|Commander / EDH||Legal|
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Cumulative upkeep (1) (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Black creatures can't attack you.
Nonblack creatures can't attack you unless their controller pays (2) for each creature he or she controls that's attacking you.
|Have (6)||releasethedogs , Narueled , , agardels , AlbinoLion , jhTheMan99|
|Want (14)||zn.tportlock , widell , LastCall , EdwinSmithIV , xafeara , Jspeed , JannieB , flipdipple , redarrow4403 , Clones16 , QBrick , boneSANITY , Vialheart , Xelgion|
Elephant Grass Discussion
1 week ago
At first glance I think you’d be fine cutting any of these, mostly because their various effects are all already represented by other, better cards in the deck.
Haven’t had enough time to fully digest this list yet as I’m at work right now, so I’ll take another look when I get home tonight and see if I can’t find anything else I think you could pull out.
1 week ago
Pro_Noob Thank you for taking a look at my deck. Creature wise I'm trying to only have 10 maximum. I love the ideas of running Arboria , Elephant Grass and Silent Arbiter . I do need to add some more artifact/enchantment hate.
1 week ago
Additional note to my original comment: Angelheart Vial is my number one because it often feels like more of an Elephant Grass to your opponents- inconvenient. Your opponents will need to decide whether or not it's a good idea to give you that additional card each turn, or put their focus elsewhere. It feels like losing something to attack the player with the Angelheart Vial just to get an attack in when it gives them card draw and you negate two of that damage anyway.
2 weeks ago
This deck looks super fun, but I do have a few concerns. A lot of this is going to depend on the playgroup you encounter, so take it with a grain of salt. The two main issues I see are EDH-specific removal and go wide decks.
Lets look at removal first. Obviously in a green deck, the ramp you will be getting is going to make it very easy to just regenerate or recast your commander if you need to, but many players run removal that doesn't put your commander back to the command zone. I'm a filthy blue player, so the immediate example for me is Imprisoned in the Moon , but think things like Pacifism , or even Mind Control or Act of Treason effects. Currently, you only have 4 cards that protect against this type of removal in Alpha Authority , Canopy Cover , Swiftfoot Boots , and Krosan Grip . All of these except for grip are only options that work if you preemptively draw and play them, they cannot save your commander if he is already under a bit of removal. That would be fine, but with only 4 pieces of protection, your chances of drawing and playing them before your opponents can respond to your commander is not actually super great. That means you might be staring down a game where your only creature is stuck as a land, or just unable to attack. I would definitley consider trying out either more protection style enchantments, or running something like a sacrifice outlet i.e. Ashnod's Altar . Altar probably isn't the best choice for mono green, but its the first thing I could think of. If you wanted to run more creatures I would recommend trying out something like a Birthing Pod or Evolutionary Leap , but if you want to keep the count low the other option is to run more enchantment removal. Krosan Grip is a good choice, but if you are banking on going tall, you need more ways to defend your dude. With commander damage being a thing, you should be in a good spot to close out the game with only 2 or 3 enchantments on your commander, so I would prioritize more slots to protection to actually be able to swing in.
Go wide decks might be another big issue. Going up against a Krenko, Mob Boss or a Marath, Will of the Wild , even trample might not be enough to get through chump blocks. You are also open to a blowout by just not having enough blocks to stop your opponent. If they swing with 10 tokens and you can only block one, you aren't really going to be alive very long. You do have some Fog effects, but that's potentially not going to be enough on its own, and again it falls into that issue of only being one or two cards in your deck. Something like Silent Arbiter could help out in this aspect. Arboria could be a neat include too once you have your dude suited up. you won't have to cast spells after you have a beefy commander, but your opponents will eventually have to do something, opening them up to attacks. Elephant Grass could be another option, as a token deck probably won't want to pay 10 mana just to sneak in 5 damage.
Also, if you end up doing any playtesting, keep note of what your deck struggles with and feel free to add it to the description. Having a list of problems to tackle helps out a lot in strengthening decks, and it helps commenters stay on the right track a lot easier. This deck does look super fun though, so definitely let me know how it goes in any future games!
2 weeks ago
Gruul. More options = more fun. Rats can be fun, but so narrow. Once you've done it...
Also, what griffstick said. You know what black sucks at? Artifact/enchantment removal.
Obviously not all decks run these cards, but it's not that difficult to get locked out entirely, never mind not winning.
2 weeks ago
I agree with what Natalbee said - Muldrotha is best in a deck that is mostly permanents. It looks like you've got a heavy counter package here, so a commander like Damia, Sage of Stone would suit you much better, keeping your colors and keeping your hand full. I personally run a Muldrotha deck, and keeping a high concentration of permanents is a must. I've linked it below if you want to give it a look. Now, if you're committed to keeping Muldrotha as your commander, some excellent protection options are cards like Spore Frog , Elephant Grass , and Glacial Chasm . Being able to abuse them with your commander is super powerful. Also, Siren Stormtamer will protect you against graveyard hate, which is one of the biggest weaknesses of any graveyard deck. I would also recommend more utility creatures, and cutting down on the instants and sorceries in favor of comparable permanents. You also seem to have two Thran Dynamo s in here.
Commander / EDH
SCORE: 7 | 6 COMMENTS | 782 VIEWS | IN 3 FOLDERS
4 weeks ago
Constant Mists . Walk the Aeons infinitely combos with Crucible of Worlds or Ramunap Excavator and Azusa, Lost but Seeking , which you already have in the list. Turntimber Sower is neat, and so is Seasons Past . Elephant Grass is underappreciated as a card in Mudlrotha, and Worm Harvest is a cool wincon. Genesis Wave too.
Elephant Grass occurrence in decks from the last year
All decks: 0.03%
Commander / EDH:
All decks: 0.0%
BUG (Sultai): 0.1%