|Commander / EDH||Legal|
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|Commander 2013 (C13)||Uncommon|
|Eighth Edition (8ED)||Uncommon|
|Urza's Saga (USG)||Uncommon|
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Whenever a creature is put into a graveyard from play, that creature's controller may draw a card.
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1 day ago
I think I would cut Vindictive Lich, Skullwinder, and The Gitrog Monster along with Ramunap Excavator. I think Gitrog works better in a focused lands-matters deck, and that's not what you're doing here, and I think you've got plenty of good card draw options. A card draw option that fits the theme of your deck you might consider is Krav, the Unredeemed. Vampiric Rites is strong because it comes down earlier than the other card draw options. Fecundity is another strong option. You could consider Yavimaya Elder, too, which I like a bit better than Solemn Simulacrum, which can sac itself. Burnished Hart is decent, too, and sacs itself, as well.
Looking good so far!
2 days ago
Get rid of Demonlord Belzenlok. Exiling your cards is not what you want to do with Izoni. Loyal Guardian is kind of meh, so I'd drop it for something that better fits what you want to do. I think I'd ditch Necrotic Ooze for something more consistent, like Murder or Go for the Throat, or Naturalize for artifact/enchantment removal.
Burnished Hart and Tortured Existence would be good additions to make. Tortured Existence basically allows you to turn your graveyard into a toolbox. Brawn is a creature you want to put into your graveyard, along with a card like Filth if you can find ways to abuse it (Urborg, Tomb of Yawgmoth, Blanket of Night, even Mystic Compass). I think I would personally run fewer cards like Cultivate and Overgrowth for more mana dorks, like Blood Pet and Blood Vassal, who work well with your graveyard theme, and Birds of Paradise and even Elves of Deep Shadow. These mana dorks help your curve out with early drops, and they can be sac fodder down the road if you need it. Good cards for sacrifice decks include Dictate of Erebos and Grave Pact. A card like Fecundity provides even more card draw.
Hope these help you out!
3 days ago
Figuring out my win condition has been the hard part. For aggro I think I'm better off with Fecundity in most builds, and control is often hampered by only using the top card of the deck. Next build out will probably be using the Madcap Experiment into Platinum Emperion win condition. I think I'll also be dropping the Exploration theme to just run Knight of the Reliquary for land filtering and on-demand shuffles.
4 days ago
have you considered Thrilling Encore or faiths reward as opposed to reveillarch? there are also Grafdigger's Cage or Rest in Peace or even Containment Priest to shut down meren, though it kinda nonbos with your deck
also if boardwipes become a problem Fecundity is a thing, though it helps meren decks more. Glad to help, feel free to continue mentioning me if you have problems. Sorry if these are repeated suggestions.
ChaosUmbreon87 L1 Judge
1 week ago
Il tuo mazzo necessita di un buon pacchetto di removal per far morire quante più creature possibili, in modo da rendere Kresh grosso, ed allo stesso tempo ti servono cose che diano evasion a kresh per fare in modo che riesca a colpire. Farò suggerimenti su cambi funzionali e cambi di budget, sia in più economico che in più costoso.
- Anger -> Fires of Yavimaya perché costano di meno in mana, soldi e sono più affidabili (senza contare quel +2/+2 che può sempre tornare utile). Sulla stessa linea c'è Fervor, Mass Hysteria e Concordant Crossroads (quest'ultima balza, but still).
- Wood Elves -> Diligent Farmhand perché gli elfi in un mazzo tre colori possono essere un fattore limitante. Il secondo ti prende qualsiasi terra.
- Farhaven Elf -> Kodama's Reach perché è più forte, per lo stesso mana. La differenza è non avere poi una creatura in campo da eventualmente sacrificare.
- Ghave, Guru of Spores -> Mazirek, Kraul Death Priest devi metterlo assolutamente. Punto.
- Golgari Findbroker -> Plaguecrafter perché 1/5 del tuo mazzo è costituito di carte non permanent. Va benissimo la cosa, ma rende meno utile lui.
- Omnath, Locus of Rage -> Slum Reaper/Barter in Blood perché hai bisogno di effetti che facciano sacrificare e conseguentemente crescere Kresh.
- Shriekmaw -> Ravenous Chupacabra perché non ha le limitazioni del primo. Non ha evoke, ma in teoria non dovresti aver bisogno di evoke per poter sacrificare le tue creature.
- Terastodon -> Mitotic Slime perché Kresh cresce se muoiono creature, mentre il Terastodon distrugge permanenti non creatura. In più, ti serve avere delle cose da sacrificare che non siano Kresh.
- Wasitora, Nekoru Queen -> Creakwood Liege/ perché è più affidabile e da +2/+2 a Kresh. Anche Sylvan Offering/Endrek Sahr, Master Breeder sono interessanti. Hai bisogno di tanti token da poter sacrificare.
- Yavimaya Elder -> Smothering Abomination/Deathreap Ritual/Dragon Appeasement/Fecundity sono più forti per pescare. Anche perché l'anziano non rampa, bensì ti mette solo due terre base in mano.
- Rakdos Charm non fa nulla di utile, a parte eventualmente spaccare un artefatto, ma per quello è meglio Shattering Spree oppure Vandalblast. Se vuoi esiliare i cimiteri c'è Bojuka Bog.
Attrition -> Dictate of Erebos/Grave Pact costano uguale in soldi, ma li valgono tutti, a differenza di Attrition. Darksteel Axe -> Darksteel Plate sempre di qualità darksteel, ma meglio. Se ti piace indestructible, potrebe piacerti anche Shield of Kaldra e Hammer of Nazahn.
Valuta di trovare un posto per carte che diano colpo sicuro a Kresh, come:
Valuta di inserire qualche sacrifice outlet come (nella sezione terre ce ne sono altre molto forti):
Nella sezione terre ti consiglio:
- Golgari Rot Farm -> Tainted Peak perché le karoo fanno schifo e le tainted sono fortissime.
- Golgari Guildgate -> Mosswort Bridge senza discussioni, il gate è lento e tu hai tanto ramp, quindi ti servono terre base. Trova un posto anche per Spinerock Knoll.
- Ti consiglio assolutamente di mettere o almeno valutare:
- Myriad Landscape e Blighted Woodland come ramp.
- Cinder Glade/Smoldering Marsh/Canyon Slough/Sheltered Thicket (che possono essere prese da Jund Panorama, ad esempio).
- Foreboding Ruins e Game Trail (che entrano entrambe stappate se in mano hai una Misty Eye of the Mountain below)
- Flamekin Village ed Hanweir Battlements per dare haste a Kresh.
- Grim Backwoods/High Market/Keldon Necropolis sono sacrifice outlet sulle terre (praticamente indistruttibili).
- Kessig Wolf Run, Skarrg, the Rage Pits, Khalni Garden possono tornare utili.
Se con queste sostituzioni nella mana base finisci per avere più di quattro terre che producono , valuta di inserire al posto di una creatura ramp la Chromatic Lantern, che è stata ristampata da poco ed è scesa.
1 month ago
Well, this isn't a standard deck, so if you change the format to Modern, it should work. Casual, Legacy, and Vintage are also formats this deck is legal in. I can explain format legality further if you want.
I need to know a few things before I go over how to improve the deck. Really, the list is an eldrazi-tribal list, with a high-costed top end, and a strange low-end.
The first thing I need to know is exactly what the deck's purpose is. Do you want to cast giant eldrazi? Do you want to sacrifice a bunch of little tokens?
For example, the Tron lands, Urza's Power Plant, Urza's Tower, and Urza's Mine make enough mana to consistently cast eldrazi, and with Expedition Map to fetch them out, and Eldrazi Temple for additional mana, you can really improve the layout of the deck, and probably the biggest downside is the need to cut a lot of the colored portion of your deck.
If you like sacrificing little guys, Blisterpod for example, maybe drop the top end of your mana curve, and run Blood Artist/Zulaport Cutthroat along with running cards like Viscera Seer to get a lot of value from sacrificing creatures, digging for more of them, dealing damage to your opponents, and gaining life. with a card like Fecundity you could even draw your deck, and be making mana at the same time to cast it, scrying along the way, draining your opponent to their death.
You could also move to a processor-exile build, where you try to exile cards from your opponent's deck, hand, graveyard, and battlefield, just to regain value from them, with cards like Blight Herder or Wasteland Strangler as good processors, and cards like Thought-Knot Seer and Oblivion Ring/Surgical Extraction/Relic of Progenitus, etc. for exile value.
Currently the list is split between the green-ramp-into-eldrazi deck and the black-value-oriented-eldrazi deck, neither of which are particularly good in Modern, where they are legal. I would recommend if you decide to stay this route to run Doom Blade or Go for the Throat at least over Grisly Salvage and fix the mana-base up with some dual lands like Hissing Quagmires on a budget.
The other things I need to know to help include:
How much money are you willing to spend on this deck?
What format is this deck going to be in?
What cards do you own that could fit into the strategy that aren't currently in the deck?
Thanks for contacting me! I am happy to help!
1 month ago
Avacyn, Angel of Hope doesn't seem super on theme or really that useful. I mean, yeah, it's really good. But it's also 8 mana and for 8 mana I feel like you should be winning the game. Not just protecting your 1/1s or whatever you have out.
Pallid Mycoderm, Rot Shambler, Savage Thallid, Sporecrown Thallid, Sporemound, Sporesower Thallid, and Sporoloth Ancient. I think all of them are either overcosted for what they offer, or don't offer enough. I think the best out of these is Sporemound, but I'm not sure it's good enough. You don't really ramp all that hard, and you'll have so many 1/1s anyway that I don't think it'll matter if you get a couple extra. I think these could all be replaced by more 'value' oriented cards.
Verdant Force is simply overcosted. Remove.
Trostani, Selesnya's Voice is out of place. Populating a 1/1 for 3 mana and a tap is a bad feeling, and gaining 1 life from each is trivial and could be done with Suture Priest or any soul sister (and better too). Also Trostani's mana cost is steeper than it seems (from experience).
Fungal Plots is just kinda weak. I'm super against self-gy hate, and this is no exception. You're paying 4 mana and a card for a 1/1, and then you can maybe sac 2 more creatures for some life and a draw. There are much better options for card advantage AND tokens (I'll get into it later).
Intangible Virtue is out of place. An army of 2/2 vigilance's isn't amazing, especially because your saprolings WANT to die (to slimefoot and Blood Artist and others), so tapping to attack isn't an issue. You already have other, better, team buffs so I don't really think this fits.
Night Soil is just kinda meh. It's a tougher restriction than it seems (both from the same yard).
Along with this, I don't like Necrogenesis in general, but at least it gy-hates opponents and is something you can do if you have mana left up. An early cut if you still wanna cut some stuff, but fine to leave.
Primal Vigor can backfire hard. I don't think it's worth tbh. Also the mana cost is steep for something that doesn't do anything by itself.
True Conviction is just super out of place, and that mana cost is super rough. Absolutely cut. If you were gonna have a mana cost with WWW, it's gonna be Avacyn (but it's gonna be neither).
Verdant Embrace is just too costly for what it does and what you need. If it was like 3 mana and didn't give the +3/+3, that would work, but as is it's too costly and you'll almost certainly not get a lot of value from it because people will murder the creature it's on immediately.
Honestly, I've never liked Second Harvest. It's a terrible card if you're losing and if you cast it and win, you probably would've already won anyway. It seems like win-more to me. Most cards that do nothing on their own I think are kinda meh.
I have no idea how to feel about Vona's Hunger. I'd consider removing just because if you're using this to clear a board, they're gonna keep their best shit anyway, and this is pretty trash against other token decks. The mana cost and instant speed is a nice +, but I'm not sure it's enough here.
You have a lot of lands. I like running fewer lands (35) but having about ~10 sources of ramp. I'll try to figure some out as we progress.
Fungal Sprouting does nothing on it's own and I am having a tough time envisioning it being really useful. Getting 5 1/1s is great for Ghave, but for 4 mana and sorcery speed, I feel you could be doing more. It's fine for now, but consider it an early cut if needed.
Glare of Subdual. This is a tough one. On the one hand, tapping down the voltron player (Seth's cats or my dragons or Zac's Tuvasa) is super dope. On the other hand, tapping is not removal and it relies on you having a creature to spare to tap. It's also 4 mana. I'd probably remove. If it was 1WG, I'd think it was good.
I strongly recommend not having more than 8 enchantments. You have 16 right now and that's just too many without some heavy enchantment recursion.
Okay. We got through it boys. Let's go to our suggestions and recommendations. This next section will include cards in your maybe board that I think are good and should go to mainboard.
Anafenza, the Foremost, because who doesn't like incidental GY hate on an aggressively costed body. 3 mana for a 4/4 that GY hates is something that your opponents need to answer, and more often than not their removal will be worth more to them than Anafenza is worth to you.
Elenda, the Dusk Rose is a card I've always wanted to work and this might be it. Being able to sac a huge board and then herself seems like great value. The issue with Elenda is that she can be exiled, but your commander is a sac outlet which protects against that. I think she could be a powerhouse in this deck ESPECIALLY because her tokens have lifelink. Never underestimate lifelink on tokens.
Juniper Order Ranger is just gravy. 5 mana for a boi that gets progressively larger and boosts your board is something that needs to be answered to. This will either force a boardwipe or spot removal and honestly either a win for you.
Shalai, Voice of Plenty is good. Really good. I don't think it's bad to put it in this deck.
Retribution of the Ancients is super interesting and could be a powerhouse. I'm inclined to include it as instant speed removal that works on indestructible things at a minimum cost to yourself seems very good. Sure, you'll be using 3-5 counters each time, but ideally that won't be an issue since. Also it's at a mana cost price you just can't do better than.
Everything from maybeboard I didn't mention is a no.
End of Maybeboard Recommendations
Uhh, where's my babe Elspeth, Sun's Champion at?? 6 mana for either a conditional boardwipe that won't hit you that often, or for 3 token bois seems like a good deal. And if you manage to ult, you win. No one can stop a flying army of 3/3s.
Eldrazi Monument. We already talked about it but just wanna have it written down here.
Pir, Imaginative Rascal. Fucking gravy. Works with Ghave super well but also Elspeth and also your dudes who put spore counters on themselves. This is a must include. I'm kind of surprised he wasn't already in the list tbh.
Fecundity can be absolutely nutty. Sure, it helps your opponents, but it is very unlikely it'll help them more than it helps you. Also a may trigger so it won't hurt you if you don't want it to.
Dark Prophecy is also insane, tho the self damage could become hazardous. I'll recommend some things to combat this as the card is a powerhouse, even with the BBB mana cost. Remember, being at 5 life and winning is the same as being at 40 life and winning.
Loyal Guardian is a new card which could do work. Early cut, but I'll put it here if you need to fill out your creatures.
Heroic Intervention is the single best protection spell in green. It's basically a green Teferi's Protection for your turn and it cannot be overstated how good it is at the right time. It is the difference between "I win next turn" and "Man nice boardwipe, GG." And for 2 mana too. It's bonkers. Must include.
Cryptolith Rite is disgusting. You've played slivers so you know how good Gemhide is. This is too. I think this is a must.
Zulaport Cutthroat is nice redundancy for your combo win and also nice incidental lifegain (which helps counteract Dark Prophecy's life cost).
Forgotten Ancient is bonkers. Will always become a threat and require removal. It's just good.
Hangarback Walker is solid. Dump whatever mana you have into it, gives you something to do EoT, and you'll almost always get the death trigger since your commander is a sac outlet.
Scavenging Ooze. Graveyard hate is good, and incidental synergy with counter is even better. Just a super efficient card and usually comes something that needs to be removed sooner rather than later. Using the ability as an instant in response to a 'return from graveyard' spell is a joy.
Abzan Charm is good at any point of the game. Removal, counters, card advantage. Maybe the best charm out of all of them. Cannot be overstated. This is a must include.
You have no boardwipes. What the hell. You need at least 4 in almost every deck, but you will be fine with 3 here since you have Elspeth and Dictate of Erebos. I recommend Day of Judgment, Merciless Eviction (best boardwipe ever printed ever), Austere Command (wipe everything but your 0 CMC tokens and you'll usually open a board up for swings) and Living Death. More on Living Death below.
Living Death is a pet card of mine. Mostly because of how bonkers it is. 5 mana for a boardwipe that makes everyone sac their hexproof/indestructible creatures, and then get's you everything you need back. Ideally you'll have something like Aura Shards or Dictate out as you cast this to thin your opponents board afterwards. Also, with Anafenza, Necrogenesis, Scavenging Ooze and Bojuka Bog, you should be getting more value back than anyone else consistently.
Dread Return is good. 4 mana to bring something back is the going rate and saccing 3 creatures to bring something back is double upside since more often than not saccing creatures is good. With Blood Artist that gains you 3 life and someone loses 3, with Fecundity or Dark Prophecy, you just drew 3 cards for FREE. Stupid.
Elesh Norn, Grand Cenobite is always always always a powerhouse. Clears the board and puts you absurdly far ahead in terms of board presence. If you have the money, put it in.
I know you're not huge on tutors, but Razaketh, the Foulblooded and Sidisi, Undead Vizier are good. Can help find answers or just combo pieces to close out a long game. If you only want one, put Razaketh because at the end of the day, an 8/8 flample for 8 is good.
Carrion Feeder is good because instant speed sac outlets with incidental counter value is good. Sac a creature, get a counter, remove counter to get another creature is good. Essentially, with Fecundity/Dark Prophecy, Ghave, and Carrion Feeder out, they read "Pay 1 mana, draw a card" and that's good. Add in Blood Artist and it's even better, and add in Pir and Ashnod's and you win. 5/6 card combos are still combos. Also Carrion is a 1 mana sac outlet and that's really good.
Requiem Angel is a card I've always wanted to use but never found the place. This might be it, chief. Essentially doubling your token count for ability activations and sac triggers, plus turns your measly 1/1 saps into 1/1 fliers, which is a huge boost.
I'd remove Aura Mutation and replace it with both Putrefy and Mortify. The reason is that I often find myself holding onto Aura Mutation hoping to get good value from it, but oftentimes I should just use it on a 2 drop enchantment like Cryptolith Rite or something. Mortify and Putrify also double as modal cards, making them never a dead card if you draw them.
You need more ramp. There is no way around it. But you need more. Cultivate, Kodamas, Nature's Lore, Farseek, etc etc. No mana rocks besides Sol Ring. You're green, use it. You could also run things like Primal Druid that give value when they die, since this is a sacrifice deck. I'd scryfall "dies/enter search library land battlefield" and choose your favorite.
Mindless Automaton just seems fun. Depending on how easy it is to put counters on stuff, this may work. Early cut for sure.
Thats all I got for now. I'll comment again if I think of more.
1 month ago
Doubling Season: meh, yes this deck generates lots of tokens, but there aren't a lot of great ways to generate oppressive value off of them in an explosive manner. Obviously I can sac them for any number of benefits, but most require mana or large bodies (like Altar of Dementia. Right now its on the maybe pile, in large part because it (fairly) paints a target on me the minute I play it.
Beast Whisperer: i don't have one, it will go in once I can get my hands on it.
Ashnod's Altar: got booted for Perilous Forays. colorless mana isn't great in this deck, as most of my board is very cheap and costs colored mana. can't rely on cards like Gemstone Array to turn colorless into colored mana, so its out. It is a free sac outlet, which is very good, particularly with the dictate effects. on the maybe board pending some playtesting