Whenever a creature with power 3 or greater enters the battlefield under your control, draw a card.
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Elemental Bond Discussion
1 day ago
Hmm, here's my 2c, take what you will:
Your description lauds grabbing lands for days...yet you only have 19 that can be found. Due to her ability one is generally heavier on basics. Why such a focus on nonbasics?
You spoke of an ideal hand to cast Karametra T3-4, which means you need ideally 3 lands and 2 mana dorks (1-2 drops). You have 6. I'm no mathematician but those odds are bad. Even adding Crop Rotation to the mix it's still not ideal. Search for Tomorrow, Rampant Growth, Farseek, and even Dryad Arbor + GSZ will help you towards this goal. I'd still add Cultivate, co. to make sure you get her out before T5.
And where is your draw? I count 3 sources to which 2 I grudgingly call them that. You're casting medium sized creatures often so Elemental Bond and Kavu Lair; you should have a lot of creatures on the field so Shamanic Revelation and Collective Unconscious; and Harmonize and Rishkar's Expertise are solid.
I always like a good curve because my decks tend to run better when they have 1. At a glance you seem more focused on the end-game more than the previous 2 segments, which can work but how often? A better curve will force you to make hard decisions, for cuts like Deadeye Harpooner, who I cannot fathom why is in here. Beast Within?
1 day ago
LeoSushi Thank you for the comment!
The original idea of the deck was to simply explode, and then win. That's why cards like Fecundity and Elemental Bond were cut...Grim Haruspex was in there too, for a while. Once I'm dropping a bunch of tokens and sac'ing my lands, I'm not concerned w/ having cards in hand. The 'backup plan' has changed since this deck was built, and those cards are definitely worth another look, since I might actually survive to another turn.
The Gitrog Monster was cut because at 5CMC, he's a little late to help w/ the ramping.
Titania, Protector of Argoth JUST got added - she was MADE for this deck.
I have been working haste enablers in, such as In the Web of War, Goblin Bushwhacker, and Ogre Battledriver. Anger was in there, but got cut at some point. I've been thinking about putting him back in.
And you're right - if you cut out the 5 most expensive cards, this drops to well under $200 very quickly. As it got better, I couldn't resist putting in a few gems.
2 days ago
I have been furiously playtesting this deck ever since I've found it, I love the idea, but in my testing, The best cards I would add are The Gitrog Monster, Titania, Protector of Argoth, and more haste enablers, such as Emblem of the Warmind, and the insane draw engines in Fecundity and Elemental Bond. Honestly this deck is amazing, And surprisingly budget provided you cut a few 100$ cards
2 days ago
Panharmonicon would be bonkers in here.
Soul of New Phyrexia plays well with most of your guys being big and combos nicely with Boompile for a one-sided board wipe.
Eldritch Evolution could pair well mid/late game on a mana-dork to snag Reclamation Sage, etc. for a nice toolbox effect.
3 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 weeks ago
Here's some things I found that could be lots of fun in here.
Mana Echoes is just hilarious in tokens.
Kavu Lair because this deck lives and dies by top decking, so it definitely needs more card draw effects.
Horn of Greed is goin in my omnath, because again this deck lives and dies off the draw
4 weeks ago
ALSO. I got the kool-aid man alter for omnoms. expensive, but sooooo wooooorth
1 month ago
I also noticed you're lacking in card draw which usually wins games in EDH: Phyrexian Arena, Sylvan Library, Ambition's Cost/Ancient Craving, Armorcraft Judge/Inspiring Call, Shamanic Revelation/Collective Unconscious, Elemental Bond, Mentor of the Meek, Syphon Mind, Dark Prophecy, Carnage Altar/Phyrexian Vault, Harvester of Souls, Promise of Power, Decree of Pain (so good), Infernal Offering... this would be a decent pool to pick out of. I personally try to run as much draw as possible. IMO, you'd want to run atleast 6 draw cards on a curve. On top of more draw spells, you could also go the Land Tax + Scroll Rack route. It depends on how much ya have to spend on cards :P