anyways and dropped these guys entirely. Without evasion they can be chump-blocked all day, no matter how big they get.
If you're interested in keeping the Temples, consider additional cheap, permanent trample cards to complement them. (Many of these I have only considered, but never tried. If you find one you try and like, let me know!)
Rancor or Fists of Ironwood - Only tried the first one, which is the cheapest to get going and has recursion, but the tokens from the second enchantment sound nice. It unfortunately isn't as permanent.
Behemoth Sledge/Loxodon Warhammer/Sword of Vengeance, Chariot of Victory/Haunted Cloak, or Horned Helm/Ring of Kalonia - Plenty of equipment sorted by similar costs. I never went the equipment route; I honestly still think Rancor is the best for what it does.
Selesnya Charm -
I thought this card would have so much utility but its performance (in my deck) was again underwhelming. I had little need to exile fatties as I had my own to trade with them (and I had an easier time making mine), and for a 2/2 Knight token was not efficient when I had Call of the Conclave to compare it to plus Intangible Virtue to grant vigilance anyways. It would most often be used just for its trample, hence why it was replaced with Rancor. Again, this is only my testing, but it didn't perform well in my deck.
Rootborn Defenses/Druid's Deliverance -
Since your deck takes a bit of time to build up, I would consider running one of these main board (at least a couple copies). Rootborn greatly helps against board wipes or spot removal, but it's slow.
Gavony Township -
This is a great card, but I would reconsider having a full play set. Many of your cards have restrictive costs and having 4 lands that produce will hinder some games, even with the inclusion of Birds of Paradise. If anything, perhaps even consider trading one for Grove of the Guardian. It's deceptively easy to get that 8/8 token.