Whenever a creature is put into a graveyard from the battlefield, that creature's controller may draw a card.
|Want (3)||lshv32 , Jackicecloud , TheBl0b|
Printings View all
|Ultimate Masters (UMA)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|Eighth Edition (8ED)||Uncommon|
|Urza's Saga (USG)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Fecundity occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
1 week ago
Ulasht is one of my favorites! There are many lines of play that you can take for powerful endgame plans, and you've got a lot of them in here.
Some changes I would make start with trimming down your mana curve. Your creatures are almost all haymakers. The way it stands, your gameplan is a bit too slow. I would begin by choosing a few big creatures that have the most impact and supporting them, cutting the rest. Avenger of Zendikar is a great card, but works better with a higher land count. Deus of Calamity has no immediate board influence. Same goes for Borborygmos. I do like Hornet Queen, Vigor and I would choose between either Dragon Broodmother OR Dragonlair Spider. Add in Craterhoof Behemoth, or, if that's out of budget, End-Raze Forerunners as a great win condition. Tendershoot Dryad is amazing, too.
Other important additions are mana dorks. They are the most efficient way to ramp into your larger things, while also making Ulasht bigger. Llanowar Elves, Elvish Mystic, Arbor Elf, Fyndhorn Elves, Boreal Druid, Zhur-Taa Druid, Radha, Heir to Keld all want to be in this deck. You're in green, so mana rocks not named Sol Ring or Mana Vault/Crypt can be dropped. Fecundity, too, as you don't have enough sac outlets to really garner a lot of value.
I would also say that your land count is low. Even with a bunch of mana dorks, you'll be mulliganning far more often than is comfortable. Add in a few more dual lands, or even basics, to smooth that out.
Hope some of this helps!
1 month ago
With a strategy that necessitates lands as much as this does, you'd probably do well to run more than 22. Arboreal Grazer or Sakura-Tribe Scout could help you put down some lands faster, since in this deck that's definitely preferable to just having a dork on turn 1.
Teferi's Puzzle Box seems quite slow.
I think the main problem with this deck is the sheer amount of setup that it requires. You have to spend turns 2 and 3 (if you're lucky) just casting Fecundity and Blasting Station (which do nothing until you play Beacon of Creation) and hoping they don't get destroyed.
It's a sweet, sweet combo and I, for one, am a huge fan. That said, I don't expect this will be winning you any tournaments.
1 month ago
2 months ago
Why you don't play many good cards? And play bad.
Impact Tremors etb
Birthing Pod serch creatures
Goblin Bombardment sac outlet
Tragic Slip removal
Tireless Tracker draw
2 months ago
Also also.. Fecundity would be very one sided and tends to be resilient cuz people always think its helping them out even when it isn't and would likely be better than Bident of Thassa and certainly better than Urban Evolution
2 months ago
Hey, don't see very many Nemata decks.
Consider building around the idea of making infinite green mana? With infinite green mana + Nemata + Fecundity you can draw your deck since Nemata is a mana sink and a sac outlet. Blasting Station can be a win condition with infinite tokens from Nemata without needing to attack. Temur Sabertooth also can be a win condition without needing to attack or without Nemata. Sabertooth is a good card when you can make a lot of green mana.
Cards to consider adding:
- Blasting Station
- Umbral Mantle
- Selvala, Heart of the Wilds
- Temur Sabertooth
- Marwyn, the Nurturer and/or Viridian Joiner
- Great Oak Guardian
- Genesis Hydra
- Force of Vigor
- Snow-Covered Forest
Equip Mantle to Selvala/Marwyn/Joiner to make infinite green mana. Guardian + Sabertooth + Selvala/Marwyn/Joiner is another infinite green mana combo and Guardian is pump for tokens. The idea is to make infinite green mana and with Fecundity + Nemata draw your deck until you find Station or a card that can cheat Station onto the battlefield.
An option for a win condition with infinite green mana without Nemata is Sabertooth + Acidic Slime to destroy all your opponents lands and mana rocks. Sabertooth is good with Hydra since Hydra can be a repeatable way to cheat an enchantment or artifact onto the battlefield. Hydra is like Wave, but is a creature which is easier to tutor for/recur then Wave.
Force is a very good instant removal spell for green in Commander. Snow-Covered Forest are better with Extraplanar Lens because your opponents have to have a Snow-Covered Forest on the battlefield to get the ramp bonus. A normal Forest won't give them the bonus and it's much more likely that your opponents have a Forest and not a Snow-Covered Forest.
I offer more advice, good luck with your deck.
2 months ago
Skirk Prospector Armillary Sphere Grimoire of the Dead Utopia Sprawl Plaguecrafter Apprentice Necromancer Regrowth Fecundity Traveler's Amulet Spore Frog Feel good about it Shriekmaw God-Eternal Rhonas Heap Doll Farhaven Elf
These are ideas. Don't know if anything here looks interesting, bnut can find more.
2 months ago
Thanks for the suggestions, I don't really have the budget to spend on cards like Earthcraft or Damnation , Awakening seems good, but the symmectrical effect is kinda offputting. Moldervine Reclamation was originally in the list, but I cut it because the mana cost is quite steep for that effect, and it isn't a may ability, so decking myself to kill everyone is sometimes a possibility. I'd never thought about Arcane Signet like that before compared to Rampant Growth interesting thoughts.
I agree that the deck needs more card draw, I have Keen Sense , Snake Umbra , Psychotrope Thallid , Phyrexian Arena , Fungal Plots , and Fecundity in addition to Skullclamp , but the deck if often hit or miss with how many cards it draws. It feels like it either draws half my deck or none at all. I think I need to cut some ramp for card draw, as I have 18 different pieces of ramp