|Commander / EDH||Legal|
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|Guilds of Ravnica: Guild Kit (GK1)||Rare|
|Commander 2018 (C18)||Rare|
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Gaze of Granite
Destroy each nonland permanent with converted mana cost X or less.
Gaze of Granite Discussion
1 month ago
Thanks for the input Bighimmy!
So I've gone through the list and my understanding is that you mean proactive interaction/removal. So from the deck list thus far there is:
- Assassin's Trophy
- Beast Within
- Windgrace's Judgement
- Pernicious Deed
- World Shaper
- Acidic Slime
For boardwipes there are:
Now for some of the other options I've gone through in the past I personally don't feel like a few of them are really worth it, and feel free to discuss these since there's always going to be something that I'm missing or haven't really thought about. My thoughts on:
- Chaos Warp : This is an attractive option, it deals with anything and you can even use it on your own permanents to try and spin into something more useful. It means that certain threats don't go to the graveyard (for reanimation or death triggers) and can get lost in the deck. However, from past experience I'm much more a fan of Assassin's Trophy as you can then Bojuka Bog to exile the threat along with the rest of the graveyard. This is a less risky option, and I completely understand why people go to it but I know I'll be kicking myself once a Chaos Warp turns a threat into a bigger threat.
- Gaze of Granite : Pernicious Deed just does everything that Gaze of Granite does that much better with the only exception being planeswalkers. You don't have to sink all your mana into the casting (so if it gets countered it's not a complete loss) and furthermore you can use Pernicious Deed at instant speed, which is a massive way to interact with non-creature permanent-based strategies (such as enchantments and artifacts).
- Go for the Throat / Doom Blade / Dismember / Abrupt Decay : I'm not a massive fan of conditional removal in commander because my rule of thumb is that the broadest answer is the best answer the vast majority of cases.
- Putrefy : for the longest time I played this in the deck before Ravnica Allegiances rolled around and Bedevil took its place. The ability to interact with planeswalkers is fantastic, but the key thing I think is that the inability to regenerate clause from Putrefy isn't of massive concern for this deck for a couple of reasons. Firstly regeneration isn't particularly common, and when it is you're dealing with Asceticism in which case you're not Putrefying anything. Otherwise you have access to Damnation which doesn't allow regeneration and Toxic Deluge which also doesn't allow regeneration.
- Force of Vigor : I started playing this in my Ayula, Queen Among Bears commander deck and in mono green it is the best answer to a lot of early game and late game threats. Current this deck has 42 green cards so there's no shortage of fodder to play this for free on your opponent's turn, but I'm unsure as to what this supercedes in the deck currently.
- Casualties of War : as a budget option this is fine but the sorcery speed makes this lacklustre.
- Noxious Revival : This was on the radar for a while when I was concerned about getting Glacial Chasm destroyed and then getting exiled, however there is not really a reliable way to recur this effect, and it is not particularly powerful (though has some utility due to being able to play it at instant speed for nothing). My other concern was that it requires an additional step to get it into hand, so if you draw it for turn, you would need a way to draw an additional card to then get whatever you need from the graveyard to your hand. As a redundant effect for Eternal Witness I understand, however I think it is too much of a corner case and I would be more of a fan of Regrowth -like as you will have access massive amounts of excess mana from Urborg, Tomb of Yawgmoth + Cabal Coffers . I imagine something like this will come along some time in the near future, it's only a matter of time.
- Red Elemental Blast / Pyroblast / Guttural Response : I find that this angle of interaction is far too narrow to really be applicable unless you know there is a very high chance of versing counterspells in your local meta. This is why I find that Boseiju, Who Shelters All is a better solution to this problem, primarily because it can be searched off abilities and deals with the majority of effects while being difficult to interact with itself. Now the way your opponents can get around this is effects like Venser, Shaper Savant , Narset's Reversal or any other Unsubstantiate -type abilities. I learned to simply accept this as a weakness of the deck given the colours. The archetype is rather weak to its inability to interact with the stack, but I think there are more unconventional ways around this, such as Contamination to punish their mana base or by waiting until your counter-laden opponents are tapped out from trying to deal with each other. I think that this is a fair trade off for this deck being difficult to interact with.
The main weakness of this deck I believe is its inability to deal with mill and combo effectively, vulnerability to bounce effects on the stack like Venser, Shaper Savant and counterspells. I've found that these weaknesses can be reduced with a couple of strategies:
- Playing some political cards Pir's Whim + Tempt with Discovery + Rites of Flourishing to try and ameliorate the board (and not draw the ire of anyone who might have a counter available),
- Building up a solid land base from both a deckbuilding and play perspective to support a late-game comeback due to the lack of cards that effectively interact with land-base strategies, and
- The ability to play around counterspells and interaction, such as Boseiju, Who Shelters All and reliance on using abilities rather than just spells.
So after a little more testing, Elvish Reclaimer is an absolute house in being able to effectively Crop Rotation each turn to more reliable tutor out either ramping or utility land. The summoning sickness issue means that again this does not pull this deck back from the brink in the late game, but as an early game drop it provides access to both stocking the graveyard for Lord Windgrace and fixing mana for the later game. I regret my initial skepticism on this addition and think it is a great upgrade for the deck.
I am planning on adding in Korvold, Fae-Cursed King shortly because I think another Gitrog Monster will be welcome here. I think I'll finally have to pull the trigger on cutting Zuran Orb , it's been there since the start...
3 months ago
I'm ending up removing the golgari and selesnya guildgates in place of an Overgrown Tomb and a Radiant Fountain . I also removed Scepter of Dominance , Creeping Renaissance , Gaze of Granite , Brought Back , Aggressive Mammoth , Goring Ceratops , Thalia's Lancers , and Adarkar Valkyrie . I put in Thrive , Bramblesnap , Banehound , Oviya Pashiri, Sage Lifecrafter , Sunblade Elf , Leafkin Druid , Birds of Paradise , Courser of Kruphix and District Guide . What do you think IMMG?
6 months ago
For a deck with a relatively high CMC, and access to green, you don't seem to run much ramp. Given your deck's theme, I'd consider adding a Fertilid . I'd also consider adding 1-2 board-wipes. Gaze of Granite or Pernicious Deed are semi-targeted, in that you could avoid killing some of your own stuff, but black has a large selection of board-wipes.
6 months ago
Rome921 Thank you very much! There are many good cards I didn't know. I updated the deck with some of the recommendations you made (the changes are addressed in the update comment). Now, some questions arise:
I'll take out Gaze of Granite , but I'm not sure about the replacement. Maybe Tragic Slip , or Languish , or Retribution of the Ancients ? I considered Abrupt Decay , but I'd like to go be able to kill bigger threats (CMC wise, though I mentioned Tragic Slip 'cause I have one in my collection lol).
I'm not sure about the number of lands I'm running. Should I add more? Or if I cut some of the "fancy" lands like you said, which lands should I cut first? And what should be the replacements? I was thinking on adding Twilight Mire and Overgrown Tomb soon.
Thanks a lot!
7 months ago
- I love this commander and think you've got a great start and idea, but you need to fully commit to the fact that this deck is all about Skullbriar being huge and smashing face, or one of his friends doing it. .
- You should put in Increasing Savagery , Hardened Scales , Solidarity of Heroes , Reyhan, Last of the Abzan , Fungal Behemoth , Vastwood Hydra , Retreat to Kazandu , Predator Ooze , Blessings of Nature to push the +1/+1 theme to the max. .
- Now, 2nd problem is having big creatures without trample. I see Tuskguard Captain and you've got Rancor already, which is 100% awesome and reusable, but you should have 2 reusable trample activators, so I recommend also adding Ring of Kalonia . .
- Having big creatures attacking also is usually stopped by awkward blocks. You need slightly better cheap removal so I recommend Titanic Brawl , Ancient Animus , Abrupt Decay . .
- 3rd Problem is when they actually block and kill something because they have no other way to deal with it. Make them hate blocking by just having Mer-Ek Nightblade on your field. And then resummon stuff with Journey to Eternity Flip! .
- 4th Problem is when you're smashing for 17 trample damage a turn, but they've got some stupid elf-shaman combo or human-ally combo that gains them 20 life a turn. And now they're at 55 life. Awkward. Get a sneaky kill in instantly with Tainted Strike on one of your big trample guys, just make sure you were about to do 10+ normal damage, and surprise win. (please put Tainted Strike in, even if you ignore every other card I suggested) .
- 5th Problem is your life-total. Sometimes you just need your 12/12 to have lifelink. Best way is Loxodon Warhammer , plus it gives you another trample activator!! .
- Also for ramp you should include Incubation Druid and Rampant Growth . I'd also use hexproof enabling with Alpha Authority .
- I would definitely remove the following since they don't fit with your deck idea overall to make room: Elves of Deep Shadow (don't need), Longtusk Cub (it ain't ever gonna happen), Witchstalker (useless against a red/white/green deck), Gaze of Granite (since it kills your things too), Animation Module (its slow and you should have better things to do with your mana than make 1/1s), Cloak and Dagger (no rogues, it's slow, Alpha Authority is better), Golgari Signet should be replace with Golgari Cluestone so you can sac/draw when you don't need mana anymore. Manalith (you have an aggro curve, don't need THAT much ramp), Plague Boiler (you're not a control deck), Skullclamp (since we're taking out Animation Module , you've got enough good draw), Wayfarer's Bauble (Rampant Growth is better), Greater Good (you're aggro not a graveyard-based-conrol deck), Preferred Selection & Primitive Etchings (because again you're not control, you want to be aggro). .
- I would also cut down on the # of fancy lands that don't add b/g, and play a few more basics for fetching with your ramp cards and being able to play commander on turn 2 more likely.
7 months ago
Hey, DrukenReaps gave you good advice; keep it simple for your first Commander deck. Play one or two colors to start out :) Green Black is called Golgari and to get you started on your new Commander adventure with Golgari consider getting the Guilds of Ravnica Golgari Guild Kit? Scroll down the page to the Golgari one. This Kit is selling for $20 and has many good cards you can use in a Golgari Commander deck including three different legendary creatures to choose from for Commander.
Good cards in the Kit:
- Jarad, Golgari Lich Lord
- Savra, Queen of the Golgari
- Izoni, Thousand-Eyed
- Golgari Signet
- Deathrite Shaman
- Abrupt Decay
- Elves of Deep Shadow
- Grisly Salvage
- Lotleth Troll
- Deadbridge Chant
- Glowspore Shaman
- Stinkweed Imp
- Golgari Findbroker
- Shambling Shell
- Gaze of Granite
- Drown in Filth
- Golgari Charm
- Status / Statue
- Golgari Rot Farm
- 16x basic lands
The Guild Kits are in my opinion some of the best products Wizards has recently made. The value of the cards in the Kit is about $22.
I second both of dbpunk's suggestions as Commander options for you to choose from. Jarad, Golgari Lich Lord is included in the Golgari Guide kit and is a budget Commander option, good creature to give trample. The Gitrog Monster is a more expensive price option as a Commander. If you can afford Gitrog go with him because not only is he a big creature who has deathtouch, but he's also a good creature to give trample too and his abilities are a little more complex than Jarad, more fun to build around and later expand on. Jarad can be a card in the 100 card deck of Gitrog.
9 months ago
--Planeswalker: Nissa, Vital Force
Remove from deck:
Primeval Titan and Sylvan Primordial (both are edh illegal, I'll vote useable, but I'd double check with the group), Assassin's Trophy (nvr help your enemy), Solemn Simulacrum (this card's effects are too slow to be worth 4 mana imo), Moonlight Bargain , Hunting Wilds ,
10 months ago
Thanks for the suggestions. I am looking to get Doubling Season eventually - Parallel Lives and Primal Vigor are decent imitations for now. I hadn't considered Vraska, Golgari Queen. I have that one and Vraska, Relic Seeker, which would go well thematically. The others look like good additions too, but I'll need to hunt them down.
Say I do get those cards - which should get removed? New to Commander, especially constructing decks, so I'm not sure what should go. Would I sub Grave Pact for Dictate of Erebos since they do basically the same thing, only a little cheaper? Or remove something else so that I can double dip that effect? In Garruk's Wake for Gaze of Granite or something else to have 2 board wipe type spells?
Gaze of Granite occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%