|Commander / EDH||Legal|
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|From the Vault: Annihilation (V14)||Mythic Rare|
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Destroy all artifacts and enchantments. You gain 2 life for each permanent destroyed this way.
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Fracturing Gust Discussion
23 hours ago
So just out of curiosity what is your game plan against cards like Fracturing Gust I feel like it would shut you down and find that cards like it are in heavy supply especially in sideboards due to Affinity
1 week ago
I think this looks super solid! Something interesting to think about/consider would be Glittering Wish to have access to some SB silver bullets like Fracturing Gust/Wheel of Sun and Moon/Privileged Position/Sigarda, Host of Herons/Sigarda, Heron's Grace and things like that.
1 month ago
Its hard to make good suggestions without seeing a deck list but some possible cards to consider: Angelic Chorus, Ivory Tower, Luminescent Rain, Selvala, Explorer Returned, Fracturing Gust, Fumigate, Venser's Journal
1 month ago
Thanks xaerusblade. I'll try and get some fetch lands and other GW dual lands. Do you think I should take out Selfless Spirit for Dauntless Escort then? Also, could Fracturing Gust work, or do I risk some of my own enchantment/artifact dying (ex. Rest in Peace, Aegis of the Gods, Pithing Needle)
1 month ago
Ooh, Cats. I helped build a tribal cat deck with my brother, but in Naya colors (partly for Wild Nacatl). At least in Selesnya colors, though, you still have a lot of cat-tastic options.
- Loam Lion comes down fast as a 2/3 with a Temple Garden in play, but, if you go with Loam Lion, you need four Temple Gardens. I would run more Temple Gardens in lieu of the Sunpetal Groves, though (or even Canopy Vista!), because having both of the land types is somewhat useful here.
- More Qasali Ambushers are a good option if you're running more dual lands, especially since they trade with/kill a lot of fast threats and are my favorite price of all (free).
- Run more Qasali Pridemages if possible, especially with Lantern decks everywhere.
- In the sideboard, I might consider Thorn of Amethyst to deal with creature-light decks and Rest in Peace instead of the Relic of Progenitus. You can also use Angel's Grace and Dawn Charm as a possibility to deal with insta-kills (and I'd think Dawn Charm's better than Druid's Deliverance).
- While I fully approve of Stony Silence, maybe a singleton Fracturing Gust would be worthwhile to deal with affinity and lantern: it kills all artifacts for a low price, even though it costs five mana (but, against lantern, many of the super-troublesome artifacts don't require the use of activated abilities to screw things up. Alternately, you have Kataki, War's Wage, which kinda looks cat-like...
- Ajani, Caller of the Pride is a good planeswalker, but you need to be ahead to make him work. I prefer Elspeth, Knight-Errant, as she buffs your attacking kitties and makes guys to protect you if your board is empty. (Plus, she might also fit the theme...(?))
1 month ago
Devoted Druid is ok but it feels like you would REALLY rather play Arbor Elf. I built an elf deck for like 210 thats white and green for sideboard cards. You do NOT need 4 Chord of Calling. Also, playing 4 Ezuri, Renegade Leader is dangerous because it could be a dead card. trade one out for another Nettle Sentinel and another for a Craterhoof Behemoth if you can afford it. Thats pretty much it. Relic of Progenitus is a important sideboard card as well as pretty much any artifact hate. Fracturing Gust is really strong because it's good against boggles and affinity. good luck building elves, its a really fun deck to pilot and can pick you up some packs at your LGS!
1 month ago
I haven't looked over the entire list but here are a few suggestions at first glance:
1) Ramp Spells --- Let's be real, Gishath, Sun's Avatar is a game-winner, so you want to get it out ASAP. You're going to want to ramp up to 8 mana before your opponents can get too many blockers on the board. Thunderherd Migration and Farseek are already in there, and both are definitely solid, but I'd honestly put in way more than two ramp spells. Consider Rampant Growth, Exploration, Heartbeat of Spring, et cetera. You want to be getting more than 1 land onto the field per turn if you can, and you want those lands to be producing more than 1 mana whenever possible. For this reason I have honestly no idea why you aren't running Wayward Swordtooth and Commune with Dinosaurs. Both of those cards would be incredible in this deck.
2) Mana Rocks --- With the number of ramp spells available in your colors you really don't have much use for artifacts that produce mana. While I agree that Chromatic Lantern is good for mana fixing, you don't really need it when you can very easily get all three colors online extremely quickly using cards like Farseek. I would immediately ditch Pillar of Origins, Fellwar Stone, and Worn Powerstone, but I would strongly recommend getting rid of all mana artifacts in the deck in favor of ramp spells. Remember, you just need to get to 8 mana for Ghalta. You'd be surprised how quickly you can do that when you're playing green.
3) Mana Dorks --- Drover of the Mighty is an auto-include for obvious reasons, so I'm glad to see it in this list. I also like Kinjalli's Caller more than most people do, so I'm glad to see that as well. I also know that you are trying to limit the number of non-dinosaur creatures in your deck. For that reason, I'd recommend just a few more non-dino dorks such as Otepec Huntmaster, Birds of Paradise, and Voyaging Satyr. Remember, if any of your lands is producing more than 1 mana through land enchantments such as Utopia Sprawl, you can have Voyaging Satyr untap it for incredible amounts of value.
4) Utility Spells --- One of the best pieces of advice anyone has ever given me in terms of deck building is to avoid any and all cards that don't directly contribute toward getting your win condition online. For this reason, I would ditch the majority of your utility spells. This includes instants, sorceries, enchantments, and even planeswalkers.
Cards that trade 1:1 with an opponent such as Disenchant work in 1v1 matches, but this is EDH. I'd take out anything that destroys a target enchantment or artifact in favor of mass artifact removal such as Serenity or Fracturing Gust. Just remember not to wipe your own creatures off the board with creature wipes. I would recommend throwing in a very small number of targeted removal like Path to Exile and Naturalize just to take out a key threat on an opponent's board, but your main creature removal should come from combat or the "fight" mechanic.
Speaking of, take out Hunt the Weak entirely. Prey Upon does the same thing (kills a creature and triggers enrage), but it costs 3 less. Pounce Might even make sense since it has instant speed, making it effectively a removal spell that triggers enrage. Just be careful not to kill your own creatures - damage dealt in "fight" doesn't wear off before combat.
5) Land --- With your lands you really want to be both ramping and fixing. For this reason, the guildgate cycle is way too slow, as is Stone Quarry. EDH gives you access to some pretty ridiculous lands, so I'd spend a lot of time looking at those. Personally I'd strongly recommend the Ravnica bouncelands if you have a way to play multiple lands in a turn, or otherwise shocklands. I wouldn't recommend fetchlands (unpopular opinion) because this deck doesn't need to worry too much about mana fixing (you get it all from your creatures and, ideally, the rest of your land base), but for that exact reason I might go with a painland or two. After all, at a certain point you may not need the colored mana, so it's usually worth it just to have a couple. You're running tricolor, though, so ultimately you'll want a lot of basics. Aim for about 35 lands total, since you should have ways to search for lands so you don't need the full 40.
6) Anthems --- I wouldn't worry too much about Anthem effects or Lords. You really want to be flooding the board with creatures, not buffing the ones you already have (though that's always nice as an aside). Cards like Strength of the Pack are usually just too slow and don't do very much for you.
That's all I could pick out at a glance. Hope this helps!
2 months ago
Oh I guess you mostly need to cut cards:
Ageless Entity is just a big fat boy, no evasion, no +1/+1 counter synergy. He doesn't do enough for 5 mana. Baneslayer Angel is kinda in the same boat. Gains some life, but not super resilient, and not a super fast clock. Exalted Angel falls under the same category of medium beaters. Probably Gisela, the Broken Blade too?
All 3 soul sisters should go, they're pure dedicated life gain with no other upside in a deck that already gains plenty of life. They might be good enough for Karlov that gets immediate value off of repeated small incremental life gain, but not for you.
Sangromancer is pure dedicated life gain on a medium body. I don't think much of it but it can situationally gain crazy life. I'd cut it but I can see the argument for it.
Siege Rhino maaaaaaaybe? If you intend to go full on tempo agro? Doesn't feel like an amazing strategy tho, and the deck feels more grindy than agro.
Quiet Disrepair this is a comically bad way to get rid of a problem artifact or enchantment, and some of those faster, more certain methods gain life anyway.
Leyline of Vitality is basically just a soul sister.
Maybe trim a few pieces of your more mediocre spot removal? Molder sticks out as pretty bad.
6 field sweeps seems a little high considering you kind of want your field to stick, and your recursion isn't super strong. Day of Judgment at least seems like it could go.
You got like 10 ways to kill artifacts/enchantments, so Fracturing Gust might be overkill.