|Commander / EDH||Legal|
Printings View all
|Conspiracy: Take the Crown (CN2)||Uncommon|
|Dragons of Tarkir (DTK)||Uncommon|
|Duel Decks: Elspeth vs Kiora (DDO)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
Combos Browse all
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
5 hours ago
Hello! So I see you mentioned in your description that this is your first commander deck. It has a pretty solid base, so I will just give you some rules that I tend to follow when I build. At a baseline, I tend to run 10 sources of draw, 8-10 sources of ramp, and 5-10 pieces of spot removal.
Tatyova, as I understand it, is going to be the leader of a merfolk tribal deck. Merfolk tend to have a low converted mana cost, so Tatyova allows you to draw into more cards to continuously cast more and more merfolk. That being said, if you are running Tatyova, I would up your land count somewhat, up to at least 38 or 40. I would recommend a plethora of nonbasics like Botanical Sanctum Hinterland Harbor Breeding Pool Simic Growth Chamber Simic Guildgate Skyshroud Forest Temple of Mystery Thornwood Falls Tropical Island Woodland Stream Yavimaya Coast including as your budget allows. I included tropical island, an insanely expensive card, for the sake of brevity.
In terms of removal, I tend to include some counter spells in this category. You should pick up Counterspell Arcane Denial and Swan Song. Negate is very good also. For spot removal, you should consider things like Rapid Hybridization Krosan Grip Beast Within Nature's Claim and Curse of the Swine. I tend to try to get a board wipe or two as well, so look into Wash Out and Cyclonic Rift and River's Rebuke.
For draw, and additional land drops, I would run Rites of Flourishing Wayward Swordtooth Horn of Greed and possibly Helm of the Host for the commander. You want ways to hit more than your only land drop. Consider Dictate of Kruphix Brainstorm Preordain Ponder and Well of Ideas. For some tribal support and creature support, you have Vanquisher's Banner and Herald's Horn as you mentioned. I would look into Zendikar Resurgent as well.
For ramp, you pretty much want the classic green stuff, some of which you have, like Cultivate Kodama's Reach Rampant Growth Sakura-Tribe Elder Explosive Vegetation among others. These spells double as draw spells when Tatyova is out! So they are very great. I would steer away from Simic Signet and Darksteel Ingot forms of ramp because this deck should focus on lands, but they are by no means bad inclusions.
Things like Unsummon and Rescue are good for saving creatures you want to keep, but countering the spells which remove them, or giving them hexproof is an effective way to avoid removal. Kumena, Tyrant of Orazca is also enormously powerful in a deck like this. I don't see a Lightning Greaves or Swiftfoot Boots and those are staples. Consider investing in a Thought Vessel
In terms of general advice, I would up the creature count if possible.
I know I have given you an overwhelming amount of card suggestions, and don't break the bank getting the expensive ones. A lot of these cards are staples in commander if you don't have them and they will go an extremely long way to making your game play feel more consistent and effective. Let me know if you have any questions. Beating people to death with merfolk is a lot of fun. Speaking of islandwalk, consider Thada Adel, Acquisitor and something like Quicksilver Fountain to create islands.
14 hours ago
Honestly, it's trying to be too much at once. Its trying to be a counter deck, an aggro deck, a control deck, a stompy deck, and a lot more. That'll work on tabletop, but you'll get run over elsewhere
I'd cut all the counterspells as well as all of the other control cards. I'd replace them with draw engines or Rite of Replication type effects. Maybe even extra turn engines.
Then I'd cut about 8 or 9 creatures to fit in more engine pieces, like Animation Module and more.
And for the love of God get a Sol Ring
4 days ago
I’m not quite sure what your meta is like nor what it is you commonly encounter, but here is a list of budget-ish cards that can make an impact and make the deck play faster.
TUTOR - Green Sun's Zenith
I hope this list can help with your situation. The listed cards above have given me success at one time or another.
Here are the Omnath decks I play. Maybe they can bring you some insight.
Commander / EDH
SCORE: 242 | 178 COMMENTS | 25073 VIEWS | IN 87 FOLDERS
Commander / EDH
SCORE: 159 | 58 COMMENTS | 18703 VIEWS | IN 51 FOLDERS
Good luck and happy building!
6 days ago
Here are some suggestions that aren't all a million dollars
- Windswept Heath - Blossoming Sands
- Wooded Foothills or Marsh Flats - Vivid Grove
- Bloodstained Mire or Verdant Catacombs - Golgari Guildgate
- Temple Garden - Selesnya Guildgate
- Overgrown Tomb - Temple of the False God
- Godless Shrine - Scoured Barrens
- Aura Mutation - Artifact Mutation
- Mortify - Vindicate
- Putrefy - Abrupt Decay
- Mentor of the Meek - Abzan Battle Priest
- Deathrite Shaman - Abzan Falconer
- Demonic Tutor - Sterling Grove
- Vampiric Rites - Necrogenesis
- Phyrexian Arena - Explosive Vegetation
1 week ago
Some suggestions to get you started m'lady!
r2mc on Nekoru Queen
1 week ago
I like the deck idea, but i think there are some small changes i'd add. For dragon synergies Kolaghan, the Storm's Fury goes bonkers with little kittie dragons and Dragon Tempest gives haste and pounds a lot of damage. For ramp I would run the basic Kodama's Reach, Cultivate and Explosive Vegetation since we have access to green. For draw Phyrexian Arena is a staple. And some other good inclusions Heroic Intervention can save your board or single important permanent, Kessig Wolf Run for some utility and extra damage and maybe Berserkers' Onslaught. These are just some suggestion that I would consider
1 week ago
Things to add:Kodama's Reach,Explosive Vegetation,Stomping Ground,Sunpetal Grove,Rootbound Crag,Canopy Vista,Cinder Glade,Artifact Mutation,Aura Mutation,Hour of Reckoning,Cathars' Crusade,Impact Tremors,Warstorm Surge,Dragonlair Spider,Craterhoof Behemoth,Avenger of Zendikar,Rhys the Redeemed,Champion of Lambholt,Elesh Norn, Grand Cenobite,Psychotrope Thallid,Iroas, God of Victory,Nacatl War-Pride,Kamahl, Fist of Krosa,Gahiji, Honored One,Eternal Witness,Mirari's Wake,Collective Blessing,Glare of Subdual,True Conviction,Sylvan Library,Privileged Position,Sterling Grove,Selesnya Signet,Commander's Sphere,Darksteel Ingot,Mind Stone,Gavony Township,Decimate,Hull Breach.Things I'd cut:.Grove of the Guardian,Llanowar Reborn,Mogg Hollows,Transguild Promenade,Vivid Meadow,Gruul War Chant,Rites of Flourishing,Zendikar's Roil,Animist's Awakening,Broken Bonds,Gaea's Blessing,Ground Assault,Martial Coup,Molten Disaster,Tempt with Vengeance,Sporoloth Ancient,Thallid Germinator,Verdeloth the Ancient,Zhur-Taa Druid,Vedalken Orrery,Worn Powerstone
1 week ago
Very cool list. A lot of people go heavy eldrazi with Jodah, but your list has got many more unique, high cost, cards. I'd swap Body Double for something like Progenitor Mimic since you have the colors and the ramp, then cut the counterspells for Cultivate, Kodama's Reach, Explosive Vegetation, and/or some other land grab cards so you can fix your mana to always have once or twice (Also, I personally am not a big fan of counterspells in commander). Prismatic Geoscope and Zendikar Resurgent would also help out with the mana base. The Ezuri's Predation and any Nicol Bolas Planeswalker would be great to add in later on. As a new player to commander, you may also consider some more boardwipes (such as Merciless Eviction and some versatile removal like Legacy Weapon, Anguished Unmaking, Utter End; no matter your deck, there is always a time when you wish you had a boardwipe). Good luck!!