|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Common|
|Commander 2016 (C16)||Common|
|Magic 2013 (M13)||Common|
|Ravnica: City of Guilds (RAV)||Common|
|Promo Set (000)||Common|
|Promo set for Gatherer (PSG)||Common|
Combos Browse all
Search your library for a Plains, Island, Swamp, or Mountain card and put it into play tapped. Then shuffle your library.
|Have (2)||rockleemyhero , Thunderbeard|
|Want (13)||Coconut42 , Zarathustra77 , whentheangelscry , Ballado , ausername , paperstax , 0210 , energyforest , Balikon , madman-from-space , Tugboat , fartbuckets , Surymo|
1 day ago
2 days ago
Looks really good! Marath was the first commander I made a deck with, and is a blast to play! Looks like you are off to a great start.
Also Craterhoof Behemoth . He ends the game on the spot most of the time with all your tokens. It's always good to have a backup plan if you can't find all your combo pieces.
3 days ago
Hey, saw your forum topic asking for help.
Eladamri's Call and Congregation at Dawn are good instant creature tutors. Dawn is nice because it's budget and it can tutor for three combo creatures and put them on top of your library. Palace Jailer is good with blink. You exile an opponent's creature with Jailer and usually with this exile effect when the creature leaves the battlefield your opponent gets back their creature, but this is not the case with Jailer.
Your opponent only gets back their creature if an opponent becomes the monarch. Even if Jailer dies your opponent doesn't get back their creature and you can blink Jailer to save it from removal. If you have the monarch and blink Jailer you exile another opponents creature and can continue to do this until an opponent becomes the monarch. You become the monarch when you blink Jailer making it difficult for you to lose the monarch. The monarch is powerful in Commander; drawing a card at your end step. It's nice with Stonehorn Dignitary who can help you to keep the monarch thus keeping your opponents creatures exiled.
Yavimaya Coast , Bant Panorama , Opal Palace are good budget lands that can make colorless as well as colored mana. Might be worth it to add a Wastes that way Farhaven and Simulacrum can search for a colorless source. Consider upgrading your land ramp spells? Nature's Lore is a big upgrade of Rampant Growth because Lore can search for a dual land. Because you have Breeding Pool then Lore can get a blue source, but other than Pool there's other lands it can search for such as Vista, Scattered. Adding a Temple Garden would help. As far as land ramp spells Farseek and Lore are the two noncreature spells to play since it's much better using deck spots for creatures who land ramp since then you can blink them.
Because of Displacer the exception for noncreature ramp spells are mana rocks that can make colorless mana. Talisman of Unity and Talisman of Progress are two drop mana rocks that can make colorless or colored mana. Mystic Remora is one of the best sources of repeatable no mana cost draw in multiplayer Commander and it's good with blink to reset it's upkeep cost. There's cards here especially Brago that can blink any permanent.
Cards to consider cutting:
- 2x Forest
- 1x Plains
- 1x Island
- Rampant Growth
- Grow from Ashes
- Stalking Leonin
- Sunblast Angel
- Elite Guardmage: already have Blazer and Muldrifter.
- Reclamation Sage: already have Autumn.
- Spell Swindle: too much mana for a counterspell.
3 days ago
So I've never built a werewolf tribal deck, but I have seen a hell of a lot of red-and-green decks. So I'll put out what I suggest.
First, you do NOT need rocks -- you need dorks. Being a green deck means you have access to Llanowar Elves , Fyndhorn Elves , Elvish Mystic , Orcish Lumberjack , Birds of Paradise , Priest of Titania , Bloom Tender and Boreal Druid , all in your colors. Green Sun's Zenith for zero can fetch Dryad Arbor as a turn 1 ramp spell as well, and later GSZ can fetch whichever creature is best for you (like Reclamation Sage , if you choose to run it). Having all the mana helps cast fat, important spells.
Another bonus of the dorks is that they make things like Slate of Ancestry (which you should run) and Shamanic Revelation (which you do run) much better. Also, if you run something like Overrun or Craterhoof Behemoth , they become efficient beat sticks. If you choose to run Craterhoof, I also suggest Natural Order to get it out for cheap. Overwhelming Stampede is another good choice for a finisher.
Depending on your meta, you may want to alter your land-base to be able to run Ruination or Blood Moon . Flashfires and Choke are also on the table, depending on the colors your friends like to play. Carpet of Flowers is a good way to take advantage of a blue player. Depending on the meta, Stranglehold from your Maybeboard is also a good idea.
With regard to removal of artifacts or enchantments, Nature's Claim is a good choice, as is Krosan Grip . Ancient Grudge , By Force , and Shattering Spree are good artifact hate; Back to Nature and Tranquil Grove are good enchantment hate.
In EDH, many-for-one spells are awesome. Decimate should come in off the Maybeboard, as it's good for blowouts. I also agree with NV_1980 in that Hull Breach is a good card. Eternal Witness is wonderful recursion.
You may want to run Nature's Lore and Farseek . These are very good for finding lands, and the Lore doesn't make the land enter tapped. Further, neither specifies the 'basic' supertype, so they can get your Stomping Ground . If you put Cinder Glade in, you can fetch that too. The Lore and Farseek are better than Kodama's Reach and Cultivate , at least in my experience.
Lands can be expensive, but the best two for you are Cavern of Souls and Ancient Tomb . Typically, you don't want your lands to ETB tapped, as that puts you behind a turn. Grove of the Burnwillows and Taiga are also pretty good. Note that, if you choose to run Grove and your meta runs a lot of x/2s or x/1s, you might want to run Punishing Fire as well.
Running Mana Vault and slamming it turn 1 means you can cast your general turn 2. So... it's a good idea, I think.
3 days ago
Right off the bat, you should strongly consider Smothering Tithe to run alongside your Stasis . Each turn cycle, all three of your opponents have to pay to cut you off one blue, meaning Stasis is very likely to stay put.
Second, instead of running Bident of Thassa , you should consider running a Green Sun's Zenith to fetch your Edric, Spymaster of Trest . This gives you the redundancy that two of the 'hit OP draw' effect while allowing you to fetch other things with GSZ, including a Dryad Arbor turn 1, if you choose to run that, or Reclamation Sage to take out a pesky artifact/enchantment.
Similarly, I always feel weird running signets or Commander's Sphere in a green deck. If you have access to green, you have access to dorks (which are way better than signets). Avacyn's Pilgrim , Fyndhorn Elves , Birds of Paradise and Noble Hierarch are all REALLY powerful. Priest of Titania and Bloom Tender are both two-drops that make enough mana to be busted as well. Similarly, I don't think Solemn Simulacrum is ideal in this deck. If you cut the artifact ramp for dork ramp, you can run Kataki, War's Wage or Energy Flux to great effect. Also, Stony Silence becomes just... real good.
Playing lock pieces, you're going to draw a lot of counter magic. I advise Dispel as an efficient piece of counter-counter magic, as well as Flusterstorm if possible. In the vein of counter magic, I don't think Hinder is very good. If you're afraid of an opponent just getting value out of the spell in the graveyard, Void Shatter ensures that your opponent doesn't just tutor it back later.
I think Supreme Verdict is better than Wrath of God , if only because it dodges counter magic. You probably don't want to run two wrath effects (because you're a go-wide creature deck), so I advise just replacing wrath with the verdict.
Tutor-wise, Mystical Tutor and Enlightened Tutor would be great for this deck. Mystical can get any instant or sorcery you need, be it wrath or ramp, while enlightened can find you lock pieces fast. I highly suggest them both.
Brainstorm , Ponder and Preordain are all excellent cards that make a borderline hand into a good hand. I think all blue decks should run these Xerox pieces, as they find lands and/or important spells at a very low cost.
Depending on how prevalent blue is in your meta, consider Carpet of Flowers . It is a REALLY good card.
I'd replace Cultivate and Kodama's Reach with Nature's Lore and Farseek , and Explosive Vegetation with Skyshroud Claim . The suggested cards to not require the 'Basic' supertype, meaning they can grab your duals without a problem. Also, Nature's Lore and Skyshroud Claim allow for your lands to enter untapped, reducing their net mana cost.
I advise running Utopia Sprawl and Wild Growth . With Derevi triggers targeting the enchanted land, these produce extra mana. Also, if you run Arbor Elf , they make it tap for extra mana as well. Notably, the sprawl can only target a forest. This isn't really a problem, as I think you should try to make your land base lean green anyways. Early in a game, you want to ramp first, which requires green and then enables you to find your other colors.
I think people tend to underestimate the power of soft-counters in EDH games. In the late game, when players have ramped their entire decks out, they do tend to be somewhat useless. However, early interaction is invaluable. I recommend at least trying Spell Pierce in a few games, as this can counter an early Sol Ring and make all the difference.
Speaking of odd EDH counterspells, Mental Misstep is another tremendously undervalued card. If your meta is fast, it can be a complete game changer; if your meta is slow, it is indeed useless. That's a meta call, but I put it out there because I've had great success with it.
Mystic Remora is a good way to draw cards if it comes down turn 2 or 3. You should consider running it.
I would suggest running Sower of Temptation over Keiga, the Tide Star . It is vulnerable to removal, but gaining control of a creature and impacting the board right away is worth it, at least in my opinion. Similarly, if you want to lay down some real cash, Gilded Drake is a good option.
You should at least consider running Thalia, Guardian of Thraben . With dorks and the untap abilities from your general, you're likely to have more mana than your opponents, making her ability more and more one-sided.
I think Reflecting Pool is probably better than Meteor Crater . You might also consider running City of Brass and Mana Confluence , as I've had good success with these in 3-color decks. Exotic Orchard and Forbidden Orchard are also considerations for mana fixing.
I feel that Mulldrifter is included because it can be flickered with Roon of the Hidden Realm and Brago, King Eternal . Seeing as the blink effects aren't in the command zone, I think just running Fact or Fiction and/or Dig Through Time would be better, as they are instants and let you leave up counter magic. Treasure Cruise is good too, although this is a sorcery. Chart a Course , Slate of Ancestry and Shamanic Revelation are also good cards for this deck.
You may wish to consider Howling Mine . It will always draw you a card on your draw step, as the untap step comes first. However, if you tap it down with your general's ability, the effect becomes asymmetric.
Good luck with deck building!
3 days ago
I agree with Pikobyte on the protection options; they are all pretty great. Another option you could consider in the way of protection is Shielding Plax ; I prefer this over Diplomatic Immunity since it has the option of drawing you a card.
Now, as for making the deck faster, I prefer to [along with the more premium ramp spells] run some includes that synergize with Muldrotha, like Font of Fertility and Wayfarer's Bauble . Also, Burnished Hart can be pretty alright, but may be a little slow (Test it). I would cut Primal Growth and run faster ramp too like Rampant Growth , Farseek and Nature's Lore . I don't think this deck needs the extra card advantage from Cultivate either, so don't run that. The deck also can recur mana dorks if they die, so Llanowar Elves are a great card here, along with their functional reprints.
I like to run Seal of Doom as more redundancy for your removal.
I would upgrade the mana base - doesn't have to be anything too fancy, just some Kaladesh fast lands, check lands, and pain lands in place of Temple of the False God , Dimir Aqueduct , Darkwater Catacombs .
I would also consider adding/replacing mana rocks that can sacrifice themselves for benefits. ( Commander's Sphere , Mind Stone , Hedron Archive ). They will let you dig for your combo faster without giving up much of an opportunity cost.
[As for cuts, Phyrexian Delver feels unnecessary, as does Apprentice Necromancer . I would also try to find a balance between all permanent types (maybe even run some planeswalkers) in order to get the most out of Muldrotha.
4 days ago
Interesting changes. In my experience with the new set, Teferi, Time Raveler makes it easy for opponents to combo off since only you can interact with them. Maybe you don't have to deal with infinite combos in your meta?
Have you considered 2 mana land tutors like Farseek , Nature's Lore , Three Visits , etc. instead of some of your artifacts? Tezzeret can untap artifacts which is nice but I prefer the consistency of land ramp.
Why Black Sun's Zenith over something simple like Damnation or Austere Command ? Does the indestructibility come into play? In that case I'd go with Hallowed Burial or Descend upon the Sinful unless you really want that shuffle effect.
Liliana, Dreadhorde General is great and has won me multiple games with her ult.
5 days ago
I think you're playing too many tapped lands. Golgari Guildgate and Jungle Hollow can easily be cut for basic lands. Having more basics also helps you avoid getting absolutely destroyed by things like BloodMoon or Back to Basics , which are commonly played cards.
Your deck's curve is also a little off. I think you need more 1 drops ( Expedition Map , Wayfarer's Bauble , Mana Vault , Vampiric Tutor , Birds of Paradise , Deathrite Shaman , etc). I would cut some of your 6 drops to make room (you have a lot of 6 drops).
I also think you should make use of ramp spells before you play mana rocks. Cultivate , Kodama's Reach , Nature's Lore , Farseek , Sylvan Scrying , Nissa's Pilgrimage , Search for Tomorrow , and Skyshroud Claim are all just so much better than Gilded Lotus or Golgari Signet .
Farseek occurrence in decks from the last year
All decks: 0.07%
Commander / EDH:
All decks: 0.14%
RG (Gruul): 1.06%
BRG (Jund): 0.94%
RGW (Naya): 2.23%
GWU (Bant): 0.58%