|Commander / EDH||Legal|
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|Duel Decks: Zendikar vs. Eldrazi (DDP)||Uncommon|
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Creature — Elf Scout
, : Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
Frontier Guide Discussion
3 months ago
Duskwatch Recruiter Flip is great for this kind of deck - draw power that never whiffs. Primordial Sage is more precious draw. I know you have Birds of Paradise and Elvish Mystic and the like, but to synergize with Nikya, you should look into creatures that give you more actual lands on the battlefield: Wood Elves , Yavimaya Elder , Sakura-Tribe Elder , Dawntreader Elk , Farhaven Elf , Frontier Guide , etc.
Woodland Bellower is a great tutor that pairs with Fierce Empath to cover nearly everything in your deck.
Ulvenwald Tracker is great removal in a creature-based deck.
5 months ago
Fauna Shaman Hydra Broodmaster Flametongue Kavu Skyshroud Poacher Tireless Tracker Scavenging Ooze Manglehorn Harbinger of the Hunt Wolfbriar Elemental Huntmaster of the Fells Flip Yisan, the Wanderer Bard Gruul Spellbreaker Budoka Gardener Scryb Ranger Ulvenwald Tracker Quirion Ranger Ruric Thar, the Unbowed Buried Ruin Gruul Turf Kazandu Refuge Rugged Highlands Mountain Valley 2x Mountain 2x Forest
Dualcaster Mage Llanowar Empath Genesis Hydra Yeva, Nature's Herald Decimator of the Provinces Siege Behemoth Magus of the Library Brutalizer Exarch Duplicant Greenwarden of Murasa Loaming Shaman Golden Guardian Flip Burnished Hart Wood Elves Gaea's Herald Frontier Guide Diligent Farmhand Contested Cliffs Endless Sands Ghost Quarter Mystifying Maze Fungal Reaches Sheltered Thicket Raging Ravine Game Trail Memorial to Unity
My first update is focused on fine-tuning the deck a bit and getting rid of some of the obvious misfits with some needed staples and just new cards I thought would work. I decided to go all-in on the quick beatdown plan, so I added in some low-curve mana producers like Wood Elves, Magus of the Library, Frontier Guide, and Burnished Hart along with some heavy beaters and game-enders like Decimator of the Provinces and Siege Behemoth. I also added a bit more tutoring power with cards like Genesis Hydra and Brutalizer Exarch. I removed a bit of the Elf tribal suite because while it may be good in the early game, it won’t matter much if you get something like Skyshroud Poacher later in the game. I added Yeva, Nature’s Herald because having flash is crucial for a deck like this to really succeed—surprise allows you to dodge removal and play conservatively instead of walking into spot removal and board wipes. Speaking of flash, I can’t believe I didn’t consider Dualcaster Mage before—you may not be able to cast your own instants and sorceries, but Nikya doesn’t say anything about not letting you take other people’s! Golden Guardian I think is an excellent card in this deck—not only does it die easily to most of your powerful creatures, including your commander, but it transforms instantly into a land to boost your mana AND that pumps out Golems every turn with the extra mana you have left over. Finally, I also beefed up the land suite a bit to include some more utility lands—one thing I’ve realized is that the lands in this deck will have to carry some of the extra weight of you not playing spells. Contested Cliffs gives you access to extra removal, as many of this deck’s most powerful creatures are Beasts. Fungal Reaches lets you store extra Nikya mana for a big burst later on. Endless Sands is more insurance against removal and board wipes. And Mystifying Maze provides the deck with some much-needed defensive capability, once again helped by all that extra mana.
Something I’m struggling with is how much to focus on my beatdown plan versus an anti-control or combo plan. As it stands, this deck is well tuned for the beats but is weak against non-interactive strategies like storm or blink decks. Cards like Ruric Thar, Immolation Shaman, and Harsh Mentor would definitely put a crimp in their plans and stop them from going off, but they don’t really help toward Nikya’s goals much. Other cards like Runic Armasaur that are designed for the long game don’t seem at home in this specific version of the deck—I could see an alternate build though designed more with control in mind than beatdown. You’ll notice I’ve added a large Maybeboard of cards I want to include, but just can’t find space for.
1 year ago
Without knowing your meta the recommendations I would make for cuts are Illusionist's Bracers (not many worth while activated abilities in your deck), Alpha Authority, Whispersilk Cloak (is spot removal rampant in your meta?), Ooze Garden, Seer's Sundial (you have access to much better draw options really), Turntimber Basilisk, Groundskeeper, Apocalypse Hydra, Traverse the Ulvenwald.
Creatures you play to ramp need to be efficient like Farhaven Elf or even Llanowar Elves instead of say Wild-Field Scarecrow who costs you with no lands in play to show for it or Frontier Guide who costs you before you even get anything out it.
Other creatures you play need to have powerful utility like Terastodon or Bane of Progress or some very good synergy with the commanders strategy like Stalking Vengeance or Garruk's Packleader do. You don't really need removal like Turntimber Basilisk or beaters like Apocalypse Hydra when Boundless Realms would be far more terrifying. Remember, land is not really a dead drop for you as you are likely get a 5/5 elemental token out it so every cut made could be an additional land.
Some possible interesting cards are Sandwurm Convergence (green moat with beat sticks included) and Hour of Promise (ANY TWO LANDS!), Rogue's Passage (make the lands work for you), Kessig Wolf Run (REALLY powerful.
All recommendations are below the $5 mark to try and keep it more budget friendly, anyways I hope this is helpful, also if you could post some information about your meta it could help people make better recommendations.
1 year ago
The deck looks super heavy, an average CMC of 4.5 is quite high. On top of that, your land count seems a bit low so all of your "play additional land" creatures won't perform at their peak.
I would take out Azusa, Lost but Seeking, Sakura-Tribe Scout and Skyshroud Ranger for Wood Elves, Farhaven Elf and Sakura-Tribe Elder. With those guys you will always get the ramp guaranteed, they bring themselves the land no matter how many lands you have in your hand.
Frontier Guide feels super slow to ramp, how many turns you will have to spare to get one land? you can't expect to have the seedborn muse everytime you draw this guy. this guy is perfect for a reactive deck that plays at the end of the turn, this deck isn't one of those. I would swap it for more creatures with "when enters the battlefield, ramp one land" (Ondu Giant, Solemn Simulacrum) or another option is Burnished Hart I actually use this guy a lot.
Yeva, Nature's Herald Flash to most of your stuff. Maybe even the Vedalken Orrery despite not being a creature. Your seedborn muse feels awfully underused, you don't have almost anything to do out of your turn.
High Market Sac outlet always good, send anger to graveyard.
Biggest and flashiest thing you can do with your deck is running Primal Surge. Your deck is already prepared, all your cards are permanents. You even have Dosan the Falling Leaf to failproof the play.
If you decide to try this, you may want to remove Bane of Progress and add City of Solitude because also negates activated abilities, you don't want your Anger to get exiled from graveyard or your Ripjaw Raptor getting damaged somehow.
1 year ago
I'm glad you liked my suggestions. I have a Omnath deck of my own (haven't uploaded it yet) where I have those cards but I'm reforming it because I can't make it work (that's why I was checking your deck), Omnath is expensive and it takes forever to star rolling even having tons of ramp. For me the problen is the deck being to heavy to move and passing the first turns doing nothing but taking lands out of the library and when I finally get to cast Omnath they kill it and now you have to get to 9 mana. Also I have big problems with flyers, I like your choices of Ulvenwald Hydra, Tornado Elemental and Cloudthresher, I was planning to run them myself.
Keep in mind that every meta is different, what works for me, won't necessarily work in your meta. From your deck I'd cut:
- Apocalypse Hydra I'd cut it because it only synergize with the Elemental Mastery otherwise is another expensive underperforming fatty, you can put the elemental mastery on any of your power 5 creatures and get a good value out of it.
- Golden Guardian Flip from among all the fliplands in IXL and RIX that's probably the one I like the least, you need mana to play and flip it and you also need a big creature of your own to kill it in a fight, when you flip it you create tokens that don't synergize with the deck so I don't really see the point of it in this deck. If you have it because it produces two mana IMO Dowsing Dagger Flip for a total of mana, you can flip it the same turn you play it and you can give the tokens to a player and attack another, on top of that the land produces 3, it's basically a cheaper situational Gilded Lotus
- Frontier Guide to ramp a single land feels awfuly slow and inefficient, I'd rather play any of the CMC4 ramp sorceries.
- Incandescent Soulstoke I don't think you can really win or deal serious damage by cheating a fatty for a turn and then losing it. Best thing you could throw at him is Molimo that depends on your lands, so in early game it's small in late game you can just cast it. The overal number of elementals in the deck is low. maybe something like Elvish Piper, Deathrender, Quicksilver Amulet or Champion of Rhonas instead?
- Molimo, Maro-Sorcerer It's big and it has trample, but CMC7 is too high but I don't think it earns his slot without cheating it onto the battlefield.
- Rubblehulk a cheap molimo without trample and Bloodrush which I guess not playing double strike you won't use that often
- Spawnwrithe if there was a good plan to make this guy and his copies deal combat damage to an opponet I would love it, but he will be lucky if he manages to do it once on his own.
- Mask of Avacyn unless you are protecting a low toughness guy Swiftfoot Boots or Lightning Greaves are better at protecting your guys. You can also use Steely Resolve to protect them all at the same time, but haste is king.
- Seer's Lantern This card is terribly weak. You are already ramping like a mad man and if you want artifacts Worn Powerstone, Thran Dynamo and Sol Ring are better mana boost. For utility you can try Conqueror's Galleon Flip (check if you can have combined power of 4 or greater the turn after consistently before including it).
- Whispersilk Cloak this card is way too subtle, you want to combo off and crush your opponents with your 5/5 elementals or you are going 4th of July and throw sparks everywhere. If you just want protection the boots or the greaves are better cards.
- Animist's Awakening you start the game with 40 lands in a 99 card deck which mean that at best you can only expect to find one land for every mana you spend on the . I say at best because you have many ramp spells that take lands from the library lowering your chances with this spell. Try instead Boundless Realms maybe you want to include more basic lands
- By Force Not a bad card but you may want to swap it for Vandalblast or Into the Core if there are indestructible artifacts in your meta.
- Clear the Land aren't there any more decent ramp spels with CMC3? find one that at leas don't give lands to your opponents Realms Uncharted don't ramp you but it will put lands in hand and graveyad, and not just basics.
- Creeping Renaissance I want to like this card, but every time I tryed it, it underperformed. In this deck you have few permanents of a single type except for lands and you don't dredge yourself to put stuff in your graveyard. You do have a lot of lands, but to get those lands better use Splendid Reclamation, World Shaper, Ramunap Excavator or Life from the Loam. For a big, more flexible recursion spell I like Seasons Past
- Growth Spasm replace for Kodama's Reach, or Cultivate. they are commander staples for a reason.
- Mizzium Mortars replace for Blasphemous Act kills your creatures but you can be sure that it will kill almost everything and with discount
- Pirate's Pillage allows you to cast Omnath on your 5th land but still i'd swap it for Harmonize another green EDH staple.
- Primal Growth good card but you won't have disposable creatures on your early game and as a late game card is weak. As I told you before Kodama's Reach, or Cultivate (whichever you didnt used before).
- Search for Tomorrow another good card that will perform better in other decks that really need to get to four mana ASAP, IMO some beefy ramp spell would be better for Omnath. Another one I like in this deck is Khalni Heart Expedition
- Evolutionary Leap swap for Ashnod's Altar, you want your sac outlets to be activated without mana and without tapping. Your opponents will probably start worrying as soon as the see this card as it is often used for infinite combos.
- Fires of Yavimaya for Anger. Mainly because you can cast it and put it on the battlefield to block in the early game and later you get the haste bonus. other good options for this end in this deck Ogre Battledriver and In the Web of War, same effect different formats.
- Rite of the Raging Storm I ended up removing this enchantment from the deck because it is slow and don't help me with my defense, it's for more aggressive decks. The elemental that pops and sacrifices is nice when you have the commander, but It doesent justify the 5 manas.
What I'm still missing in the deck.
- Buffs to your creatures Beastmaster Ascension, Forgotten Ancient
- Rampaging Baloths not elemental but those 4/4 bodies will prove useful later to get us some cards and defense
- More recursion Greenwarden of Murasa is a solid creature. The second much worse option is Paleoloth I've tried before in other decks but maybe it can be good with Omnath's tokens.
- Spitebellows Perfect in this deck
- Decimate simply an orgasm every time you cast it. The catch of this card is that you need to be able to target a different permanent of each type, but that is not a problem in multyplayer
- More defense from flyers, I run this funny card Chaosphere, some other cards I'm considering are Spidersilk Armor, Katabatic Winds, Silklash Spider, Sandwurm Convergence.
- Scour from Existence because with red and green you will have trouble with high toughness creatures and/or indestructibles. I'ts a high mana instant but it will resolve any problem you have
- Parallel Lives Because at the end of the day it is a token deck
- Traverse the Outlands a kick ass ramp spell if you manage to ramp four lands or more.
- Heroic Intervention the ultimate shielding card.
- Mana multiplication Mana Reflection, Zendikar Resurgent, Vorinclex, Voice of Hunger this one is a bit to hard top lay if you don't cheat it into the battlefield. The low cost option has the problem of helping your opponents too Keeper of Progenitus
- Much more card draw Drumhunter, Mouth / Feed, Shamanic Revelation, Garruk's Packleader.
- Synergy with instant/sorceris Young Pyromancer, Primal Amulet Flip?
- Wayward Swordtooth?
For me the problem with this deck is you need to so many card slots and turns ramping that you don't do much more. It is quite spectacular when you manage to combo off, but it feels a bit like a one trick pony. so that is why I'm tinkering with my Omnath deck trying to find balance for my meta.
Good luck with your deck, I hope I have been of some help.
1 year ago
Bellowing Tanglewurm, Dosan the Falling Leaf, Elderscale Wurm, Frontier Guide, Hornet Nest, Indrik Stomphowler, Oak Street Innkeeper, Pathbreaker Ibex, Outland Colossus, Regal Behemoth, Seedguide Ash, Selvala, Heart of the Wilds, Somberwald Sage, Sylvan Ranger, Thragtusk, Terra Stomper
1 year ago
First off, I love the idea of trying to build a creature only deck. Seems like a lot of fun, but I see a couple problems with this build.
No ramp. You run so many lands, but no ramp. Take out like three of those lands and replace them with things like Wood Elves, and Farhaven Elf. Even some of the normally worse creatures like Ondu Giant might be better than running so many lands. Another option might be Frontier Guide since you are running many untap effects, and it could be a useful mana sink for those turns where you don't need to counter anything.
No draw. A control deck needs draw, otherwise it has no way of keeping up with the rest of the board, especially in a multiplayer format. Run things like Mulldrifter, Arcanis the Omnipotent or Jace's Archivist for good draw. Another great card that would be on theme for you would actually be Mercurial Chemister since he can draw you cards, and can also be used for control.
No visible win-con. Your best win con I can see is swinging with Frost Titan, which is not a very reliable win con. You need some big swingers who can act as finishers. I would recommend at least running a Pathbreaker Ibex, or something similar to help you win after you've soft-locked your opponents.
Those are the big problems I see with the deck. Now for a few card suggestions. The only card I can see being underwhelming is Guile. You only run 12 cards that counter spells, and with no draw to ensure you get multiple of them, Guile will turn into 8 mana for an 8/8; that is very underwhelming. The only three cards I would recommend are the praetors in your colors: Jin-Gitaxias, Core Augur, Vorinclex, Voice of Hunger, and Urabrask the Hidden. These three allow for a lot of control over your opponents, and would advance your strategy (plus the green and blue ones count towards the ramo and draw categories I was talking about)
Hope this helps, and enjoy your deck!
1 year ago
I love mono-green EDH and have worked on a few different builds.A few thoughts, Frontier Guide is painfully slow and I would cut it for Wood Elves which is great ramp and a body for utility. The cycling on Beneath the Sands is definitely appealing when it is a late game topdeck, but with your high CMC I would cut that for Nature's Lore as that is MUCH better in the early game when you actually want to ramp. Last change I would reccomend to the ramp package is to cut Nissa's Expedition for Skyshroud Claim, it is one CMC less and brings the lands into play untapped which can allow for some pretty explosive turns. For ramp and board presence I really like Elvish Mystic, Llanowar Elves, and the other one drop mana dorks. Looking at your list it seems that you will often be without any plays on the first two or three turns when building a small amount of advantage early can allow you to really pull ahead in the ensuing turns.
Frontier Guide occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%