|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition (MM3)||Common|
|MTG: Commander (CMD)||Common|
|Ravnica: City of Guilds (RAV)||Common|
Combos Browse all
Fists of Ironwood
Enchantment — Aura
When Fists of Ironwood enters the battlefield, create two 1/1 green Saproling creature tokens.
Enchanted creature has trample.
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Fists of Ironwood Discussion
3 weeks ago
4 weeks ago
Fair enough, fair enough I can respect that. From my experience, using as some 1cc mana dorks (eg. Birds of Paradise, Elvish Mystic etc.) is pretty crucial to the deck as they serve many different purposes.
Early ramp on turn 1
They get your commander out on turn 2
you can sacrifice them to regen your commander
since they are a creature, you can scavenge them
a couple more self milling cards such as Grisly Salvage or a dredge creature/spell are very helpful for getting good targets into the graveyard. Nyx Weaver is also nice cause you can get back something as well as Satyr Wayfinder and both are creatures you can scavenge. These card advantage cards will help immensely to getting the deck going.
you can think of yourself as a weird sort of boggle deck because you make a big creature and you want to beat down with it. From this, I would put twoish protection spells (best are probably Blossoming Defense, Vines of Vastwood and/or Sylvan Safekeeper).
self discard is beneficial in this deck, so something like Lotleth Troll works well
ironically even though infect is absurd in the deck because you are able to pu1mp it up, I actually won like over 70% of my games with pumping up my commander. Due to this experience, you don't need as many infect creatures as you do in your list. Also you have Tainted Strike and Glistening Oil that gives creatures infect, so the redundancy is not too beneficial. You can probably use these swaps to get some card advantage and setup your combo easier.
trample enablers are pretty big for this deck, as you don't want your big creature to be chumped by tokens or something. Bramblewood Paragon is just a strict upgrade of Tuskguard Captain, and your commander is a warrior. Rancor is nice because if you creature dies, you get it back. Another notable inclusion would be Fists of Ironwood as it gives you trample, and creatures to sac for regen for you commander.
For more cards that you can look into budget/non-budget there is always EDHrec which takes commander decks and compares which cards get used the most. Here's the link: https://edhrec.com/commanders/varolz-the-scar-striped
These would be the some suggestions I would make, but it's up to you how you want the deck to run. Happy building :)
1 month ago
Thorbogl i took out the Growing Rites of Itlimoc for Cryptolith Rite, as the most i need in the deck is 5 mana.Getting hexproof on Dreampod Druid or Tendershoot Dryad is a must, Which is why i chose Alpha Authority. These will inevitably get me more tokens than the Fists of Ironwood.Thanks for the tips and +1 i am in the process of building this deck and want to make it competitive as possible
1 month ago
Damm, I can't resist a good primer!
I'm a big fan of Deathtouch and I love to capitalize on it.
Deathtouch is amazing with Trample and with First Strike, but Rhonas is already Indestructible, so there is no need for First Strike unless you want to make Deathtouch a deck wide theme.
Give trample to a deathtoucher and it will only need to deal 1 damage to each blocker and trample the rest to the opponent, you can easily kill by commander damage. You don't need flashy finishers when your commander is cheap, big, unstoppable and unkillable.
Rancor is definitely a must, Vow of Wildness is efficient, Fists of Ironwood it's nice because the saprolings are great to protect Rhonas agains sacrifices, Berserk a bit expensive but absolutely OP for Rhonas, Ring of Kalonia, O-Naginata low costs and amazing, Loxodon Warhammer all time classic.
Ranged damage and provoking blockers: Nature's Way, Enlarge, Revenge of the Hunted, Tower Above, Nemesis Mask, maybe Seton's Desire. I'm not naming Fight effects because I guess you know them all already.
Pariah's Shield on rhonas and you will never be attacked again.
Rhonas biggest problem may be targeted spells that will usually exile him, bounce him or control him. Blossoming Defense, Ranger's Guile and Vines of Vastwood best thing for only one green mana, Hapatra's Mark is not as good but if you want a fourth one, it exists. Also Homeward Path is always good if you are not the one stealing creatures or animating them from graveyards. Brooding Saurian same effect just in case your meta is full of blue and black decks.
I'd say the amount of card draw you have is OK, but in my deck I would make some changes (personal preferences):
Regal Force out because it has a high cost and it is a "win more" card, If you are losing it won't help you much. You are not going to cheat it onto the battlefield so you most likely won't be able to do anything else in the turn and you'll have to discard many of them. You're not getting any extra juice from it either, no flickering in your deck.
Soul of the Harvest I actually like a lot this card, I put it in many decks, but it never stays long, it always goes back to the album.
Four cards you're considering are better options Elemental Bond, Garruk's Packleader (Lower cost and can trigger from tokens). Hunter's Insight is great, yes. Drumhunter perfectly on curve with Rhonas. I'd add to the list Life's Legacy: I know you don't like to sacrifice your creatures, but getting four or five ccards out of a creature for just two mana is a really good deal. Mouth / Feed I'm liking this card a lot, it gives you a 3/3 body in the early game and a slightly worse Shamanic Revelation from the graveyard. Also Garruk, Primal Hunter fits perfectly here.
Don't forget to include a Reliquary Tower and maybe even Thought Vessel if you feel you're having problems to hold you hand.
I wouldn't bother with the one drop mana dorks, you need a lot of them to be sure you get one in your opening hand, but they are kinda useless after that. It is not so important to have a second turn Rhonas, if they have a Path to Exile, Swords to Plowshares or Reality Shift they will be able to use it anyway.
I would however swap Cultivate, Kodama's Reach and Arbor Elf for Sakura-Tribe Elder, Nature's Lore, Rampant Growth and Emerald Medallion. Arbor elf is one of those one drop mana dorks, Sakura-tribe elder in the late game will be able to block and fulfill his duty of bringing a land. Cultivate and Kodama's Reach are great but they have the same mana as Rhonas, so you will have to delay Rhonas or cast them in the fourth turn instead of a power 4 creature.
Using CMC2 mana ramps will allow you to play Rhonas on the third turn and have a mana open for reactions (remember Blossoming Defense and the other instants to give hexproof I mentioned before?).
Personally, I'd cut all the CMC6 and higher except for Rishkar's Expertise, Seasons Past, Pathbreaker Ibex, Ghalta, Primal Hunger and maybe Zendikar Resurgent and Sandwurm Convergence. Using good lower CMC spells to activate and protect Rhonas making the deck lighter. Keep in mind that rhonas is also a mana dump for the late game and if you are using his activated ability during your turn you won't have mana available for big spells.
2 months ago
Austin_Smith_of_Cards Thanks for the +1!
I had considered Pallid Mycoderm early on and Im not completely sure why I decided to leave it out. Maybe I got scared away by the 4 CMC but yeah Mycoderm definitely has good utility in this deck, specifically late game. Do you have any suggestions for what to take out for maybe 2-3? Perhaps a pump spell or something because they are both technically finishers? Its worth a test.
A Lumithread effect would be good for the mainboard I guess I was just thinking that most decks I would be playing against dont mainboard sweepers like Electrickery or Holy Light. But its definitely worth consideration.
I did initially have Fists of Ironwood in the main but I eventually removed it because the token production was not repeatable. My reason for playing saprolings and not Abzan Tokens is because of the spells that can give me more saprolings every single turn. (things like Selesnya Evangel, Sprout Swarm, and the Thallids) The tribal synergies with Echoing Courage and Deathspore Thallid are the other reason. Maybe I was using it wrong. What would you suggest taking out for the play set?
As for Gruesome Fate, I dont know if it is much better than Harsh Sustenance. The only real difference is the in the casting cost. Other than that, Harsh Sustenance is instant speed, hits creatures, and gives life gain as well. Whereas, Gruesome Fate is sorcery-speed, only hits the opponent, and provides no life gain. Not worth the switch to me.
Thanks for the suggestions! Ill definitely be testing Pallid Mycoderm in the future. Let me know if you decide to test it yourself.
2 months ago
2 months ago
If you're aiming primarily for the Broodmother+Mycoloth combo, I'd ditch the Rot Shamblers, Garruk, and Thromok, as they take focus away from the main combo. You'll want a way to tutor for the combo creatures. The best options for this deck being Chord of Calling (or Natural Order if you're not worried about format/money). Primal Command is also a versatile option. Whatever search tool you opt for, take all 4 copies. You can drop a copy of the Dragon Broodmother down to 2.
You'll want to have enough creatures for Mycoloth to eat when you summon him, so I'd actually suggest swapping the Goblin Arsonist for Krenko's Command. I know it's nice getting the dmg payoff from the arsonist, but it won't be enough to be worth including. Your copies of Caravan Vigil, Viridian Emissary and Sylvan Ranger are a decent ramp package. Just make sure to use the Emissary as early chump blocks to ramp rather than trying to save them for devour. You won't need the ramp once you're ready to devour.
You asked about Awakening Zone, and I think it should replace your From Beyond copies just because its 1 mana cheaper.As for removal, burn is about your only option in R/G colors. Go up to 4 Lightning Bolt. Keep your Vines at 2 to protect your combo. Lastly, I'd drop 4 basic lands (2 each) to put in 4 Khalni Garden. Having extra sac fodder up front is a nice bonus. My suggested list after these edits would look something like: