Whenever a creature with flying attacks, it loses flying until end of turn.
Printings View all
|Rise of the Eldrazi (ROE)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Gravity Well Discussion
1 month ago
I figure Roar of the Wurm is pointless, because I don't need my vanilla creatures to be large already, that's what the Petroglyphs are for. Plus, at 7CC, I could be dumping that into one of the X spells hopefully.
1 month ago
I would recommend Gruesome Fate if you intend on making a large number of tokens as it can be an awesome life drain without them even knowing. If you like, take a look at my build and take any ideas you like from it; Hapatra, Vizier of Plagues
1 month ago
Fiery Emancipation is amazing with Saskia, as you can triple damage, then triple it again with Saskia's damage trigger.
Flayer of the Hatebound might be a good fit here with your reanimation theme.
Luminous Broodmoth could be used to give flying if you find a way to sacrifice your stuff, which is something you should consider since many of your creatures only last a turn anyways. Combo it with Downdraft and/or Gravity Well for extra fun.
2 months ago
If you are worried about big flyers, Grounded is a reliable way to deal with them. Gravity Well helps against go-wide strategies, helping your elves get a crack at them, and Raking Canopy will also help.
4 months ago
I highly reccomend avoiding expensive cards for first decks- if you are going to spend >$5 on a card, you want to be picking up a card that fits into lots of decks as a format staple (for green, stuff like Birds of Paradise). A lot of cards are expensive because there isn't enough supply for a format (in whiptongue's case, commander), rather than them being the best options. There are diminishing returns on copies of legendary creatures too, and no shortage of inexpensive cards that never quite made the cut into modern that are super fun. Old standard staples are frequently <$0.30
If there are hydras you want to spend money one anyway, pick up one and run tutors like Uncage the Menagerie.
If you get bored, start messing around with synergies; a lot of 5/6/7 drops are playable in a green ramp shell like this- some will perform outstandingly, and others can sit it out with minor cost.
In terms of fighting fliers, Grappling Sundew, Wall of Tanglecord or Traproot Kami offer a delay, there is a lot of cheap spot removal like Aerial Volley, multiplayer options like Clip Wings, sweepers like Corrosive Gale/Hurricane/Skyreaping, options to turn flying into a downside like Bower Passage/Dense Canopy, utility answers like Crushing Canopy and Crushing Vines, 'total shutdown' effects like Elvish Skysweeper, Scattershot Archer or Gravity Well.
Then there are options like a 'fight' subtheme using your own fliers- allowing for answers to more than just flying Foe-Razer Regent is a lot of fun, Frontier Siege is cute, Kraul Harpooner has seen competitive modern play in sideboards.
I really reccomend packing in one answer and a couple of planned search effects- knowing that Uncage the Menagerie can get you a Vastwood Hydra/Overgrown Battlement/Kraul Harpooner makes it decent when you only have a few options, while it encourages a relaxed and varied decklist.
Feed the clan sees great sideboard play for a reason- its a good card when facing lightning bolt effects, but if they have repeatable damage it starts looking lackluster. I'd look at creatures with lifegain stapled on- Gilded Goose will be rotating soon, and so should get cheap and remain somewhat relevant in that neiche, while cards like Healer of the Glade, Pelakka Wurm or Oracle of Nectars do the thing in the meantime.
Finally, the 'I'm optimising a deck' thing- with 24 basic lands you can swap for 2-3 utility lands. There are budget cards that fix major problems without competing for slots; Emergence Zone against counterspells, Labyrinth of Skophos/Mystifying Maze to Fog attackers, small-scale lifegain like Sapseep Forest/Glimmerpost/Radiant Fountain, card advantage like Memorial to Unity, manlands like Treetop Village or threats like Rogue's Passage.
The reason deckbuilding in casual magic is so fun is that there is rarely a 'right' answer- there are about twenty ways to solve any problem, and its more about which one you enjoy more than what exactly you pick. I had a deck which aimed to use Gutter Grime with Brindle Boar and Gristleback for a while and it did great. Look around, don't worry too much about optimising and have fun.
4 months ago
One easy cut is Rofellos, Llanowar Emissary due to him being banned. Also if primal surge is your goal, you should probably cut your other instants and sorceries.
potential cuts: - Blanchwood Armor having big creatures is scary enough, them having +10/+10 is obviously good but it's a bit win more.
Ambush Viper just doesn't really do anything exciting
Predator Ooze pretty slow unless you have ways to abuse +1/+1 couters imo
you have 2 Yeva, 2 rogue's passages, 2 yaviamaya hollow
Molimo, Maro-Sorcerer It's just kind of a 10/10 and that's it
Verdant Force it's good just not the greatest imo
Some potential includes:
5 months ago
Nice work - big dinos rock! :D I think your mana ratio is pretty good, well done with the lands.
I think the sweet spot in your deck is probably hitting those 2-land ramp spells on T4. If you can usually guarantee 6 mana on T5, then you're in a good position to even have Gishath out and possibly swinging to win on T6. There are a couple of useful card probability calculators out there to tell you how like you are to hit the draws you want, and I've plugged your numbers into one of those to check your odds. With 36 lands you have a ~40% of not having 4 lands on turn 4, meaning that everything else would be delayed by at least one turn. It doesn't sound like much, but putting two more lands in the deck drops that to ~32%, meaning there are ~1/12 more games where you hit that T4 plan. (Going up to 40 drops it to ~27%, but this is where the balance between dinos and non-dinos comes in!) It's not directly correlated, but I reckon that would increase your win rate by ~1/12 as well.
Trying to hit that optimal T4 also means you want to take advantage of that free mulligan that you get each game. Since you're playing Gishath I'd mulligan all hands with less than 3 lands, and I might even be tempted to keep a 7-land hand, as well as looking for that all-important ramp spells. Your deck needs a lot of mana to get roaring - there's no point having a hand full of spells if you've not got mana on the table to cast them! So, what can we drop to get a couple more lands in?
- Territorial Hammerskull - this doesn't feel like it adds much to the deck plan
- Wayward Swordtooth - looking at your deck, in practice you're almost never going to have 10 permanents before T6, meaning that you this card doesn't do much in the deck. Don't get me wrong, it's a good card, but it doesn't help you get get Gishath out, and it's not the best card to see when you're pulling dinos off the top of your library.
- Sarkhan's Unsealing - I'd be tempted to take this out as well. In practice this deck wants to cheat out the expensive creatures using Gishath - you're probably only going to be actually casting 3-4 big dinos each game. This is where the Warstorm Surge in your deck works much better - it triggers on ETB, so all your new dino buddies from Gishath will trigger it!
- Ravenous Daggertooth - similar to my comment about Imperial Ceratops above, I don't think the 2 life gain is going to help much in the long-term plan
- Growing Rites of Itlimoc Flip - by the time this flips you'll probably already have Gishath out
- Blasphemous Act - mind if I ask why this is there? I get that it damages your own creatures, but it'll probably also kill them! Thoughts on something like a Harsh Mercy instead?
- Primal Command - doesn't feel hugely impactful in the deck
- Gravity Well - you've got some flyers, so this is a little bit of a non-bo. If you're worried about people swinging at you with flyers - just get your dinos to eat them out of the sky with their abilities :D
Make sure not to remove too many dinos though! If you want to hit at least 2 dinos with Gishath's 7 damage (4 if you've got double-strike out) then you need ~28 dinos in the deck (excluding Gishath of course). You currently have 29, so perhaps it might be worth cutting some of the non-dino non-land cards instead of the ones I suggested further up. Oh - Crested Herdcaller has a decent ETB for the deck and brings two trampling bodies, which works nicely with the Quartzwood Crasher that's now in the deck :) haha, I could go on making suggestions all day!
Looking back through the deck again, I see that we're pretty low on non-creature interaction. Your dinos do a good job of taking out problematic creatures, but there's not much to deal with artifacts/enchantments. Maybe look at some flexible removal like Beast Within, Generous Gift, or Return to Dust?
Hope that's given you some more food for thought. Do feel free to ignore my suggestions - I'm just chucking my thoughts onto the page for you to pick what you like from :) what matters most at the end of the day is that you enjoy playing your deck!
6 months ago
You need card draw
Protection against flyers