|Commander / EDH||Legal|
Printings View all
Combos Browse all
Tap an untapped creature you control: Untap target basic land.
Price & Acquistion Set Price Alerts
1 day ago
1 day ago
Earthcraft is a second copy of Cryptolith Rite and can help you go crazy with dramatic scepter or paradox engine. I love kumena merfolk +1 from me
2 days ago
Jagg3r5, thanks for looking it over. A couple of thoughts occur as I read your post. I agree with Hellkite and Dragon's Herald, they are just in there as a fun casual combo, but in playtesting they both can end up being dead draws as you've mentioned. At the moment I am definitely very scattered, from looking over the huge variety of what's out there for this tribe, you can go toolbox with all the activated abilities, token generator with all of the options available, or more all in on the reanimator/sac route. I think the way that I would like to go is mostly toward some combo of the latter 2, focusing on the best token generators while having enough gas to benefit from the sac outlets.
In playtesting this, the Purphoros effects have been devastating. I also like that the tokens can get this running like a Meren reanimator if I get her online too. I am going to try Rage Thrower in here, and am considering putting some or all of the following in: Master of the Wild Hunt, Jade Mage, Earthcraft, crytolith rite, Fresh Meat, Parallel Lives and Wolf-Skull Shaman. I'm curious if anyone has thoughts on if this will be too slow of a strategy or if it is viable. My hesitation is that if I go all in on the token and sac route, I often have things sitting on the board that don't have useful abilities, and it is fun to have options with all of the activated things available in this tribe. I will pull the allies as they are pretty useless unless they have each other, though Agadeem Occultist has some good utility even if I can snag a 1 drop as sac fodder, even better with Thornbite Staff, (just wish there were more things like the staff available as that card is a bomb in this deck). Please keep the feedback coming this deck has been fun to build so far.
Still wondering if the balance of the key parts seems in place: Do I have enough of the following?
Sac outlets, Ramp, Draw, and Win Conditions (I try to stick to the general 8x8 rule for edh)
3 days ago
Hello, me again. While responding on my unesh thread to your comment I saw your hapatra deck. I also have been playing a lot of hapatra lately and wanted to share some insight. My build has been performing very well for me. I would say that most of my wins hinge on either a. Combat damage (craterhoof beats or sheshiro or some other anthem effect) or b. lifedrain effects - Throne of the God-Pharaoh or Blood Artist / Zulaport Cutthroat. With that being said, these routes to victory require a good amount of tokens. The best way to do this is with mass -1/-1 counter effects. Normally if I can cast just one, I can win the game. They feel THAT important to the game plan. Note that Im not running Devoted Druid/Quillspike combo, my deck is not as focused on infinite combos as Im not a huge fan of them. Its more focused on getting an overwhelming amount of tokens.
Heres my deck link for reference:
Commander / EDH
SCORE: 3 | 1 COMMENT | 1144 VIEWS | IN 4 FOLDERS
I see that you are looking to abuse the archfiend and I havent used him so I cant say if its a viable strategy.
Some inclusions I think you should make:
Flourishing Defenses- a backup commander like Nest of Scarabs. worth it since you can use these backup enchantments if hapatras not on the table. Whats nice about hapatra is that she can recycle your insect and elf tokens into snakes (which are strictly better) with mass -1/-1 counter spells like Black Sun's Zenith.
Throne of the God-Pharaoh - this card has won me games and puts in work esp if your meta is running things like Thalia, Heretic Cathar or Blind Obedience. Since youre running Cryptolith Rite already, I think it warrants an inclusion. Additionally, Im testing Earthcraft and its been insane in this deck. Its better than cryptolith rite as it gets around summoning sickness. Definitely need to pick one of these up. On this same note Harvest Season has been great for deck thinning when you are putting all of your basics into play on one turn! Highly recommended!
Liliana's Influence - the more mass -1/-1 counter spells the better. Despite its high CMC its worth it. And note that I dont even play the walker it tutors.
Shizo, Death's Storehouse - helps to push through damage with hapatra in a pinch and doesnt come into play tapped. Another card that has won me games.
Some other cards Im testing are:
Path of Discovery - seems good in token decks to either dig or pump your team.
Gruesome Fate - not sold on this yet but looks like it could be a sneaky finisher. totally win more so I might cut it.
Ifnir Deadlands - nice utility land , comes in untapped and gives you black mana. I like it.
Sylvan Offering - havent tested this yet but Ive found that the more creatures on the battlefield as a whole, (even on your opponents side), the better for hapatra. More targets for counters = we get more snakes when we play mass -1/-1 counters spells. Just remember, hapatra always wins token wars. Ive taken down a guy going off with Avenger of Zendikar and Kiki-Jiki, Mirror Breaker and another time angry omnath guy going crazy with 5/5 elemental tokens.
Some other thoughts - do you think its worth it to run Devoted Druid without Quillspike? I feel like its either all or none with these cards. Anyway, sorry for the wall of text, would love to hear your thoughts on this and let me know if you have any questions.
1 week ago
I enjoy the mechanics of your deck. I have made a very similar one myself, and have tested out some of the cards you play, and found them wanting. However, that depends always depends on the playgroup IMO.
Viridian Longbow - While this card seems good on paper with rhonas, it has never given me any real value. As rhonas needs to be first equipped and then tapped to do the shooting, -ideally this means that you have a turn 3 creature shooter where you have spent all ressources up till that point to be able to shoot 1 creature at a time, with everything tapped and nothing to block.
Lifecrafter's Bestiary - I have only ever tried this card out in my Karametra deck, but in that extremely creature heavy deck, it was underwhelming, to say the least. What is your experience with that card?
Berserk - You addressed this card earlier, and i will say that my experience with it is highly positive. (I play Pathbreaker Ibex as well) With all the draw spells based on creature power, it turns "the Rhonas 5 card draw" into 10 card draw. (Greater Good, Life's Legacy, Momentous Fall, Garruk, Primal Hunter) Further more, you can slap it on one of the big creatures like Ulamog, the Ceaseless Hunger, or Terastodon and almost insta kill anyone with leftover HP at that point.
Norwood Priestess - Found the Elvish Piper equivalent simply too slow for my taste, I have played around 5-7 games with that dude out, and it has never yielded me anything good. With the amount of ramp cards you play, i would say that this girl could be cut for something more usefull, but ofc, that depends on your own experience as well.
Cards, you might wanna consider:First two, you have already considered and found wanting Utopia Sprawl, Overgrowth. I have tested these cards, and they are overwhelmingly good. Theyre harder to remove than mana dorks, and they provide infinite mana easily with Earthcraft and Cloudstone Curio. Plus you know, they make the Arbor Elf extremely much better.
Temur Sabertooth This dude is underated IMO. While he provides another bounce effect, the protection of your key creatures is legit and should be a higher priority i think. With some of the mana doublers in play, he also goes infinite. And he has the added benefit of activating your Rhonas for a measly 4 mana.
Rings of Brighthearth - While Rhonas himself has an activated ability, it is not said ability yo usually wanna copy. Fetchlands turn into 2 lands instead of one, Thousand-Year Elixir Wirewood Symbiote Quirion Ranger untaps Selvala, Heart of the Wilds or the like twice. Garruk, Primal Hunter Throws out two dudes, or draws 10 cards. Plus if you insist on running your Longbow shooter, there you go -> boom boom.Aaaand you know, Deserted Temple plus any high producing land (also insert Overgrowth right here) = infinite = kill = win
Homeward Path - I have found, that while having an indestructable commander is all well and good, the worst thing that can happen to this deck is that someone else steals the fucker. In your deck you only have your big eldrazi girl, to get him back (i.e. to command zone then recast]. But it depends on the playgroup i think. In any case it is tutorable with any of your land tutors.
Surrak, the Hunt Caller Another haste enabler, which i have found myself tutoring for loads of times to enable combos. He activates Rhonas, and Rhonas in turn activates his haste ability. also. throw out 10 dmg turn 3 is always good for pressurering controldecks.
Yavimaya Hollow I love this land, as I will often see players trying to mess with the key mana producers. It is a solid card, and will give you a bit more resilience.
Elvish Archdruid I know that you have at some point considered this card. And let me tell you, consider it until you put it in. Do not think of anything else, just do it. Fulfill your dreams and do it. It is cheaper than the Channeler, and provides another easy way to win the game.
In all I liked your take on Rhonas, and it look very very much like my own. I have played it in 1on1 Commander and consistently take wins away from aggro and control. The only deck that has the number on Rhonas is Queen Marchesa control. That burns all lower creatures, and sacs Rhonas in a neverending cycle of dominion over our green dorks. Which makes this deck entirely too slow without the added benefit of small dudes.
You have received an upvote from me. Good Job.
1 week ago
Did you see my question involving this deck only playing four basics and Earthcraft?