|Commander / EDH||Legal|
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|Urza's Saga (USG)||Common|
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Enchantment — Aura
When Fortitude is put into a graveyard from play, return Fortitude to its owner's hand.
Sacrifice a Forest: Regenerate enchanted creature.
1 month ago
Cool idea for a deck! I think you could try to build around your commander even more.
In your mana base, a very easy inclusion would be all the cycling lands. Desert of the Fervent , Desert of the Indomitable, Tranquil Thicket , Slippery Karst and Smoldering Crater are great for Gruul decks to have anyways because of the lack of card draw and they work super well with your commander.
All the Dredge stuff would be great in the deck. You already have Brownscale, but you could use Shenanigans (there's always a target), Moldervine Cloak and Greater Mossdog all give you consistent action in the late game that will also power up your damage.
There are tons of self-mill cards that are worth running for card advantage. Lead the Stampede , Beast Hunt , Benefaction of Rhonas , Commune with the Gods , Kruphix's Insight , Scout the Borders all work at varying degrees of efficiency. If you ran a few more enchantments (which wouldn't be hard to do), this could actually be a great way to stock your graveyard and give you tons of action throughout the game.
With that in mind, almost every Flashback card is probably worth running. Same goes with Retrace and Jump-Start. These will give you so many options over the course of the game and be an extension to your hand.
Book Burning Targeting yourself is a pretty good way to stock the graveyard quickly, unless an opponent wants to take 6, which is also nice.
Chainflinger is decent in PDH and would fit nicely in a deck like yours.
Firebolt is very good in general and gets even better if you're milling it into your graveyard.
Fortitude can make a big creature a bigger problem and feed your graveyard lands.
Mother Bear seems like a good fit, like most cards that generate value in the graveyard.
Elven Cache is a great card to have in green PDH. It doesn't cost you a draw like Reclaim does, which justifies the mana cost, in my opinion.
Is Renewal to janky? Cantripping and fixing your mana might not be worth 3 mana, but it does move your gameplan forward somewhat.
A lot of the cards in your maybeboard are cards I think you should actually play. Excavating Anurid is quite strong. A 5/5 vigilance that cantrips at almost no downside for you is really good. Igneous Elemental is comparable to Flametongue Kavu in many scenarios. All your burn and removal that requires sacrificing creatures or lands is also good for your game plan. Quicksand has no downside in your mana base.
In general, I think having more creature-based ramp might be better than sorcery or artifact ones, unless they sac lands. Rampant Growth, Land Grant, Search for Tomorrow, Renegade Map and Armillary Sphere seem like they would be stronger as mana dorks. Zhur-Taa Druid and Silhana Starfletcher are both cards that do a lot of work in PDH, plus all the typical 1-mana ramp creatures in Green.
Otherwise, I think Diligent Farmhand and Muscle Burst is cute, but not very effective overall.
Chain Lightning and Lightning Bolt are oddly enough not impactful enough to play in PDH, in my opinion. I would vastly prefer Staggershock over either one for the better damage output or card advantage potential. These could be easy subsitutes for some of your maybeboard spells.
A lot of your creatures are aggressive, but not enough to really be pertinent in a game with 30-40 life (depending on how you play). Borderland Marauder, Burning-Tree Emissary, Moldgraf Scavenger, Zectar Shrine Expedition and to a certain extent even Scythe Tiger could be better as more resilient, synergistic or more powerful threats that scale better with all the ramping you're doing. Something like Sprout Swarm is a classic game-winning card that is good across the entirety of the game and works well with sac effects you're running.
Last thing: I think you should run more lands. I get that you're trying to be low to the ground and aggressive, but running a low land count hurts you in a lot of ways. It makes less opening hands keepable, it restricts the breadth of finishers you can use, it lowers the efficiency of your commander and cards like Winding Way and can even result in you running out of basics to fetch in the mid-to-late game. I think 38-40 lands would be a more appropriate number.
Again, great idea for a deck and I'm looking forward to hearing more about how you do with it. Is it more for 1-on-1 play or multiplayer?
5 months ago
Needs more Fortitude
Frog Tongue is a cantrip
Also also: I've been Wombating for a long time, and I can tell you with certainty that when you play against people, they are going to try to kill your boy, because they lack both culture and sophistication. Hexproof and Indestructible instants like Ranger's Guile , Vines of Vastwood , and Mortal's Resolve are pretty clutch.
Seeing another Wombat deck pleases me greatly. Godspeed, friend.
10 months ago
Temur Sabertooth is tempting, but it's also a relatively expensive way to recur Titania's ETB effect. I think the additional protection provided by Fortitude -- not to mention the obvious awesomeness of its open-ended land sacrifice outlet -- combined with the additional land recursion from Splendid Reclamation more than compensates for an additional Titania bounce source. In my experience playing the deck, it's more important to keep her on the board than it is to bounce her for the land recursion effect.
10 months ago
Fortitude works really well with Titania against spot removal.
1 year ago
1 year ago
1 year ago
Nice one, +1 from me. Regarding your question: "viable" is debatable term for sure, but in theory there's Fortitude and Rootwater Alligator at least. Also, check out Gaea's Touch, it's been a mainstay in my Titania deck Deh' nuts draw! (Titania EDH) - cheers!
1 year ago
Have you thought about upgrading the land base? I assume there is some budget element to it, but I feel like you could reduce the basic count by quite a bit and have less etb tapped fetches. Some suggestions:
In general im not crazy about putting LD lands in my deck, but in Titania they're often useful for hitting your own lands for more elementals, so I feel like you should try and fit in as many as possible.
Then non-land suggestions that have been amazing in my build:
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