|Commander / EDH||Legal|
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|Shards of Alara||Uncommon|
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Creature — Human Druid Warrior
At the beginning of your end step, if you control a creature with power 5 or greater, you may draw a card.
Tap: Add 1 to your mana pool.
Price & Acquistion Set Price Alerts
2 days ago
In terms of ramp, most of the ramp you have are cards that push you only 1 mana ahead, which I think is too small of an effect unless it comes with another valuable effect. Because of this, I would drop Mina and Denn, Wildborn, Sakura-Tribe Elder, Rampant Growth, Animist's Awakening, and Gruul Signet for Worn Powerstone, Astral Cornucopia, Gyre Sage, Khalni Heart Expedition, and Overgrowth. That kind of upgrade to your ramp will ensure that you get huge creatures out very easily. If you want to see other cards that could also fit this role, check out MagicalHacker - List of All Ramp Cards, but I would say that this deck definitely needs cards that advance your manabase by two or more, so ignore the cards that only ramp you by one.
Secondly, I only see three cards in here for draw, so there's no wonder that this deck doesn't hold it's own! We have all been there at some point, so let me emphasize this point: Draw is the most important thing for 99% of decks. Draw will let you have options, draw will let you build board states quickly, and draw will make it harder for you to get mana screwed or mana flooded. All of these are very important. You have Harmonize, Lifeblood Hydra, and Citanul Flute, but let's try to get 7 more cards for draw in here. If you need to take some out after testing, that's fine, but I don't see that being a problem. Too much draw isn't usually a problem with 10 cards that draw in the deck, so I think you should add any 7 of the following 9 options: Abzan Beastmaster, Elemental Bond, Triumph of Ferocity, Drumhunter, Outpost Siege, Lifecrafter's Bestiary, Skullclamp, Wheel of Fortune, and Life's Legacy to your deck to be able to refill your hand quickly and often. Check out MagicalHacker - List of All Draw Cards (Steady) and MagicalHacker - List of All Draw Cards (Burst) if you want to see options I didn't mention or options that aren't quite so expensive. I do think that those 9 cards are probably the best draw cards for your deck though, so picking 7 will bring your draw up to a reasonable amount. (I'll get into what 7 cards to drop soon.)
Next, let's tackle boardwipes. You've got Savage Twister and Chandra's Ignition, which I think are fantastic, but you do need more. There are only a few board wipes that can kill flying creatures and nonflying creatures in red and green at a reasonable mana investment, and those are Nevinyrral's Disk, Chain Reaction, Heaven / Earth, Blasphemous Act, Rolling Earthquake, and Starstorm. I think you can pick any 3 of those to add to the deck and you will be set on board wipes. (This brings us up to 12 cards that need to be dropped.) If you want even more options, again, feel free to check out MagicalHacker - List of All Board Wipe Cards to see more cards that could work, but I think adding any three of the above options would be fine.
Now, let's move on to item removal. You have Decimate, Hull Breach, Vandalblast, Beast Within, and Steel Hellkite. These are all fantastic, but I'd like to see Chaos Warp as well to be able to deal with any permanent.
Lastly, let's take a look at what cards you have to be able to deal with creatures at instant speed. Most people assume that dealing with creatures at sorcery speed is just as strong as dealing with creatures at instant speed, but here is why that is not correct: your opponents' creatures are good cards for you when they are attacking other opponents, and they only become problems when they attack you. For that reason, it's important to remember to have lots of instant speed removal to be able to kill creatures during combat when they would deal lots of damage to you or to kill creatures that are about to allow an opponent to go infinite. That said, your only options for that are Chaos Warp and Beast Within, making Chaos Warp that much more important for this deck.
Now that we have gotten the enablers down, let's talk about the bulk of the deck. To really abuse Rosheen Meanderer, we want the rest of the deck to be about using that X restriction. That said, we do want to use cards that will use that restriction to do things of value. If we are going to make big creatures (which we do want to do), we want to make sure that those creatures can attack to deal damage to players by giving them evasion.
Lifeblood Hydra and Primordial Hydra are the only ones that have an evasion ability naturally, so then we are forced to include things to give evasion. Flying is a good start, so I think that Akroma's Memorial and Homura, Human Ascendant are a place to start. You were right to add some ways to give everything trample, but I would add Khenra Charioteer, Gruul War Plow, and Primal Rage. Those five in addition to your Nylea, God of the Hunt and Archetype of Aggression should be enough ways to make your big dudes go through.
I realize now though that I've lost track of how many cards to add, so instead I am going to make a decklist to show what I would suggest this deck should become. No worries, I will link it at the end.
I would actually add all the creatures that cost X but enter with X counters (excluding the ones that cost double X, since those are not as powerful). And after that, just some ways to double +1/+1 counters or use Rosheen's ability will round out the deck.
Personally, I believe that 37 lands including Sol Ring would be enough since you now have enough ramp, so I brought down the number of lands too.
Hope I was able to help you!
3 days ago
Maybe Drumhunter and the "behemoths" from the alara block (which give bonuses to creatures w/ 5 or more power). That might, however, distract from the elemental theme and it's understandable that you didn't put them in. Drumhunter is still pretty good though.
1 week ago
I don't remeber if I have already suggested this, but since most of your devotion is green you could use Karametra's Acolyte in your ramp. She's thougher than the 1/1 elves, and she gives more mana the more green permanents you have in play.Druid of the Cowl is another slightly more expensive card to replace the elves.
The same is true for Drumhunter.
Dryad Arbor can be more difficult to hit with spells than your elves.
While a lot more expensive, Elvish Aberration is a lot more difficult to 'kill.
One of your best bet, however is Elvish Archdruid, which both makes your other elves more powerful, and can tap for mana based on the number of elves you have.
4 weeks ago
Thanks BlackWyvern, I like these outside the box ideas. Rhonas's Monument is pretty cool! I really wish it was red creatures though...Still, worth considering. Drumhunter has decent synergy with all the fat dragons, but if I were to add more draw I'd probably throw in a non-conditional spell like Harmonize or something, shrug.
4 weeks ago
Some possible ideas.
Rhonas's Monument Pump and trample on creature.
Drumhunter Free draws.
Lurking Predators Another way to cheat things in.
Defense of the Heart A more threatening way to cheat things in.
Doubling Season Since you have a lot of token gen, it might be worth sliding this in. Also instants Arlinn to emblem once transformed.
1 month ago
Would like to suggest Paleoloth as an on theme way of returning big creatures.
1 month ago
Some cards from that deck that you might consider are Skyshroud Elf, Opal Palace, Rith's Grove, Temple of the False God, Chandra's Ignition, Nissa's Revelation, No Quarter, Warstorm Surge, Crystal Ball, Explorer's Scope, Swiftfoot Boots, Arashin Sovereign, Dromoka, the Eternal, Drumhunter, Gruul Ragebeast, Knotvine Mystic, Mwonvuli Beast Tracker, Paleoloth, Ruric Thar, the Unbowed, Regal Behemoth, Terastodon, Vagrant Plowbeasts, and Woolly Thoctar.
1 month ago
Keeping it under $15 should be really interesting, You should be fine with creatures but spells might cost you more.. I'm curious as to how functional it will become.
Here are a couple suggestions off the top of my head that should fit:
Naturalize, Naya Charm, Keeper of Progenitus, Terastodon, Fires of Yavimaya, Swiftfoot Boots, Drumhunter, Knotvine Mystic, Hull Breach, Garruk's Packleader, Gruul Ragebeast, Garruk's Companion, Behemoth Sledge, Hunted Dragon, Kazuul, Tyrant of the Cliffs, Dauntless Escort, Paleoloth, Baloth Woodcrasher, Destructive Revelry, Stalking Vengeance.