Whenever a creature is put into a graveyard from play, that creature's controller may draw a card.
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1 week ago
you have some sac outlets i.e. Viscera Seer Smothering Abomination and Plaguemaw Beast. i'm guessing you want to sac creatures and move their counters with Reyhan, Last of the Abzan, then get the creature back with Ravos, Soultender. this is a good combo however you have too keep in mind you dont have your commander, let alone commanders, on the board at all times. the sac outlets are now dead cards for as long as you dont pay the not low amount of mana needed to (re)play your commander(s). i can see Smothering Abomination working as a card draw engine, and Plaguemaw Beast as a massive counter generator, but Viscera Seer is a bit overkill. if you want the strategy of sacking a lot to stay you could put in Ashnod's Altar instead. Archangel of Thune can only be triggered by itself, which on itself isnt bad, but i dont think you want to swap it out for any other mass token generator currently in the deck. letting go of the sacking thing also makes Regrowth a good swap-out option. Reclamation Sage could also go since you already have lots of artifact and enchantment removal on instant speed, or if you are planning to re-use the ability then you could consider taking out one of the sorcery/instant removals. not sure if Fecundity works in a deck that favors having less big creatures instead of having lots of small creatures, similar to the sacking stuff. hopefully i provided some braincandy for you to wrestle with. let me know what you think
3 weeks ago
Thank you so much for the suggestions, and thank you for following me!! I suppose Bane of Progress would be good against an artifact deck. I will add it to my maybeboard since I haven't played with it in this deck before. As for Reclamation Sage and Fecundity, I think those cards would kinda help against an artifact or enchantment commander deck, but I think Creeping Corrosion is good enough for me.
3 weeks ago
Dude, that some seriously powerful mana-ramp you got there! The synergy with Omnath is amazing. You can play all the heavies easily.
3 weeks ago
LeoSushi Thank you for the comment!
The original idea of the deck was to simply explode, and then win. That's why cards like Fecundity and Elemental Bond were cut...Grim Haruspex was in there too, for a while. Once I'm dropping a bunch of tokens and sac'ing my lands, I'm not concerned w/ having cards in hand. The 'backup plan' has changed since this deck was built, and those cards are definitely worth another look, since I might actually survive to another turn.
The Gitrog Monster was cut because at 5CMC, he's a little late to help w/ the ramping.
Titania, Protector of Argoth JUST got added - she was MADE for this deck.
I have been working haste enablers in, such as In the Web of War, Goblin Bushwhacker, and Ogre Battledriver. Anger was in there, but got cut at some point. I've been thinking about putting him back in.
And you're right - if you cut out the 5 most expensive cards, this drops to well under $200 very quickly. As it got better, I couldn't resist putting in a few gems.
3 weeks ago
So Caller of the Claw is by no means wrath protection, but is it noteworthy as a wrath insurance? Like having Evolutionary Leap or Perilous Forays and just sacking your board in response to a board wipe. Even better if you ran Fecundity.
If nothing else Heroic Intervention is a thing now. :P
3 weeks ago
I have been furiously playtesting this deck ever since I've found it, I love the idea, but in my testing, The best cards I would add are The Gitrog Monster, Titania, Protector of Argoth, and more haste enablers, such as Emblem of the Warmind, and the insane draw engines in Fecundity and Elemental Bond. Honestly this deck is amazing, And surprisingly budget provided you cut a few 100$ cards
1 month ago
It's a good start. Removal in green is very hard to find so I like the small touches.
However, something about commander is you always want to have some sort of interaction with your general. It's certainly not necessary but with Multani, I think it's more fun. If you get some card draw in your deck, it would work really well with him.
Try Howling Mine, Font of Mythos, Collective Unconscious, Freyalise, Llanowar's Fury, Garruk, Primal Hunter, Glimpse of Nature, Heartwood Storyteller, Fecundity, Primordial Sage, Regal Force, Rites of Flourishing, Shamanic Revelation, Soul of the Harvest, Triumph of Ferocity or Zendikar Resurgent.
Another important thing in commander is a solid mana base. Running 38 Forests is not all bad but you want some more interaction with your deck. Oran-Rief, the Vastwood and Nykthos, Shrine to Nyx would go really well in your deck. You might also want to consider a Sol Ring and Gilded Lotus because those are commander staples.
Now, what to cut.
Let's start with creatures. One thing you have to think about when casting any kind of spell in a commander game is, "Is this spell worth the mana cost?" and "Does this spell have any kind of interaction in my deck?".
In my opinion, these are the creatures you need to cut. To the right of each, I will put some substitutes:
Shoe Tree ... This is illegal in commander.
A lot of the creatures you have just don't have much synergy in your deck. Cut them and try out the other recommendations I've given you thus far.
Other cards to cut with recommendations:
Call of the Herd ... Not really worth it unless you're running a token deck which you are not.
TL;DR I like your deck. It's a good first time commander deck. Try to cut some of the creatures out that don't have any synergy with it. Card draw would go well with your deck. Mono green always has ramp.
If you have any questions, feel free to ask! Welcome to the format.
1 month ago
As with all things my recommendations come out of my experience in my meta but I would recommend:
Illusionist's Bracers are another token doubling artifact that you can probably skip at this point.
Mimic Vat is also a fun card to include but situational.
I also like Heliod, God of the Sun Vigilance and a token producer. The tokens are expensive mana wise but they are repeatable.
Herald of the Host and Caller of the Pack both have some unique interactions with Rhys. The tokens created as part of the myriad trigger get exiled. If you use Rhys's ability to seperately double those tokens. The second set of tokens do not get exiled at end of turn/combat.
Removal: I really do not see anything capable of dealing with graveyards or lands. I would recommend something like Tormod's Crypt or Rest in Peace for the one and something like Ghost Quarter for the second. These are both really meta dependent. My meta has tons of graveyard decks. Meren, Glissa, and gitrog are weekly decks. Land removal you generally don't need but there are some utility lands that it pays to destroy Glacial Chasm for example. There is also Imprisoned in the Moon which can wreck a commander's night. Removal recommendations are always meta dependent. So YMMV.
I would also look into adding something for card draw. Fecundity works well with token decks generally.
Sorry for the wall of text.