You may play an additional land this turn.
Draw a card.
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13 hours ago
21 hours ago
I don't think Claim // Fame is busted. A very good card, yeah. Busted? Nah. It can't be busted like Reanimate by very nature, but it does seem like the new Kolaghan's Command. They're not really altogether similar, except in terms of mana cost and playability.
Rhonas' Last Stand, dies to removal, yada yada. I mean, it's a cute card, but it's a 5/4 for GG that has echo of at least GG. If it dies... Ouch. If you run like a fiend, then you can just play a one-drop, but it's frankly much more likely that you skip T3. That's your best case scenario. Is a creature one mana below the curve worth casting Explore on yourself and Time Walk on your opponent? That's assuming you don't play it later in the game, where it's pretty subpar unless you're already winning. I wouldn't say no to a 5/4, but I might prefer something better at that point. So, I'd say it's close to good. Way better than Oketra's, which was frankly terrible.
Goblin Shortcutter got powercreeped. It's still pretty bad though. As is pretty much every eternalize card we've seen so far. It's such a terrible mechanic for competitive. At least the embalm cat was cool.
Uncage the Menagerie is another generic green creature tutor card. You might play it in EDH, but you probably won't be happy about it.
Razaketh is damn cool. Infinitely worse than Griselbrand, but great for commander. Demon tribal should be fun.
1 day ago
Yeah I've been meaning to take Life from the Loam out my Meren deck and move it here, since it shines with Gitrog. I did try out Explore but felt it didn't do enough. Unfortunately Exploration, Azusa, Lost but Seeking and Crucible of Worlds are too expensive at the moment. Will see if I can get Rampaging Baloths and Courser of Kruphix in. Any suggestions as what to take out?
1 day ago
2 days ago
Thank you for the feedback I really appreciate it.
Overrun is a good card that I had not considered and I only used Zendikar's Roil because it helped fill my 5 cmc spot and it works well with my plans of getting lands out. But I agree it is too slow, in fact I think that Overwhelming Stampede might be better and will trade it in.
I am using Harvest Season because I thought it was a cool new card and I am still on the fence on whether it is good in this deck or not. I will playtest more and see if I just need to trade it out for Cultivate and if I end up doing that I would like to find a spot for Explore so I could play the second land and it just looks like it would work well in this deck.
My meta is pretty slow and a little less aggro so I am slightly comfortable with the amount of mana dorks I have (for now).
Doing more playtesting but so far:
+1 Arbor Elf
3 days ago
Ok, Round 2.
So you want to build a classic Timmy deck and ramp up to big creatures, and kill with big creatures. Seems like a solid strategy. Here are my suggestions.
First, go all in on land ramp or creature ramp.
With land ramp, cards such as Explosive Vegetation, Explore, and Cultivate are your best friends. If you are doing this you'll need to run a land count that is roughly around 25-28 lands, in order to facilitate you pulling them all out of your deck. You will then want up to 1/6th of your deck to be payoff cards. (Based off of a quick look at a typical tron deck). Creatures such as Rubblehulk and Zendikar Incarnate get tons of value off of the higher land count. Ground Assault can be a powerful removal spell provided you have enough lands. Savage Twister can also be used as a boardwipe, that you can control the strength of. Rampaging Baloths is also a card that can seal the game for you. And one swing off of Baloth Woodcrasher after an explosive vegetation can mean lethal.
Creature ramp on the other hand is a little different. You can play less lands, up to 22-24, as long as you are playing enough 1 mana dorks. An interesting thing to note about 1 mana dorks is how they speed up your gameplan. If you play a dork on turn 1, then on turn 2 you will have 3 mana, essentially gaining a turn over your opponent. If you play a dork again, on turn 3 you should have 5 mana. (Assuming you are hitting your land drops). In this case cards such as Explosive Vegetation aren't as good, because you won't be able to play in on turn 2, and on turn 3 casting it will leave you with one unused mana. So you want to build the curve of your deck so that it takes advantage of this by having a turn 1 dork such as Llanowar Elves, a turn 2 dork that costs 3 such as Greenweaver Druid, and on turn 3 play a six drop such as Terra Stomper or Soul of the Harvest. (By the way, this same principle applies to the land deck because Cultivate will get you to 5 mana on turn 4, and Explosive Vegetation will get you to 6.) I would also recommend making this deck mono colored, and use your removal in cards such as Prey Upon.
The third option is to go full on Tron. The urza cycle of Tron lands can get you to 6 mana on turn 3 with just the lands. It is all colorless mana however. Tron is a very powerful deck arcehtype, and is even Pauper legal. Here's a pauper list that might give you ideas on how you could do something similar if you decided to go down that route. https://www.mtggoldfish.com/archetype/pauper-temur-tron-22406#online
There are a lot of different ways to take this deck, but the important part is deciding on where you are going to take it and sticking with it. You can have mana dorks in your lands list but it might not run as well, and vice versa for anything else. You have to choose what you want and work to narrow it down into something that is cohesive. Good luck with your deck, and let me know which route you take! I might end up making the other list haha!
Remember, you can always order your list online. Most of the cards in this strategy should be fairly cheap, and shouldn't break the budget.
3 days ago
Nice composition, I especially like the creature choice.I am building a similar deck and can throw some ideas your way:I think the main drawback you have is card draw. You are going for Card quality instead, with tons of ways to search your library. However, if you don't draw any of those cards, or you don't draw enough lands you will starve before ramping up. Any of your creatures are good enough to dominate mid-game. You only need specific cards for lategame. It would be considerably easier to achieve the mid-game with ramping up mana and drawing cards.I would suggest switching out some copies of Time of Need, Weird Harvest and Congregation at Dawn for Explore and Harmonize. And perhaps 2 Elvish Harbinger for 2 Sakura-Tribe Elder.
Some further creatures to look at:
Akroma, Angel of Wrath, Aurelia, the Warleader, Jin-Gitaxias, Core Augur, Knollspine Dragon, Sepulchral Primordial, Ashen Rider, Bringer of the Blue Dawn, Craterhoof Behemoth, Hellkite Overlord, Pelakka Wurm, Razia, Boros Archangel, Thraximundar
3 days ago
A total of 10 mana turn 3