Greater Good

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Ninth Edition Rare
Urza's Saga Rare
Promo Set Rare

Combos Browse all

Greater Good

Enchantment

Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.

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Greater Good Discussion

Rothon on Plunder the Graves 2.0

1 day ago

How has Veldalken orrery been testing? It seems like one of the weaker options atm

You also could include the Grave Titan + Nim Deathmantle combo her if you'd like

As for sac outlets I enjoy Evolutionary Leap personally, an I think Dimir House Guard would be very good here as a sac outlet, and tutor that Meren can recur.

Miren, the Moaning Well is a nice choice being a land, and Greater Good is just plain silly.

Dark Privilege gets an honorable mention for protecting Meren as well as being a sac outlet, and Perilous Forays turns everything into a quasi Sakura-Tribe Elder which is just great with Meren.

Finaly for some value you could consider Attrition or Helm of Possession or even Altar of Dementia as a win con and to mill more creature into your grave.

As far as cuts go, I might suggest Verdant Force, Mazerek, either of the Lillianas, especially of the veil in commander, Birds of Paradise,and Mulch as these are the cards that seem to be the weakest in this format and in your deck.

rockleemyhero on Torment of Hailfire, what on ...

2 days ago

Eyeless Watcher seems pretty underwhelming to me, i'd cut that. Carnage Altar too.

Also, not sure if you are looking for advice but I'd also try to make as many of your sac outlets into creatures vs enchantments/artifacts just so you have more to sac if necessary. Although Greater Good would be very strong here and possibly Evolutionary Leap

Force_of_Willb on DR. BEES!

5 days ago

Missing worse Arjun, the Shifting Flame

also is there a Greater Good in blue, red, or colorless that would make this deck insane

AstroAA on [EDH][PRIMER] Karametra's Garden of Eden

1 week ago

skoobysnackz I am purposely avoiding tutors that put creatures directly onto the battlefield to get the trigger off of our general. That is why I'm not playing Chord of Calling and Green Sun's Zenith. As for the Avenger of Zendikar and Rampaging Baloths, I personally am not a fan of either of them; and in my meta, Avenger is one of those if it resolves, it's immediately answered with a Path to Exile or a Swords to Plowshares. As for my issue of having trouble in the midgame, I've pinpointed it to lack of enchantments that have an immediate presence or do something immediately. I'm testing Regal Force and Greater Good right now, and they are both promising. As for the Mirari's Wake, I'm not doing much swinging with the deck myself, and I'm primarily waiting for a Craterhoof Behemoth or Genesis Wave in order to win, so I don't think the +1/+1 effect will do much. Thank you very much though!

GeminiSpartanX on The Cost of Doing Business

2 weeks ago

I'm interested in your All Is Dust, Brushland, Cabal Coffers, Craterhoof Behemoth, Dragonlord Dromoka, Greater Good, Mesmeric Orb, Purphoros, God of the Forge, Reanimate, Rest in Peace, Stomping Ground, Thorn of Amethyst, Umezawa's Jitte, and from your standard binder: Spell Queller, Selfless Spirit, Kozilek's Return, Matter Reshaper, Scattered Groves. Also if you happen to have any Wear / Tears (4) and Ghirapur AEther Grids (2) which are under $1 so it doesn't look like you would have listed them here, I'd be interested in those as well.

holybreep on Dragonlord Scion

2 weeks ago

checking out this list and offering my constructive criticism :D

Please keep in mind that this is just my take on Scion, there's definitely a lot of ways you can build it, so these comments are going with the train of though that being voltron for the win is the most efficient path to victory :D

I'll break it down by category:

Lands:I'd probably cut minamo and high market. From there, I think 36 lands is fine, and I'd play 2 of each basic to play around non-basic hate and to take advantage of some other effects from cards I'll mention later.

I'd also consider running ancient tombs in place of Crystal Quarry, cascading cataracts just seems like a better version

Sorcery:I feel like these should mostly be either- Powerful board wipes- Powerful card draw- Stuff that will win you the game

My reasoning for this is that this deck probably draws stuff it doesn't want to/can't play, and those cards end up being dead in the hand for too long.

In your list, I'd probably cut:

  • 1x Channel the Suns - this card takes up a slot to net you 1 mana. If you're fetching right and have mana rocks, this card is basically dead.

  • 1x Fearsome Awakening - very slow reanimation spell, the 2x +1/+1 counters aren't an upside worth paying 5 mana for in my opinion.

  • 1x Skyshroud Claim - you can probably find a better rate for ramp + fixing, a 4cmc sorcery seems like too steep of a price to pay.

Sorceries I'd consider bringing in are:

  • Maelstrom Pulse - relevant vs tokens
  • Akroma's Vengeance - flexible boarwipe thanks to cycling.
  • Time Spiral - re-gas or reconstitute a weak hand.
  • Rite of Replication - either copy the best threat, or make 5x of one of your dudes. Basically wins you the game with Scourge of Valkas if kicked (basically a super Valakut - 6x5x6 = 180 damage, since each copy Valkas will see 6 dragons entering the field at once)
  • Bring to Light - essentially a tutor
  • Moving on to Instants:I'd cut Lure of Prey and Sarkhan's Triump. Feels like this deck wants to basically win with Scion getting through with commander damage, ultimately a voltron approach to victory. With that being said, I think you can jam a lot of high impact instants. These come to mind:

  • Pact of Negation

  • Path to Exile
  • Swords to Plowshares - life gain doesn't really matter if you're winning with 21 commander damage.
  • Disallow - gets rid of tricky stuff, and its a solid counterpell overall
  • Fact or Fiction - fills the GY, digs 5 cards deep at instant speed for 4cmc.
  • Savage Beating - for 5 or 7 cmc, you win the game
  • Hatred - seems decent in EDH, with 40 life, you're basically trading off 5cmc + 15 life to either win the game, or to knock someone out of the game (commander damage).

Enchantments:Cuts, due to low impact, in my opinion:

If I were jamming Scion, I'd probably want my enchantments to do 1 of 3 things - either keep me alive, protect my dudes, or act as a damage multiplier or grants evasion so I can win via commander damage.

Stuff that keeps you alive:

Stuff that protects my dudes:- Asceticism - you already run this, nothing else off the top of my head atm.

Evasion/game winning stuff:

Now, on to Artifacts:

First, stuff that doesn't pass the initial eye test:

  • Crucible - no obvious synergy
  • Dragon Arch - seems iffy, you end up paying 7cmc to play a multi-colored creature, at which point, you can probably just play the creature. If the creature costs less than 7cmc, you kind of just owned yourself.

Stuff I think is worth checking out:- Chrome Mox- Prismatic Geoscope - this is what those basics will help out with :D- Fellwar Stone - most likely fixes some colors + ramps- Swiftfoot Boots - lightning greaves #2- Credit Voucher - cycles dead cards for potentially not dead cards, for the low cost of 2cmc

Planeswalkers - I noticed you don't run any, I think these might be decent:Sarkhan Unbroken - CARD DRAW + mana fixing/ramp in one? SEEMS GOOD!Sorin, Grim Nemesis - MORE CARD DRAW!? AND with the high CMC of your stuff, the drain should be excellent every now and then.Nicol Bolas, Planeswalker - Takes care of any creature threat + flavor win

CREATURES!!I'd make these cuts on the thinking that they either:A) Don't win you the gameB) Don't advance your boardstate enoughC) Don't provide adequate utilityC) You're never going to be able to abuse their 3cmc payment abilities + you probably will only have one shot with them. Feels like the mana would be better spent winning with Scion.

  • 1x Balefire Dragon
  • 1x Bladewing the Risen
  • 1x Dragon Mage
  • 1x Dragonlord Ojutai
  • 1x Dragonlord's Servant
  • 1x Dragonspeaker Shaman
  • 1x Hellkite Tyrant
  • 1x Karrthus, Tyrant of Jund
  • 1x Numot, the Devastator
  • 1x Savage Ventmaw
  • 1x Steel Hellkite
  • 1x Teneb, the Harvester
  • 1x Tyrant's Familiar
  • 1x Utvara Hellkite
  • 1x Vorosh, the Hunter

Creatures I'd consider running:

Whew, that's all I've got! Again, this is just my take on what I think is the path of least resistance to victory with a Scion deck that's not as vulnerable to GY hate. GY strats are definitely legit, so feel free to jam all the reanimation + tutors too :D

Hope you found some of this useful :D

LordMithos on Hapatra, Vizier of Poisons (no infect)

3 weeks ago

You have access to some good card draw effects between being in Green and Black. Things like Lifecrafter's Bestiary, Rishkar's Expertise, Greater Good, Necropotence, and Phyrexian Arena as examples. I think of what I just mentioned the Bestiary and Arena would do you the most good.

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