|Commander / EDH||Legal|
Printings View all
Combos Browse all
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.
Elephant Grass Discussion
1 week ago
Hey here are a few cards to consider:
These cards are great but rely on you having muldrotha out to get a lot more value out of them. Also Dream Halls is basically a must include in a muldrotha deck because you can use this to cast muldrotha out of command zone and then cast cards from your graveyard for free it is absolutely ridiculous.
1 month ago
Feel free to check out my list for ideas. It's not budget friendly just to warn you, but it's one of the top rated Muldrotha lists on this site and it's worth a look. Upvotes on any of my decks are appreciated. Muldrotha's Madhouse - No Infinite
1 month ago
Glen Elendra Archmage and Siren Stormtamer both deserve spots for a counter suite. Spore Frog and Elephant Grass are both great for anti-aggro. Cephalid Coliseum and Command Beacon both deserve spots as well. I ran Imprisoned in the Moon in addition to Song of the Dryads. Also, depending on your meta, Mystic Remora and/or Aura Thief can be all-stars here.
Last is Bear Umbra which quite frankly is amazing in Muldrotha. Being able to further your own gameplan on your first main phase while holding up mana for answers is very effective here and totem armor is nothing to scoff at either.
Feel free to check out my list for ideas. Upvotes on any of my decks is appreciated. Muldrotha's Madhouse - No Infinite
1 month ago
I also play Muldrotha, and I've gotten to be pretty happy with where my deck is at the moment. Seeing your comment above, I'll try to keep a budget in mind.
Firstly, you should aim to keep a bare minimum of nonpermanent spells. If there is a permanent that can replicate the effects of a spell, use it. For example, Sakura-Tribe Elder is one of the best creatures out there for what it does, and can easily replace cards such as Rampant Growth or similar. Burnished Hart is good as well, as it can be played as either your Artifact or Creature for the turn. I would certainly cut down on some of your spell-based removal, and look instead for more cards such as Fleshbag Marauder and/or Hostage Taker . Archaeomancer is probably better than Scribe of the Mindful , or at least another copy of it if you want to keep the amount of Instant and Sorcery spells as high as they are. Finally, some other cards I would prioritize adding are Wayfarer's Bauble , Skullclamp , Pernicious Deed , and Mystic Remora . Actually, on the topic of Cumulative Upkeep, Glacial Chasm and Elephant Grass are both incredibly powerful cards win conjunction with your commander. TL:DR - Prioritize permanents over spells, and keep in mind that cards with ETB/LTB effects are incredibly powerful, especially with a sacrifice outlet in play. I'll link my deck below if you want to check it out for inspiration, and if there is anything else I can do for you please let me know!
Commander / EDH
SCORE: 10 | 10 COMMENTS | 1209 VIEWS | IN 3 FOLDERS
3 months 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.
3 months 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.
3 months 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.
3 months 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!
Elephant Grass occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%