Drumhunter

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Commander 2013 (C13) Uncommon
Shards of Alara (ALA) Uncommon

Combos Browse all

Drumhunter

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.

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C13

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Drumhunter Discussion

othermax on HELP ME PLZ

1 month ago

First and foremost. This deck is missing some of the key components that are very very neccesary for commander:

  1. Ramp

You have the Sol Ring , and thats good. And the few land fetching spells. But I reccomend getting creature ramp and at least 3 more mana rocks. Like adding in a Birds of Paradise, Sylvan Caryatid, Yavimaya Elder, and a Wood Elves would speed your game up so much, and give you chump blockers. Mana rocks are also really essential, my favorite are Gilded Lotus, Thran Dynamo, and Darksteel Ingot.

  1. Card Draw/Card Advantage

This is so important. In a deck like this, I'd automatically include Sylvan Library, Harmonize, Sensei's Divining Top, Worldly Tutor, Chord of Calling, Green Sun's Zenith, and a Tooth and Nail. Necropotence is super good too. Cards equal wins, period. That is why blue is the best color. I'd also consider cards like Soul of the Harvest and Drumhunter, just because your deck is creature based. The way I think about it, if I can't find a way to get more cards in my opening hand, I should not be keeping it.

  1. Landbase

I'm not gonna get into this, cause someone else did. Just make youre mana base faster. And play cards that cycle/fetch lands out of your library. It is card advantage for days.

  1. Removal

Play more creature piece removal spells (like Woodfall Primus , Acidic Slime , Reclamation Sage , and Shriekmaw , just because they leave you with a creature at the end of it all. That 2/1, or 2/2 deathtouch is essential for the early game. Also more instant speed removal will do you good like Hero's Downfall, Abrupt Decay, and Krosan Grip.

Sidenote: Play Eternal Witness if you are playing green. Period.

TheCman07 on Atarka EDH

2 months ago

Thanks smiffdemon for the suggestions! I have looked over the deck and made some substitutions based on your advice. I will list the changes here so people know what I swapped out. Furyborn Hellkite for Kilnmouth Dragon, Drumhunter for Dragon Mage, Overwhelming Stampede for Xenagos, God of Revels, Moonveil Dragon for Moltensteel Dragon, Ryusei, the Falling Star for Stormbreath Dragon, and Sight of the Scalelords for Harmonize.

mastermew on DINOSAURS!

2 months ago

I took a look on the gatherer searching for cards with the text "power 5 or greater" and found a few cards that I think would be good for dinos.

Drumhunter, Exuberant Firestoker, Feed the Clan, Godtracker of Jund, maybe Mayael the Anima, Mayael's Aria, Mighty Emergence, Mycoid Shepherd, maybe Spearbreaker Behemoth, Spellbreaker Behemoth, Sunseed Nurturer, and Where Ancients Tread.

kylar_ on Mayael

2 months ago

beleza, comecando pelo mais basico, eu vi que ce tem os signets no sideboard, coloca todos kkkkk, eles sao muito fortes, na moral.

eu nao testei, mas so pelo grafico da sua mana curve, acho que seu deck ta muito pesado. eu to ligado que essa e a ideia, mas o foda e que a mayael nao vai ficar na mesa diretao, e se voce ficar travado com as criaturas na sua mao e meio foda, tenta cortar umas criaturas que custam 8/7 e colocar umas que custam 4/5, tem muita criatura boa que custa 5.

falta card draw, tipo, eu vi algumas cartas que te dao card advantage, mas nada que compra carta mesmo, e isso e importante pra caralho, algumas sugestoes: Elemental Bond, Drumhunter, Garruk's Packleader, Primordial Sage, Rishkar's Expertise, Soul of the Harvest, Zendikar Resurgent (recomendo pra caralho essa carta, forte demais sos), Lifecrafter's Bestiary, se voce conseguir um Solemn Simulacrum, massa demais, ele e bem forte, mas ele e carinho.

agora so uma sugestoes aleatorias kkk: Thunderfoot Baloth, Steel Hellkite, Armada Wurm, Rampaging Baloths, Ogre Battledriver.

pessoalmente, eu nao curto certas cartas que ce colocou e eu tiraria, mas claro que fica a seu criterio kkkk, sao so sugestes, tipo, Archangel, bearer of heavens, sempre quis jogar com a Reya Dawnbringer e na moral que essa e o deck pra ela, mas 9 manas e tanta coisa kkkkk, eu deixaria so pq ela e muito massa na moral kkk, Silverblade Paladin nao cabe muito no deck eu acho, Yisan, the Wanderer Bard e lento, nao acho que vale a pena, Fireshrieker e o mesmo role do silverblade paladin, double strike nao e to forte sem trample, e eu to ligado que tem muita coisa com trample, mas tambem tem muita coisa sem, Banefire e Starstorm sao bem ruinzinhos, se voce quer board wipe, Blasphemous Act e o melhor, mas ele ta meio caro, Chain Reaction e Chandra's Ignition sao bons no lugar.

Perpetual on Samut's Stompers

2 months ago

Zendikar Resurgent seems like a no-brainer due to having both the free draws and mana doubling.

The problem I am having is not with what to suggest adding, but with what to suggest taking out. Things I would think of adding:Asceticism for creature protection, Zendikar Resurgent for the draw and mana, Mirari's Wake for anthem and mana, Soul of the Harvest for draw, Drumhunter for ramp and draw, Magus of the Library for ramp or draw (or both is Samut is on the field), Elesh Norn, Grand Cenobite for anthem and because he neuters opposing token decks

filthyc4sual on Rafiq

2 months ago

First off-I love Rafiq.

What do you think about Rancor? It gives him evasion and doesn't cost a card, when he dies it will go to the graveyard and come back.

It doesn't seem like you have any ways to really abuse Protean Hulk. It's a great card, but without comboing off somehow with it, i think I would cut it and lower the curve.

I don't know for sure, but how effective are Puresteel Paladin and Sram, Senior Edificer? You only run 13 equipment and no auras (unless you add Rancor). How many cards do they usually end up drawing?

You could use Stonehewer Giant as a bad Stoneforge Mystic, which is still pretty good ;)

It feels like you don't have enough ramp. I would try to fit Birds of Paradise and maybe Azorius Signet, Selesnya Signet, and Simic Signet in. Also, I don't think Drumhunter is very good. He seems inconsistent at best.

Pretty good deck, I could see this turning out very well!

Gleeock on Newbie to EDH! (Selvala HotW ...

3 months ago

Multani, Maro-Sorcerer - CMC isn't too prohibitive, he is difficult to remove (shroud)... With Selvala as commander he probably will fetch you 20 mana, any color as soon as he hits the field

Otherwise, green has a good amount of cards/creatures like Elemental Bond, Drumhunter, Garruk's Packleader, Primordial Sage where you draw for each power-creature cast, I've effectively stormed some people pretty good with that strategy.

Surrak, the Hunt Caller, Hall of the Bandit Lord & Concordant Crossroads -- because this strategy has a heavy need of haste

Frontier Siege can turn all your beefcakes into removal spells.

TheRedGoat on Fellowship of the Towering Forest

3 months ago

I have to worry about your meta if you feel Terra Eternal is so necessary as a mainboard defense option. It is a good effect, but a well rounded group of players shouldn't have to protect against land hate that much (plus its kind of a dcik move).

Moving on though I feel you've not done enough digging into magic's card pool if you wanted to be more defensive and didn't think to grab sphere of saftey. Sigil of the Empty Throne could be good too, but the sphere is better and you probably don't want too many 5 drops other than your commander anyway. Drumhunter looks like the logical cut for the sphere if/when you find one, but, not knowing your meta, you might could drop Leyline of Lifeforce instead. I doubt stopping counterspells directly is as effective as stopping interaction with your entire turn in the case of say Grand Abolisher, but even that may not matter if you know they can't pay the mana to retaliate.

In any case, you have to remember that green and white are far better are protecting themselves than drawing cards, but they see that as the same thing. Fog and Holy Day are to green and white as Counterspell is to the blue player. If it stops the opponent for a turn, that means they will have another turn to draw into another spell. This in turn makes the more powerful Ghostly Prison, and of course sphere of saftey, akin to Time Stretch. You may not be taking those extra turns immediately, but ideally in your colors you don't have to.

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