Creature — Beast
Tap: Put an 8/8 Beast creature token into play that's red, green, and white.
Price & Acquistion Set Price Alerts
2 weeks ago
Very interesting deck idea you have going. And it looks like you've already got most of the expensive cards in the deck as you have now.
You asked for budget recommendations to make this deck better. Here are my thoughts.
Start by moving every non-basic land in your maybe board to your mainboard. I like the basic lands but I don't think you have enough color fixing in the deck and I can see situations where you might end up color screwed and not be able to play things. Additionally, uncounterable abilities like the Subhome can force your opponents to make descisions that they might otherwise not have to make.Also consider running 34 to 36 lands total so that you aren't missing land drops, especially in the early game.
Swap the Fork in the Road out for the Kodama's Reach in your maybe board. Loosing a land to the graveyard after searching for it seems like a waste in a deck where you are not focused on graveyard.
The Blood Mist looks kind of weak in this deck. I would swap it out for another creature. And unless you are just really that excited about the Exert mechanic, I would consider replaceing those creatures with things that re more efficient. The Exert mechanic might work in draft or Standard, but I don't think it is a good choice for Commander decks. Take a look at the folowing creatures and see if they would work for you.
Equipment mattters theme
Avacynian Missionaries Flip, Kor Duelist, Stone Haven Outfitter, Brass Squire, Kazuul's Toll Collector, Loxodon Punisher and Weapons Trainer
Double stike, bloodthirst, or trample to maximize the effects of the equipment
Marisi's Twinclaws or Hearthfire Hobgoblin, Scab-Clan Mauler, Skarrgan Pit-Skulk and many others.
Utility creatures that also help
Silklash Spider, Brigid, Hero of Kinsbaile, Taurean Mauler, and Spikeshot Goblin. I know that some of these might be a bit weak, but I'm focusing on good and budget friendly. Vexing Shusher and Godsire may not be budget cards but they are not too expensive and could help out.
I hope these suggestions at lease give you some new ideas. Also, feel to take a look at my decks and let me know what you think. As always, temper these suggestions with your collection and your budget.
2 weeks ago
I thought I was the only one who thought Samut would be a good token commander. I would consider running things that tap to create tokens, as they seem to play better with samut. For exampe, have you considered Rhys the Redeemed or Godsire?
2 weeks ago
Odric, Lunarch Marshal& Concerted Effort to share some of Samuts keyword soup with your team. Presence of Gond, Elemental Mastery, & Splinter Twin go infinite with midnight guard. Maybe some anthems like Marshal's Anthem, Collective Blessing & Dictate of Heliod to pump all your mana dorks and Samut into a real army. Godsire is great with Samut.
3 weeks ago
4 months ago
Most important thing in modern? manabase. You can't afford mana screw the first three turns unless you have a very weird deck. For budget lists I tend to stick to monocolour- I have some neat mono-black lists that kick butt. Knotvine mystic, as much as I love it, will not survive the turn it is played, and as much as I love Meglonoth and Godsire you will never be able to cast them against any deck playing removal (read, every deck bar some extreme aggro strats).Card advantage and board presence are big things in modern, and broadly speaking you have three strategies- aggro, which runs a lot of 1-drops and just kills turn three/four. Look at Goblin Bushwhacker/Reckless Bushwhacker, Loam Lion, Kird Ape and co if you want to try this. Cards like Vines of Vastwood to protect your creatures. For midrange, you want removal spells like Path to Exile, Condemn and so forth for the first few turns, alongside some acceleration into cards that trade two or three for one, to take out an opponent in those middle turns of the game. Some strategies include Troll Ascetic, Thrun, the Last Troll, Witchstalker or planeswalkers, or a more focussed strategy like Avalanche Riders type land destruction or Demigod of Revenge reanimation. Control decks basically just run removal, card draw and a couple things which eventually win. Its pretty rare to see one of these in naya colours.
Haste is a wonderful ability for your larger cards, and cards with it only rarely break the bank- a Stormbreath Dragon will soon dodge almost all relevant removal in the format, often closing out the game. Cards like Fatal Push, Path to Exile, Lightning Bolt, Abrupt Decay are all there to watch out for.
For mana cards the important thing is those first three turns. that means that lands that come in tapped are a major disadvantage. While on a budget, cards like Battlefield Forge, Inspiring Vantage, and so forth that are cheap, are untapped, but unfortunately don't pump Wild Nacatl and co.Biggest peice of advice? cut it to two colours or to monocolour if you're working on a budget, as lands and mana consistancy is where budget decks struggle, focus on three or four cheap, efficient cards that you want to cast every game and just build your deck to do that. Mayael's Aria/Greater Gargadon for example, and build the rest as manadorks and removal to achieve that. Lightning Helix/Condemn as removal/lifegain, for example.Good luck, have fun brewing, and test your decks before you buy.
4 months ago
Nahiri, the Harbinger doesn't feel like she does enough for the deck. Her ult is pretty much the only thing you want and that feels underwhelming when you're not getting Emrakul, the Aeons Torn. To further the poor fit of this walker in the deck, you actually go negative from her looting. It looks as though you just added her, but from my perspective it's a questionable include.
I agree with your initial post in that Godsire is underwhelming. If you still want more cuts I would go so far as to say Dragonlord Atarka is pretty underwhelming as well. 5 damage during ETB really isn't that potent for her CMC.
I know Krosan Grip is usually the go to option for artifact/enchantment removal, but your deck looks like it is playing at a higher level and for that reason I suggest Unravel the Aether. It gives variety in how you remove artifacts/enchantments and allows you to not fold immediately to generals such as Arcum Dagsson.
4 months ago
I'm at the point where making changes to my deck is difficult, even if it's just one card. The one card in question is Combustible Gearhulk: I want to add it, but I'm drawing a blank for cuts.
Gearhulk, in this deck at least, is much more threatening on the second mill option due to the high CMC of most of the fatties. And there is the chance my opponent could take a ton of damage and end up milling Kozilek or Ulamog so I get my graveyard back as well.
For cuts, how I evaluate my creature lineup: every fatty needs to do something, whether it's removal or immediate threat. So I've long since cut what I call "vanilla fatties": creatures that are just big and don't do anything immediately or give me an advantage, e.g., Hamletback Goliath, Worldspine Wurm. So following my evaluation, what I should cut for Combustible Gearhulk should be Godsire: An 8/8 that makes 8/8 vanilla tokens. On it's own, Godsire can make a formidable army if left unchecked, especially with Seedborn Muse, so I'm on the fence about it.
I'm interested to hear what other people think.