|Commander / EDH||Legal|
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|Duel Decks: Phyrexia vs. The Coalition||Common|
|Battle Royale Box Set||Common|
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Enchantment — Aura
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool (in addition to the mana the land produces).
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Fertile Ground Discussion
3 days ago
1 week ago
There aren't many artifact players in my meta, so the prison cards you mentioned wouldn't be relevant that often, and Torpor Orb wouldn't be beneficial in most situations for me. To make up for that, I tried to make sure that I ran the same percentage of disruption effects as you, and removal and stax effects were lumped into my disruption category, though I'm a little light on stax effects, since many of them have a higher cmc cost than I would prefer. That being said, I had only considered enchantment-based stax effects at the time, in an effort to create a more synergistic deck.
There are a lot of creature-based strategies in my play group, so something like Blind Obedience would probably have more value, while additionally slowing down artifacts: that's probably the kind of stax effect that I would need: cheap and versatile. I'm open to suggestions, as I hadn't previously considered that I wasn't running enough stax cards.
I do have Fertile Ground, so I might put it in my deck, depending on how Avacyn's Pilgrim performs. It's definitely a more versatile card, but the latter seems more efficient, even though I don't like it all that much.
I will give some consideration to Nykthos, Shrine to Nyx, though I feel that it has a similar issue to Serra's Sanctum, due its devotion requirements and its colorless activation cost, but it is more versatile.
By the way, thanks for your patience: I know I'm asking a lot of questions, so I appreciate your time, and I really enjoy having these kinds of discussions.
1 week ago
@theindigoeffect: I assume your directing this at me.
I'd guess Braids of Fire is for storm, but I don't really see it in any cEDH decks probably because it's too slow.
It depends on my opener, but Sigarda is usually faster than most decks in my meta. I have not really had any issues with wrath effects aside from Cyclonic Rift and Toxic Deluge. I can usually kill at least one player before someone finds an answer. I get that our meta's are different, but I'm pretty confused about the amount of variance you're experiencing. Are you just keeping hands with a bunch of ramp and no action or running out Uril recklessly? The only other major difference that I can think of is that you're only going to run 2 hate effects - Teeg & Abolisher - compared to my 7 (Null Rod, Stony Silence, Hushwing Gryff, Torpor Orb, Gaddock Teeg, Grand Abolisher, and Nevermore). Not only do these slow my opponents down, but also require an answer which now can't be used on Sigarda or her respective auras. You may to consider rebalancing your hate and ramp.
The issue with Serra's Sanctum is that a majority of your enchants are aura's, so the card is dead unless you have an established Uril. I tested Sanctum twice and cut it both times. Nykthos, Shrine to Nyx has worked out much better. It shouldn't be that different for you since your deck is pretty much W/G with a red splash.
Keep in mind that it took me 6 months to get to a point at which Sigarda was consistently performing in my meta. It's all about testing cards and finding what works best. My deck should be a good template, but there will always be meta dependent choices to make. For example, Choke sounds like it would work better than Nevermore for your particular meta since blue is such an issue.
1 week ago
Temple of the False God Dawn's Reflection Market Festival Fertile Ground Verdant Haven all synergise pretty well with Stone-Seeder Hierophant. The synergy is sooo strong between stone seeder and your commander that i have been able to make 100+ mana off of ston seeder in 1 turn, ill be it with a few ramp spells. Anyway seems pretty good, more extra land drop effects might help too, but, you know, budget.
4 weeks ago
Wild Research has a color identity, and is not legal for your deck.
The only way I can think of to attach lots of auras to Uril at the same time is to play Retether, Open the Vaults, or Replenish while you have Uril out and a lot of auras in the graveyard already. Either that or play Primal Surge and hope you don't hit a non-permanent. Up to you whether you think either of those are a good idea.
The ONLY ways for you to deal infect damage with Uril in Naya colors are Grafted Exoskeleton and Triumph of the Hordes. There are no other cards that grant infect to a creature outside of blue and black.
Symmetrical card draw is very bad in EDH, since it just gives people more gas to answer you or win the game ahead of you. Font of Mythos, Horn of Greed, Howling Mine, Omen Machine, Temple Bell, and Rites of Flourishing should all be cut. Wheel of Fortune and Reforge the Soul are usually better because you can wait to cast them until you have no hand and your opponents have lots of cards, but you actually have better options in green, so I'd recommend cutting at least Reforge.
Replace with the following: Sram, Senior Edificer, Kor Spiritdancer, Rishkar's Expertise, Sage's Reverie, Soul's Majesty, Abzan Beastmaster, Mesa Enchantress, Verduran Enchantress, and Eidolon of Blossoms (maybe).
You also NEED better ramp. Tithe, Cultivate, Journey of Discovery, Elfhame Sanctuary, and Kodama's Reach are all sub-par and should be cut. 41 lands is also WAY too high. You'll be able to ramp much more consistantly if you cut that down. You can go down to 35 lands without a problem, and then after that you can cut one land for every 0 CMC mana rock you add to the deck. (Don't worry about Exploration, Burgeoning, and Oracle of Mul Daya being less effective. The extra draw factor will offset that. I would probably cut Azuza though, since she doesn't give you much if you aren't flooded with land.) Out of your lands, Jungle Shrine, Maze of Ith, Mikokoro, Center of the Sea, and Temple of the False God are all kind of bad and could be cut. Some better utility lands would be Kessig Wolf Run and Hall of the Bandit Lord.
All of the following are better ramp than you have: Mana Crypt, Mox Diamond, Chrome Mox, Lotus Petal, Lotus Bloom, Ancient Tomb, Nature's Lore, Three Visits, Coalition Relic, Boros Signet, Selesnya Signet, Gruul Signet, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Avacyn's Pilgrim, Dryad Arbor (tutored off of Green Sun's Zenith, Harrow, Crop Rotation (into Ancient Tomb), Gemstone Caverns, Chromatic Lantern (maybe), Joraga Treespeaker (maybe), Skyshroud Claim (maybe), Trace of Abundance (maybe), Fertile Ground (maybe), Utopia Sprawl (maybe), and Wild Growth (maybe). You may also want to consider Herald of the Pantheon or Hero of Iroas to reduce the cost of your spells.
Now, on to the auras. You have a ton of auras that don't really do... anything? I get that you want to buff Uril as much as possible, but EDH is format of card advantage, and you really shouldn't be playing cards that just read, "your commander gets +2/+2."
I would cut all of the following Abzan Runemark, Angelic Destiny (this really doesn't give you much for 4 mana), Asha's Favor, Burrowing, Call To Serve, Cave Sense, Crown of Awe, Dust Corona, Eternal Warrior, Griffin Guide, Gryff's Boon, Inviolability (He already going to be the biggest thing around, why do you need this?), Murder Investigation (You have no support for these tokens.), Nimbus Wings, Serra's Embrace, Triclopean Sight, Vigilance, and Vow of Duty.
And here's what I recommend in their place:
Extra protection for your commander: Shielded by Faith, Spider Umbra, Hyena Umbra, Felidar Umbra, Bear Umbra, and Flickerform. (Speaking of protection, Tajuru Preserver, Grand Abolisher, Vexing Shusher, Gaea's Herald, and Sigarda, Host of Herons are all good ways to make sure Uril can't be messed with.)
Also put in Spirit Loop. It's cheap and comes back if Uril leaves play somehow.
Other miscellaneous stuff:
Heliod's Pilgrim, Open the Armory, and Plea for Guidance are other tutors you could include. Open the Armory also grabs Grafted Exoskeleton and Helm of the Gods if you put them in, so I'd recommend it.
Nomad Mythmaker might make a useful recovery tool.
Mayael's Aria buffs Uril, gains you life, and can straight up win the game for you, nuff said.
If you can find the space, you could really use better board control to deal with problem permanents. Here are some good removal spells in your colors: Swords to Plowshares, Beast Within, Chaos Warp, Oblation, Krosan Grip, Oblivion Ring, Qasali Pridemage, Return to Dust, Hull Breach, Winds of Rath, Chandra's Ignition, Austere Command, and Wrath of God.
And that's all I can think of at the moment. Good luck.
4 weeks ago
Would Fertile Ground be a better substitute for Utopia Sprawl, or do you have that for the draw card purposes? If it's solely for the draw ability I believe there a few other options you could consider, like Heartwood Storyteller and Glimpse of Nature. Regal Force might even be an acceptable card for this deck strategy. Just a thought, but overall it looks very strong.
1 month ago
If you want to improve your ramp on a budget the best option is 4x Arbor Elf and 4x Fertile Ground on turn 2 you have access to potentially 4 mana, 2 used to cast Fertile Ground and 2 free, turn 3 could see 6 mana as a minimum... To improve the consistency you would need to use the 2x Utopia Sprawl (as it costs more $, or ) and 2 Voyaging Satyr. You could also use Elvish Pioneer to improve your ramp too.
Once you have got the ramp sorted out then you can think about which big creatures you gain the most from playing.
1 month ago
With the amount of ramp you have and high number of 1-2 drops, you could probably drop 2-3 lands and get more useful draws.