|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Uncommon|
|Planechase Anthology (PCA)||Uncommon|
|Duel Decks: Zendikar vs Eldrazi (DDP)||Uncommon|
|Planechase 2012 Edition (PC2)||Uncommon|
|Duel Decks: Ajani vs. Nicol Bolas (DDH)||Uncommon|
Combos Browse all
Graypelt Refuge enters the battlefield tapped.
When Graypelt Refuge enters the battlefield, you gain 1 life.
: Add or to your mana pool.
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Graypelt Refuge Discussion
1 month ago
1 month ago
I love the deck! But I have a question: Why run Vivid Grove & Vivid Meadow? Elfhame Palace, Selesnya Guildgate, & Tranquil Expanse all came in the same precon & do exactly the same thing in this 2-color deck, except they can tap for the 2nd color more than just twice so are strictly-better versions.. & Graypelt Refuge is a strictly-better version of them all (also in the same precon). I actually like Selesnya Sanctuary better than all those, though, since you can tap the land before returning it to your hand, so it basically performs just like the lands previously mentioned, yet also gives you your next land drop guaranteed.
2 months ago
3 months ago
I have considered it and while I like it early game, the other advanced lands especially Temple of Plenty are much better late game. The scry ability is better than the possibility of having an untapped land. I have also found that late game you only have 1 land in hand. So the scry even the gain life of Graypelt Refuge is better at that point.
3 months ago
The first thing you'll want o work on is the mana.
If you can afford it, I would recommend Razorverge Thicket. Graypelt Refuge and Blossoming Sands are basically strictly better than Selesnya Guildgate, as is Scattered Groves. Some good untapped lands are Mana Confluence and City of Brass. You could also try to get Brushland, but it's more expensive and I would prioritize the other lands. It may look silly to play them in a 2-colored deck, but it's worth it for the manabase.
It seems like you really want a turn 1 green source. I would recommend a 9-7 split of Forests and Plains with the current nonbasics.
I would cut the Naturalize from the maindeck and possibly add some Lightning Greaves. Your deck is built around ramping into big creatures, and it feels really bad when you cast a giant angel and it just gets killed by Path to Exile or Flame Slash.
Good start to the deck though! it looks very fun to play.
3 months ago
Excellent choice in commander. I love my Trostani deck located here: http://tappedout.net/mtg-decks/trostani-edh-v20/
Trostani is surprisingly quite hard to build correctly reason being it does not remove any elements from your deck. For example Marath, Will of the Wild removes token production so all you need to do is ramp, draw cards and make those tokens better. But even failing that you will still have basic tokens to stall with. With Trostani who is still an awesome commander you have to build all elements into your deck.
I recommend taking all small token generators out of the deck and replacing them with quality token generators such as Crested Sunmare or Giant Adephage. Trostani loves big tokens because of her populate. If you were looking to go small tokens, I'd recommend Rhys the Redeemed as your commander. Things like Geist-Honored Monk, Trostani's Summoner, and Vitu-Ghazi Guildmage would be the ones I'd cut first. finally, Cryptolith Rite becomes bad without little creatures so I'd recommend cutting that too if you end up following my advice.
The second thing that trostani struggles with a lot is getting on the board early because big token generators tend to cost a lot of mana - e.g., Desolation Twin. If you're at a table with aggressive decks, you will likely die quickly if you don't drop something early or ramp into your late game quickly. Ramping on trostani is very important. You have a good start, but I would recommend even more. Kodama's Reach is just another Cultivate which is one of the best ramp cards in commander. Nature's Lore and Skyshroud Claim both put lands in untapped which is huge. Farseek is a nice early ramp that can grab you either a plains or a forest.
luckily, we're in selesnya and selesnya has some of the best land based ramp in the game. Lands like Myriad Landscape, Krosan Verge, and Blighted Woodland are great for ramping. While i'm on the topic of lands, i'd recommend cutting your generic tap-lands such as Tranquil Expanse, Terramorphic Expanse, Selesnya Guildgate, Blossoming Sands, Evolving Wilds, and Graypelt Refuge for just more basic lands. We're not that desperate for color fixing and it's really important to have your lands coming in untapped.
I'll finish up by making a few recommendations from my deck and some cuts i recommend as well. First, Emmara Tandris is a pretty weak card for how expensive she is. Think about what else could go in the 7cmc slot - e.g., Giant Adephage. Intangible Virtue probably isn't good enough for its minimal +1/+1. I'm not sure what your budget is, but Archangel of Thune is an absolute monster in this deck. Darien, King of Kjeldor is sweet too because if you ever take damage, you immediately get all your life back from the tokens coming out if trostani is in play. I recommend swapping out your Green Sun's Zenith for a Chord of Calling because you can instant speed in a Felidar Sovereign right before your turn to just win the game if no one has removal or is tapped out. If you don't have $60 to fork over for a Doubling Season, Primal Vigor can be a nice budget option. The downside to vigor is that it helps everyone at the table but %99 of the time it will be the most useful to you. It's also even better if you know no one in your play group plays a token/counters deck.
You mentioned in your description that this deck is weak to board wipes. I have also had problems with board clear, and I like how you've tried to combat them with cards like Heroic Intervention, Loxodon Hierarch, and Dauntless Escort. I'll have to play test some of these to see how they work.
I am by no means an expert of Trostani. I have been brewing her for a while now, but I bought my trostani deck only about a month ago. So, please take everything I say with a grain of salt. Good luck and feel free to message me with any questions you have.
4 months ago
So first of all, TheTinyViking, you can just comment on this thread that you've updated the deck and I'll should see the comment :P
On to commentary...
I think that the deck is looking much better, with actual payoffs for going cat tribal. However, you can still make some upgrades I think. If you don't mind being in topdeck mode for a large portion of the game, that's fine, but it's generally not a good place to be. I would try to find space for cards like Mouth / Feed, Harmonize, or Rishkar's Expertise, with harmonize probably being the most powerful as it's good even if you're behind while the other two aren't.
Finally, your land base could use some upgrades. Scattered Groves, Blossoming Sands, Canopy Vista, Fortified Village, Graypelt Refuge, Stirring Wildwood, Temple of Plenty and Sunpetal Grove are all just actually better than the current tap lands you have in your deck, and Gavony Township, Grove of the Guardian, Desert of the True, and Desert of the Indomitable also all provide additional utility.
I would probably recommend Scattered Groves, Stirring Wildwood, and one of the following: Fortified Village, Temple of Plenty, or Sunpetal Grove as twelve of your lands, with each as four ofs, but aren't needed for budget reasons. For utility lands, you don't NEED any of them for budget reasons, but some mixture of them would provide your deck with more to do in the late game. That being said, no matter what, I would increase the number of white sources in the deck, in order to enable a WW spell on turn two.