|Commander / EDH||Legal|
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|Fifth Dawn (5DN)||Common|
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Target creature gets +4/+4 until end of turn.
Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
|Have (8)||anonymausguy , mlouden03 , awalloftext , mymanpotsandpans , Kvothe1115 , mentor6 , MrCrazzyc , ironax|
|Want (44)||joshw335 , athix , coadster , Liquicitizen , Flame213 , snoopywashere , Tomasaa , CryAll , mgoodwi5 , Fullmetalmage , Commonomicon , MasterRoach117 , mtgtim , Chabert , itskevinmiller , bryanmochi , SupremeRNB , eleventhend , Korevana , zephyrmoth , dontjudgemyusername , XVicarious , colorfulsnailboy , Xz0mb13x91 , Vukodlak , obitus , kovellen , jkdhfgui , MstrbtnManatee , guimuave , chucklebot , Skydra2 , Schwiggity , Cunningcrow , Animale , jbriedis , Elphane , zomburs , tristanishappy , Dragonsound , THP88 , klokwurk , dtfer , kungfurabbi|
Ferocious Charge Discussion
2 years ago
I like it. It's funny how stupidly good this is :P
If i would do some changes, Awaken the Bear was in the deck mostly because it had Bear in its name, but everytime i draw this card, i just wished it was something else like Giant Growth. Or maybe something like Ferocious Charge.
Maybe you could remove some Forest, the mana curve is pretty low, so you can add more of the good stuff. Personnally i would add more Prey Upon, sometimes you just need a simple removal to win and 1 is hard to find in a deck.
For the sideboard: i never really tough about it, in my deck i just put more bears. But you need a card like Natural State to take on enchantments or artifact.
In the end, it's just a matter of preferences, your deck is pretty solid as it is. You just need to Look for the bear necessities.
2 years ago
2 years ago
I like almost everything you have in here, yet I have some removal/replacement suggestions.
I guess you could say that Llanowar Elite is better than both the Defiant Elf and Charging Badger, because of the kicker cost. However, realistically speaking, in a 60 card mono green deck with no ramp that has only 16 land, getting the 9 mana needed to play the kicker is virtually impossible.
While I like the concept of the low CMC trample bypass creatures that you're running here, I think that you would be better served by having 8 trample 1/1's instead of 12. Why(?), fundamentally because there's a much better replacement for one of the playsets. You're better off replacing ALL 4 of the Charging Badger(s) with 4 Treetop Scout(s) because of: (A) their capacity to dish out unblockable damage, & (B) the advantages of having unanimously Elf creatures in your deck. If you want the more expensive & evolved version of Treetop Scout, then go for Silhana Ledgewalker instead. He's way better for this deck period, because he has hexproof. If you're thinking of including both, then I might recommend exchanging one of the power/toughneas boosting spells for Predator's Strike.
The first is fantastic because of its lifegain ability (please note that I have two - which I can exchange - that would go great in this deck provided that all your creatures are Elves). The second is a blocker that simultaneously fetches an Elf card of your choice when it dies (I also have two of him that I can exchange) (F.Y.I. both of these first two options cost 1 & ).
The third option, while it does cost 2 & , is a great power/toughness booster for all-elf decks; especially for one like this (I have a playset I could give you for this deck if you want).
The fourth is probably too expensive for this deck, because of its high CMC & price, but it's just a thought.
In terms of the power/toughness boosting spells that you do have I'm a fan of pretty much all of them except for Invigorate. Any spell of yours in a green burn deck like this that causes an opponent to gain life is simply not worth the trouble. For instance, say you create it for the life cost, and you cast it on one of your trample 1/1's to attack for 5. What happens when it gets removed? You've just given the opponent a free 3 life and in doing so, you're working against yourself.
If you want another +4/+4 instant spell for the same CMC to replace it with, then go for Ferocious Charge. Yeah, it will cost 2 & , but at least you'll get the positive scry 2 tempo aspect of the card in addition to the instantaneous +4/+4 ability that comes.with it; rather than giving the opponent a free 3 life.
If you find that replacement to be too expensive for its CMC, then you could try replacing it with Symbiosis or Echoing Courage instead for one less mana. Both of these cards are reasonable options for either boosting any two creatures (Symbiosis) or multiple of the same creature (Echoing Courage). If you don't like these replacements then you can always try one of the creature suggestions I came up with above as replacements for it.
Lastly, there are a couple of cards you might want to consider for protection or recovery from removal.
To better protect your creatures, and simultaneously get them out to attack faster, you might also want to consider some Swiftfoot Boots. Lightning Greaves are nice too but not ideal for a deck like this because it's shroud not hexproof.
For recovery from removal, and to simultaneously stay in the game longer, I would highly reccomend Pulse of Murasa. Reclaim is a lower CMC option for this which allows you to bring ANY card back, but its drawbacks are that it eliminates your draw step by putting the card on the top of your library instead of into your hand, and you also don't get the 6 life gained from Pulse of Murasa (which is what makes that card worth its weight - or CMC in this case - in gold).
Anyway, that's my two-cents. I know it's a lot to mull over, so let me know what you think when you get the chance.
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