|Commander / EDH||Legal|
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|Conspiracy: Take the Crown||Uncommon|
|Dragons of Tarkir||Uncommon|
|Duel Decks: Elspeth vs Kiora||Uncommon|
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Search your library for up to two basic land cards and put them onto the battlefield tapped. Then shuffle your library.
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Explosive Vegetation Discussion
1 day ago
I've made some changes:
And the deck goes better. Sometimes I don't need to cast Commander because the deck works all alone like a mana ramp deck for big spells who can break game for their own.Leave some comments or suggestions for the deck. I'd like to add a Baral's Expertise or Rishkar's Expertise but I don't know how to remove
2 days ago
ProXy4 How many do you think I should use? At this point, I have 6 colorless lands and in the earlygame they can just ruin my day. I removed 3x Explosive Vegetation and something else to add Commune with the Gods, to find any missing pieces I may have. But what do you suggest?
4 days ago
Hey there! I know it's been a while since I last commented, but I was looking through it again and I was thinking that maybe you could take out a few things for more Ramp spells? Like Rampant Growth, Cultivate, Harvest Season, Kodama's Reach, Explosive Vegetation, Nissa's Expedition, or Verdant Confluence. I find that Confluence works well no matter where it goes; and getting a turn to use both Expedition and Harvest Season tends to end up searching for upwards of six lands for . The rest are just cards I feel belong in every green deck to some extent. If you're feeling bold, you could even throw in a copy of Hour of Promise.
"Hard Ramp" gets Lands out of the deck so you aren't constantly drawing them and pulls you ahead of your opponents in the mana game. I'm not saying you have to find a place for all of these cards, but a decent number of them should be in the deck somewhere.
5 days ago
But being that this is green, we should be using things such as, Explosive Vegetation, Kodama's Reach, Cultivate, Rampant Growth, Farseek (this one pulls dual lands, or non forest basic lands), Primal Growth, and Cryptolith Rite.
Could also use enchantments like Exploration to help you get more land out.
6 days ago
Team Omnath lets go! What are our thoughts on Traverse the Outlands? It seems the most likely card from the new C17 to be added to an Omnath list. If we do add it, what ramp card is likely to be cut? Personally i'd say Boundless Realms, MAYBE** Explosive Vegetation if you are already tight on 4 CMC ramp.
6 days ago
i like what you're going for here with the sidetheme of deserts in a mana hungry deck. But sadly unless you make a perfect deck revolving around the mechanics of deserts, deserts dont serve much use, often delaying you mana ramp before you can get to better creatures, and the same thing with energy, both good mechanics, but only if you build the deck around it.. If you're new to the game you probably want some budget ramp and beatdown creatures i would recommend Explosive Vegetation andExplore and for some late game beatdown cards like Nimbus Swimmer i also like the idea of avid reclaimer but if its included youll want more than one nissa. Also if you're looking for mana dorks (creatures that tap for mana) in a blue green deck i would get a Gyre Sage love the idea! just needs some tuning
1 week ago
Thanks VexenX, I'm flattered. ;) Joking apart, let's concentrate on kicking even more ass with this deck:
Cutting lands is always a big decision in Omnath but here are my top 3 lands-possible-to-cut:
Sheltered Thicket: Tried it myself, too, and was fairly underwhelmed. Although fetchable, I never chose this land over an ordinary basic ('cause it enters tapped and when I search for a land I'm quite aware of what color I need) and I don't think the argument "I can cycle it AND play it if I have a CoW" compensates the fact that it always enters the battlefield tapped (amulet aside). Also, I already was in some situations where I thought a basic or another spell would be so much better at that moment than this land. Cycling is a cute gimmick but it is not better than drawing a card that has actual synergy with this deck or ramps.
Boseiju, Who Shelters All: Well, I'm REALLY not sure about this... of course it is completely dependent on your meta. What I DO know though is that it at least slows you down when playing it early. Only one colorless and entering tapped seems not like the best deal. But, yeah, it protects your finishers like Scapeshift and Splendid Reclamation...so better don't follow my suggestion here unless you made similar experiences.
Myriad Landscape: The fact that it enters the battlefield tapped is the main reason for this one. I was torn between this and Blighted Woodland but then I thought about blighted as a second Explosive Vegetation and that is still a solid ramp spell where myriad feels like an Explosive Vegetation for 2 with Suspend 1. And I'm not a huge fan of suspend either.
That said, I still find it hard to make these decisions but I personnally felt very comfortable once I cut down to 39 lands (from 42 that is). Main reason for this decision is that I play Gruul Turf and Cloudstone Curio and often times don't need any other land for I either just keep playing the turf over and over or alternate between two lands bouncing each other. And is there a reason why you don't play Ancient Tomb?
And last but not least allow me correct myself. I never wanted to badmouth Chord. That is an awesome spell and I wouldn't want you to cut it. I just wanted to highlight the fact that I feel Worldly Tutor is on a par with Chord for it doesn't have the same surprising impact but helps in a lot other situations where Chord doesn't. But of course, that is just a feeling I had with it.
1 week ago
Hey. The deck looks really good. I can't think of any suggestion except adding Tempt with Discovery. In commander this card is really insane since it gives you any land and in a game with 4 players you usually get 4 lands. Explosive Vegetation might be good too.
I hope this helped. Greets MA