|Commander / EDH||Legal|
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|Classic Sixth Edition (6ED)||Common|
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Return target card from your graveyard to your hand.
Elven Cache Discussion
2 months ago
Cool idea for a deck! I think you could try to build around your commander even more.
In your mana base, a very easy inclusion would be all the cycling lands. Desert of the Fervent , Desert of the Indomitable, Tranquil Thicket , Slippery Karst and Smoldering Crater are great for Gruul decks to have anyways because of the lack of card draw and they work super well with your commander.
All the Dredge stuff would be great in the deck. You already have Brownscale, but you could use Shenanigans (there's always a target), Moldervine Cloak and Greater Mossdog all give you consistent action in the late game that will also power up your damage.
There are tons of self-mill cards that are worth running for card advantage. Lead the Stampede , Beast Hunt , Benefaction of Rhonas , Commune with the Gods , Kruphix's Insight , Scout the Borders all work at varying degrees of efficiency. If you ran a few more enchantments (which wouldn't be hard to do), this could actually be a great way to stock your graveyard and give you tons of action throughout the game.
With that in mind, almost every Flashback card is probably worth running. Same goes with Retrace and Jump-Start. These will give you so many options over the course of the game and be an extension to your hand.
Book Burning Targeting yourself is a pretty good way to stock the graveyard quickly, unless an opponent wants to take 6, which is also nice.
Chainflinger is decent in PDH and would fit nicely in a deck like yours.
Firebolt is very good in general and gets even better if you're milling it into your graveyard.
Fortitude can make a big creature a bigger problem and feed your graveyard lands.
Mother Bear seems like a good fit, like most cards that generate value in the graveyard.
Elven Cache is a great card to have in green PDH. It doesn't cost you a draw like Reclaim does, which justifies the mana cost, in my opinion.
Is Renewal to janky? Cantripping and fixing your mana might not be worth 3 mana, but it does move your gameplan forward somewhat.
A lot of the cards in your maybeboard are cards I think you should actually play. Excavating Anurid is quite strong. A 5/5 vigilance that cantrips at almost no downside for you is really good. Igneous Elemental is comparable to Flametongue Kavu in many scenarios. All your burn and removal that requires sacrificing creatures or lands is also good for your game plan. Quicksand has no downside in your mana base.
In general, I think having more creature-based ramp might be better than sorcery or artifact ones, unless they sac lands. Rampant Growth, Land Grant, Search for Tomorrow, Renegade Map and Armillary Sphere seem like they would be stronger as mana dorks. Zhur-Taa Druid and Silhana Starfletcher are both cards that do a lot of work in PDH, plus all the typical 1-mana ramp creatures in Green.
Otherwise, I think Diligent Farmhand and Muscle Burst is cute, but not very effective overall.
Chain Lightning and Lightning Bolt are oddly enough not impactful enough to play in PDH, in my opinion. I would vastly prefer Staggershock over either one for the better damage output or card advantage potential. These could be easy subsitutes for some of your maybeboard spells.
A lot of your creatures are aggressive, but not enough to really be pertinent in a game with 30-40 life (depending on how you play). Borderland Marauder, Burning-Tree Emissary, Moldgraf Scavenger, Zectar Shrine Expedition and to a certain extent even Scythe Tiger could be better as more resilient, synergistic or more powerful threats that scale better with all the ramping you're doing. Something like Sprout Swarm is a classic game-winning card that is good across the entirety of the game and works well with sac effects you're running.
Last thing: I think you should run more lands. I get that you're trying to be low to the ground and aggressive, but running a low land count hurts you in a lot of ways. It makes less opening hands keepable, it restricts the breadth of finishers you can use, it lowers the efficiency of your commander and cards like Winding Way and can even result in you running out of basics to fetch in the mid-to-late game. I think 38-40 lands would be a more appropriate number.
Again, great idea for a deck and I'm looking forward to hearing more about how you do with it. Is it more for 1-on-1 play or multiplayer?
FUL on Bootleg CoCo
11 months ago
1 year ago
1 year ago
that's quite an impressive list! A lot of artworks I didn't know of. But you also missed a few:
Aggression, Alexi, Zephyr Mage, Archangel of Strife, Azure Mage, Blood Cultist, Crossway Vampire, Deathless Angel, Elven Cache (6th edition), Fishliver Oil (9th edition), Game of Chaos (5th edition), Inkfathom Infiltrator, Jasmine Boreal, Juniper Order Advocate, Mortiphobia, Remembrance, Snuff Out (duel decks), Sylvan Ranger (M11), Tormented Angel, Vine Trellis, Vitalizing Cascade
2 years ago
Things I would drop:
Dolmen Gate: Doesn't help you win.
Decree of Savagery: Too small of a increase for too much of a cost. It's out of place in the deck as well.
Setessan Tactics: Only useful when your creatures are in Werewolf form, which might be too inconsistent.
Gruul War Chant: Personally I find this card underwhelming.
Parallel Lives: You are not running enough token generation to justify the spot.
I would also cut down the creatures to 25-30. Your weakest links are:
You might want to consider some more recursion to get back Moonmist more often. Shreds of Sanity, Surreal Memoir, All Suns' Dawn, Elven Cache, Eternal Witness, Nostalgic Dreams, Praetor's Counsel, Recollect, Revive, Seasons Past, and about a million more. I would stick to the low mana cost spells personally, as I'd really only try to get back Moonmist, but I would put 3-5 of them in the deck.
The last thing I would suggest is some more card draw. With all your win-cons in creatures that aren't very strong to begin with, you are going to need to out resource you opponents to secure kills. Next time you come over we can play a few rounds with it, and we'll see how it needs to be tuned.
3 years ago
I have Nature's Spiral and Elven Cache in there already. I do have to say though. I'm liking Praetor's Counsel, Creeping Renaissance, Recollect, and Regrowth Those could really help with the flow of the deck for sure.
Any idea on pull cards? Something that isn't a creature that could let me pull cards from my library?
3 years ago
Den Protector, Dowsing Shaman, Elven Cache, Eternal Witness (a personal favorite), Greenwarden of Murasa, Holistic Wisdom, among others. The best ones are ones that you can find ways to get back multiple times and use over and over.
3 years ago
If you want, you can check out my deck The Hivemind for how I built my deck. +1 if you want. My suggestions will be based on my experience.
Amoeboid Changeling is GREAT for taking control of opponent's creatures by turning them into slivers. If you the shroud sliver out, Arcane Lighthouse can get around that (it can't get around Ward Sliver which I suggest you remove for the changeling). Unnatural Selection can also let you steal stuff (multiple times in a turn too)
btw, take Sliver Overlord out of your mainboard. The site is counting the card twice towards your deck count for being your commander and being in the main deck.
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