You may play an additional land on each of your turns.
|Have (2)||sonnet666 ,|
|Want (5)||Hakenaani , spacemonkey0042 , pyrophage , metalmagic , Vee.o|
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|Urza's Saga (USG)||Rare|
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|Commander / EDH||Legal|
Exploration occurrence in decks from the last year
Commander / EDH:
All decks: 0.07%
BUG (Sultai): 0.6%
1 day ago
HezTheGod I ran verycard you mentioned: Exploration felt rly odd on a deck with 29 lands. Most of the time I wouldn't do much with it, and mid/late game if you're drawing a lot of cards, drawing into that does allow you to drop some extra lands, but then again, it's not what you want to do, you just want to keep chaining turns, and if you fizzle you want to be able to last a turn cycle, so I cut it long ago.
Wingcrafter I ran it, then I cut it out, then I ran it again xD with the new cards recently being printed, a couple of new faeries, and as you can see, my list tends to have other hate cards like Slime and Scooze, I rather take out a creature that's only good when you have another on the board, and that it doesn't have the good creature types.
Green's Sun Zenith I ran it all the way up to Finale of Devastation's release. My playgroup tends to have quite some MLD and pyro effects, and while T1 GSZ into dryad is good, getting Pyroclasmed turn 2 and losing that land was painfull. And when the Finale was released I swapped it, for the ability to be able to grab stuff like Tetsuo, and also being able to grab stuff from GY
Phantasmal Image I ran it as well all the way until this last update, with more Fish/hulk hate. Basically was good vs some good creatures and the way to "interact" with Elesh Norn, but then the meta is more Fish/hulk and I rather have extra GY hate with Slime, and ways to stifle Fish with Obstructionist
Druids' Repository Is actually the card I tested the least, as the first times I played it, a couple of years ago, I guess there was more disenchant effects in my meta, and it wouldn't last much. So I took it out. But I looked back at it again, since my meta changed. It's indeed a good card, but then again, I'm on a slower list trying to rely on mid/late game ways to win, and early game I rly want some mana up (from lands) xD
2 days ago
some notable cards i run i see you do not:
overall i like your deck list a lot. It has given me things to consider.
tappedout.net/mtg-decks/edrics-communist-spies-competitive-edh/ is my list if you'd like to compare.
1 week ago
I am alright with mild staxs I run some my self War's Toll is great not preventing you from playing but making you make hard decisions. I think this is the type of staxs that is cool.
"Sol Ring is not an excuse to kill a player" I never understood this when I have watched a green player play something like Exploration turn one and that is more broken than a sol ring on turn one in most metas
I try to keep my decks to match meta power level last thing I want to be is a pubstomper and if I accidentally make it to strong I will pull cards and rebuild
1 week ago
In addition to the Swordtooth: Azusa, Lost but Seeking, Exploration, Burgeoning, The Gitrog Monster, Oracle of Mul Daya and the new Dryad of the Ilysian Grove all can let you play extra lands that you may have in hand. Unfortunately all are on the more expensive side.
[Holy crap! I hadn't checked the prices on most of these in awhile and man have some of them spiked...!]
2 weeks ago
Second game was turn 1 Sol Ring, turn 2 Freyalise, Llanowar's Fury, turn 3 Skyshroud Claim and Oracle of Mul Daya, and before anybody could do anything I ultimated Freyalise, played Hornet Queen and followed up with Craterhoof Behemoth.
Green Rawr!! before any coherent defense could be mustered. Nuts.
3 weeks ago
You are welcome. I normally get more lukewarm responses from my in-depth analysis, so its refreshing to receive praise. I've taken another look at this bad boy, and here are the specific changes I would make, with a decent budget in mind (ofc Imperial Seal would be a great include but there are cheaper avenues to explore first).
I would advise thinking about the chromatic pieces another way. Its color fixing AND a draw AND metalcraft for , and you get repeat value from Glissa if there is nothing better to grab immediately (if there's a boardwipe, or you aren't getting pieces blown off the board, or you are able to continually snipe dorks/bears/commanders with Ulvenwald + Glissa). Even without Glissa, you've basically made yourself into a 97 card deck. With Glissa, you have a cheap ": draw a card" engine. It turns all your kill spells into cantrips, letting you dig faster to the combo, and grind out games that go longer. It also plays EXTREMELY well with any topdeck tutors, like Vampiric Tutor. I think there's a strong case for inclusion, but I can also see this list is chock-o-block full.
As far as the Sword. Its a nice card, but its mostly only helping you when you're already ahead. If you can't get an attacker to hit a player, you're not getting anything for paying mana to cast + equip. It also requires that you have a creature on board to get the uses out of it, which means you're slowed by casting + summoning sickness if someone else board wipes. Its a delayed slow reusable card, and its a reusable dork killer, both are unreliable for getting the triggers. Compare this to Jitte. Jitte gets triggers off ANY combat damage, and you get far more out of the triggers from Jitte. The -1/-1 until EOT is much better removal, and if something has bigger than 2 toughness you can always hold the counters. The 2 life refuels you when Confidant and other draw effects slurp you into danger range. The card draw is VERY nice, but being unreliable really makes me favor Jitte here. Of course I think the best choice would be Sword of Feast and Famine.
Grim Monolith is going to be outperformed by an elf here. Consider if either is in your opening hand. With an elf, you spend 1 mana on turn 1 to have 3 colored mana on turn 2. With Monolith, you spend 2 mana on turn 2 to have 3 colorless mana on turn 2. Monolith is expensive to untap, and you run no ways to artifically sacrifice Monolith to recur it untapped, or to untap it. You aren't running Monolith for an infinite combo either, which is another reason it is usually slotted.
I really think Exploration Burgeoning Azusa, Lost but Seeking Ramunap Excavator Wasteland and Ghost Quarter are a very powerful choice for stax. It means you will have to drop slots elsewhere though, which might require some more rethinking or reassembling of the deck. This also opens further lines and slots, such as Crop Rotation into Inventors' Fair to get Crucible of Worlds to replay Inventors' Fair to continue digging up pieces.
I also really think the chromatic + baubles have value here. Turns removal into cantrips, lets you play the longer value game.
I would advise you to investigate artifact based combos. You have artifact recursion in the command zone. If a piece gets blown out, you still have it in reach throughout the whole game until it is exiled. Currently, your combos are enchantment + enchantment and enchantment + artifact. Your combos also suffer from either requiring an untap stap (to get rid of summoning sickness), or causing each opponent to take 1 damage. Simply put, they are not instant wins. You're giving other opponents the ability to draw/play answers to the board and disassemble your win.
3 weeks ago
Very nice deck. I have a paper Alesha, Who Smiles at Death list, so I can appreciate another paper non-blue stax deck.
Things I enjoy
Hope of Ghirapur is a very saucy include and is a strong Glissa recursion target
Tainted Wood and the other tainted lands are EXTREMELY under rated
Ulvenwald Tracker has some crazy strong synergy with Glissa (first strike and deathtouch)
Areas I can see improvement
First, Tree of Tales and Vault of Whispers raise risk while providing extremely marginal benefit (Mox Opal metalcraft). While it is recurrable with Glissa, you risk the chance of things like ETB tapped, get sniped on a land drop on turn 1 or 2, having it turned into a Mountain, or just having it not untap. Having 2 more basics will allow your Crucible of Worlds to be a BEAST with fetchlands and makes games against other stax decks easier. Similarly, you can ease off a touch with the non-standard dual color producers, because its only a two color deck. While these cards are certainly nice, cutting another 2-4 for various utility lands I bet you won't notice a drop in color consistency because of the high fetch density. I would also consider Wasteland and Ghost Quarter, which conveniently work extremely well with Crucible of Worlds in a stax deck. Green also has access to Ramunap Excavator, as well as the highly cancerous Exploration and Burgeoning and Azusa, Lost but Seeking. Blowing up a couple lands a turn makes players scoop pretty fast.
I think you should run the elf squad. Turn 1 elves make mana faster which helps A LOT. Stax decks needs to have strong starts, to get ahead of players so you can bury them with symmetrical and asymmetrical effects. Llanowar Elves Fyndhorn Elves Elvish Mystic Elves of Deep Shadow. I think these will help your consistency and speed. Also consider Priest of Titania. These are also great mid and late game targets for Skullclamp.
Artifact based draw that graveyards itself provides huge incidental value with Glissa. Specifically, Chromatic Star and Chromatic Sphere are worthy of includes. You could even grab Barbed Sextant if you strongly liked the chromatic effects.
Mana Web is a great effect when it goes, but I have personally found this card to be lackluster in color identities that lack White or Blue. It needs supporting cards to make it go, like Winter Orb and Static Orb. Blue and white get the benefit of having further extensions with Hokori, Dust Drinker and Stasis, and I really believe this card belongs mostly in decks.
Smallpox and Innocent Blood are synergy inclusions, but they are rather marginal if drawn later in the game. You could consider swapping one of them into Damnation. I don't think Sickening Dreams is worthwhile if you aren't running a combo to draw 50 cards and kill the table with it.
Tormod's Crypt could be worth running. Ezpz recursion target that you can always pop for value if someone has a creature about to die on the stack. Helps against fish hulk which you think is a bad match up. Also every deck has some way to gas from the GY.
You run some creatures that seem value oriented, but I think should be replaced. Wurmcoil Engine Ravenous Slime Scrap Trawler. I don't think you're getting enough meaningful action on combat for wurmcoil, I think ravenous is pretty marginal at beats as well as GY patrol, and scrap trawler is redundant with your commander and doesn't really advance your game plan.
1 month ago
Ok, Profet93, here we go on some card evaluation.
Bag of Holding : I've had this card actually do good work for me. Having the mana up to activate it usually isn't a problem, and it's easy to dump a bunch of lands in a turn, get the back, and dump them again. It's fun, and I like it, so I'll probably be keeping it. That, and getting as many effects to return chunks of discarded lands to my hand is good for this deck.
Grafted Exoskeleton : I could live without it. I thought that it would help provide another quick win condition towards the end of a game, but I think a better fit would be something like Illusionist's Bracers , which would double up the activations.
Horizon Spellbomb : Most likely was put in there as a low-budget option in the original list, and could probably be upgraded. It's low CMC, gets ammo into the hand, and can draw a card to replace itself. But it's easy to live without.
Summer Bloom : This one stays. Running this many lands, it doesn't whiff.
Rites of Spring : Open to suggestions.
Mulch : It's ok. I usually hit at least 2 lands with it, but I admit I could replace it.
Beneath the Sands : Gets one land, or draws a card, so it's never dead. But it could be better. Open to suggestions.
I do have some thoughts on adding some more draw/ramp, but I'm staying budget here, so no Exploration , Burgeoning , Oracles or that other stupid expensive elf. I'm thinking along the lines of Mina and Denn, Wildborn , Font of Mythos , Llanowar Scout , Sakura-Tribe Scout , and things like this. I do believe I will splurge for a copy of Life from the Loam .
As for card draw spells, I want to shy away from sacrificing BoBo to get the effect, since his CMC is so high to start with. Return of the Wildspeaker will be good, but more is needed. May have to get another copy of Rishkar's Expertise , and also Keen Sense . I plan on adding Creeping Renaissance , too.
These are my thoughts so far, and I'm open to other suggestions, too. Thanks for all the help!
pokey, those are good points, and worth considering, but I don't know how much I'll net land cards through his damage trigger. Wheel effects might be worth considering, though, so thank you for those suggestions!