Green Sun's Zenith
Search your library for a green creature card with converted mana cost X or less, put it onto the battlefield, then shuffle your library. Shuffle Green Sun's Zenith into its owner's library.
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Green Sun's Zenith Discussion
8 hours ago
I definitely recommend more card draw. Harmonize and Rishkar's Expertise are cards I highly value. Other than that, some recursion like Eternal Witness or Greenwarden of Murasa always do well imo. And maybe more tutors like Green Sun's Zenith and Tooth and Nail.
1 day ago
Well, tbh, it doesn't seem you've quite grasped the concept of Ghave yet. as a heads up heres and the decklist is here on tappedout.
Soo, where to start. I guess you want to build a mildly competetive Ghave control deck. That said, Ghave is actually a great combo commander, as you will see if you read the primer and the decklist. However a friend of mine currently runs a controlly version of ghave since he lacks the cards to make it full on combo style. Still wins through combos like Geralf's Messenger + Ashnod's Altar + Ghave and so on. Or infinite ETB's with Altar+ Karmic Guide + Reveillark + Triskelion. Sooo In this comment I will give you some control cards to work with. I'd suggest you just look up the combos you wanna put in, since it really is faster and better. If you wanna stay beat down, thats fine too, however not quite as strong.
Now to the control part:
You want to use the tokens you produce as a resource. You create and sac tokens to stuff in a way that gains you mana or boardpresence directly. Since lots of creatures are gonna ETB and die every turn you wanna profit from that as well.If you have Ghave, Guru of Spores, Aura Shards, Death Pact and Ashnod's Altar out on the field you can for the price of 1 colorless mana: 1. Destroy target Artifact or enchantment. 2. Gain 2 colorless mana. 3. Make every opponent sacrifice a creature.
If you have Doubling Season or cheaper(and therefore better) Parallel Lives out you will generate permanent value during that process(you get 2 tokens and only sac 1). In fact if you just add Parallel Lives to the above equation you can generate have infinte Tokens enter the Battlefield and die, Destroying all your opponents permanents that are neither Lands nor Planeswalkers. If you throw Blood Artist in there, you win.
Also you really wanna play every single 1 Mana Mana Dork (e.g. Llanowar Elves, Elvish Mystic,...) you can. They provide the best accelleration and if threatened you just sacrifice them to Ghave instead. And if you hate counters play Grand Abolisher. Find your stuff with Green Sun's Zenith and the likes and yeah.
That said, with Ghave you are quite in the middle of the Beatdown and Control Deck in terms of playstye. During your turn, you play out some of your permanents, but if you don't have the kill you leave about half you mana open for Ghave's and other abilities. You use these either at the last end step before your turn, or in response to removal. Since you are black, green and white, getting stuff out of your grave is easy, so you don't want it exiled. A Path to Exile on Ghave, simply makes 5 tokens for you. Trying to kill one or two of your mana dorks makes Ghave bigger.. and so on.
Look at the ghave list above and tune it down to your playstyle and throw some infinite token combos in there, google for cards that trigger whenever something ETBs or dies and you're good to go I guess :)
2 days ago
So I have an Ezuri, Claw of Progress build, myself. You should check it out! I'm gonna give you some ideas, as I may have a few more experience counters than you xD
The suggestions I make are from my list, but I won't mention any cards outside of your budget. Let's get started!
This is alphabetical, not in order of relevance:
- Avenger of Zendikar is a bomb! He usually produces 7 tokens (sometimes more, rarely less). That's 7 Ezuri triggers! A great way to spend some mana.
- Birthing Pod is good; in my opinion, it is secondary to Yisan, the Wanderer Bard (more on him later)
- Breeding Pool is in your sideboard, but is a little out of your budget. If you're willing to buy it, there is absolutely no reason to leave it out of your deck
- Cyclonic Rift is an auto-include, as you are playing a blue EDH deck
- As brian.olson542 mentioned, Fathom Mage is amazing with Ezuri. It's the best card draw you'll get
- Green Sun's Zenith is amazing if you have enough green creatures to make it relevant. Tutoring is important in Commander, especially with a toolbox build (Ezuri can easily be a very effective toolbox). If you have too many blue/artifact creatures, I would go for other tutors
- Hinterland Harbor is from my favorite cycle of lands. In a 2-color deck, it will usually enter the battlefield _UN_tapped, without having to Shock yourself. Wonderful!
- You would be amazed at just how useful Kiora's Follower is. Got a tapped Simic Growth Chamber, Sol Ring, or Oran-Rief, the Vastwood? No problem :) Of course, it can also untap any creatures you have, as well as tapping an opponent's artifacts/creatures. So much utility in one little creature!
- I am familiar with Lifecrafter's Bestiary (or the Pokedex, as I call it). However, I have not tried it in my Ezuri Claw build. I'd be interested in seeing how it plays out!
- Murkfiend Liege is definitely not as good as Seedborn Muse, but it is also 90% cheaper, so that's okay
- Mycoloth is one of the best ways to get more counters! You needn't devour anything as it enters, though you certainly may. Just dump XP into it, and you get some tokens, which gives you more XP, which gives you more tokens, which gives...
- Panharmonicon - yesyesYES!!! This card is bonkers! Creatures that create tokens when they enter the battlefield (i.e.: Avenger of Zendikar) will create twice that amount! But wait - There's more! Those tokens will trigger Ezuri TWICE! For those of you following along at home, that's FOUR TIMES the Ezuri triggers for those tokens. You can't afford to pass that up!
- Rashmi, Eternities Crafter really doesn't play with Ezuri, but it is an A+ Simic card.
- PUT IN Sage of Hours!!! He is an infinite combo, and a win condition. If you have 4 XP, play Sage, get another XP, enter combat, place 5 counters on Sage and remove them instantly, take an extra turn. Then do the same thing next turn. Then the next. Then the next. You see where i'm going here? It's infinite turns, my friend. There's no cooler way to win (well... except for Now I Know My ABC's... but that's a different deck)
- I don't usually like taplands, but I make an excuse for Temple of Mystery. The artwork alone keeps it in, and the scrying is noice
- Yavimaya Coast is another solid and inexpensive option for mana
This is kinda alphabetical... but not really. _()_/
- Abundance lets you decide: Do you want a land or not? If you're short lands, get a land. If you're flooded, you can make sure you don't get any more. This is one of the few cards I will suggest that doesn't play with Ezuri, but it will certainly help you get better draws. Bonus: if (for some reason) you were about to be milled to death, this card will save you. If you look at the text, you'll notice that you do not actually draw cards anymore. Thus, when you go to draw from an empty library, nothing will happen. Value!
- Animation Module allows you to get a token whenever you distribute counters. Not super flashy, but an additional Ezuri trigger each turn is nothing to sneeze at.
- Beast Within is some of the best removal you'll get in Simic
- Blighted Agent is Invisible Stalker's Evil Twin. It is almost entirely better than Blight Mamba, and will win you many games.
- Bramblewood Paragon will give all your compleated creatures trample. Bonus: If you play it before Ezuri, your General enters as a 4/4
- Champion of Lambholt makes all your creatures unblockable.
- Chord of Calling is a wonderful tutor! Convoke really makes this baby shine.
- Contagion Engine is removal and the best proliferation you'll get.
- Crystalline Crawler is the best mana producer you'll see for Ezuri
- Cultivator of Blades triggers Ezuri 3 times (10 times with Panharmonicon), and then proceeds to make all your creatures far stronger when she attacks
- Den Protector is a hybrid of Eternal Witness and Champion of Lambholt; it doesn't do either ability as well, but it does do both.
- Defense of the Heart is my favorite Magic card. Look at it. Embrace it. Then tutor for Cultivator of Blades and Avenger of Zendikar :D
- Deranged Hermit gives you 5 quick triggers. You could pay to keep it around, but I usually don't.
- Dryad Arbor is a free Ezuri trigger
- Fauna Shaman lets you chose which creatures you'll be casting.
- The Fable of Wolf and Owl is the second best story ever told (the first being the Tragedy of Darth Plagueis the Wise).
- Fertilid lets you extract your lands from your deck, insuring that you will have mana, but not draw lands when you could be drawing more creatures.
- Hangarback Walker loves getting big, then making cute flying ezuri-triggering babies when it dies.
- Kalonian Hydra doubles the counters on ALL OF YOUR CREATURES!
- Loaming Shaman doesn't trigger Ezuri, but he gets your creatures back, so we keep him around.
- Momir Vig, Simic Visionary is the creature that tutors for creatures. He triggers Ezuri, and also finds the bodies you need.
- Nature's Claim is great because it's only 1 mana. The 4 life is negligible.
- Nissa, Voice of Zendikar gives you triggers, as well as counters.
- Parallel Lives because Doubling Season is too expensive.
- Phantom Nantuko is one helluva blocker. I like it better than Fog Bank, personally.
- Pongify - more one-mana removal! you already run one Rapid Hybridization, why not two?
- While we're on removal, there's Reality Shift. It's great beucase if they manifest a non-creature, then they can never cast it. So not only did you remove their Blightsteel Colossus, but you also got their Armageddon (yes, this actually happened to me once; the guy was so ticked).
- Reclamation Sage is removal on ezuri-triggering legs.
- Okay... so I know this is just a little out of your budget, but Sakashima the Impostor simply must go in. It can copy Ezuri, and is the only copy effect that can do so. I want you to imagine, atlasthetitan64, a world with 2 Ezuris. Think about all the triggering! All the COUNTERS! That, my friend, is Phyrexia incarnate. Search your couch for the spare change: Sakashima is well worth it.
- Servant of the Scale is a great one-drop. You can buff him up with no worries. If he dies, you'll just move the counters onto someone else, such as Fathom Mage.
- Simic Manipulator may cause you to lose all your friends, but that ability...
- Spike Feeder gives you more life than you'll know what to do with
- Triskelion is removal. Doesn't trigger Ezuri, but he's a beast. Dump a bunch of counters on him and watch your opponents squirm!
- If you play enough tokens, Triumph of the Hordes can be a good one-turn kill
- Viral Drake is great because of infect, obviously. However, even the proliferation is a welcome addition. It triggers Ezuri, and you'll get more conuters on your creatures, more XP, and more poison counters on your foes!
- Vorel of the Hull Clade doubles the counters on a creature. Great for Triskelion, Blighted Agent, Cultivator of Blades, or Fathom Mage
- Whirler Rogue is akin to Cultivator of Blades. It gets the same bonus from Panharmonicon. It also grants unblockability.
- Wild Beastmaster is not as good as Cultivator of Blades, but it's 2 mana cheaper.
- Wingcrafter is a great one-drop. I'd definitely play it over Cobbled Wings.
- Worldly Tutor wrote the book on creature tutoring. It's a good read!
- Yisan, the Wanderer Bard, because tutoring + cheaper creatures = a win.
Whew! Well I gave you a lot to think about, there. feel free to ask questions about anything I've suggested; I'd be happy to give you examples from games I've played, etc. Good luck, and happy deck-teching!
4 days ago
Wild Research has a color identity, and is not legal for your deck.
The only way I can think of to attach lots of auras to Uril at the same time is to play Retether, Open the Vaults, or Replenish while you have Uril out and a lot of auras in the graveyard already. Either that or play Primal Surge and hope you don't hit a non-permanent. Up to you whether you think either of those are a good idea.
The ONLY ways for you to deal infect damage with Uril in Naya colors are Grafted Exoskeleton and Triumph of the Hordes. There are no other cards that grant infect to a creature outside of blue and black.
Symmetrical card draw is very bad in EDH, since it just gives people more gas to answer you or win the game ahead of you. Font of Mythos, Horn of Greed, Howling Mine, Omen Machine, Temple Bell, and Rites of Flourishing should all be cut. Wheel of Fortune and Reforge the Soul are usually better because you can wait to cast them until you have no hand and your opponents have lots of cards, but you actually have better options in green, so I'd recommend cutting at least Reforge.
Replace with the following: Sram, Senior Edificer, Kor Spiritdancer, Rishkar's Expertise, Sage's Reverie, Soul's Majesty, Abzan Beastmaster, Mesa Enchantress, Verduran Enchantress, and Eidolon of Blossoms (maybe).
You also NEED better ramp. Tithe, Cultivate, Journey of Discovery, Elfhame Sanctuary, and Kodama's Reach are all sub-par and should be cut. 41 lands is also WAY too high. You'll be able to ramp much more consistantly if you cut that down. You can go down to 35 lands without a problem, and then after that you can cut one land for every 0 CMC mana rock you add to the deck. (Don't worry about Exploration, Burgeoning, and Oracle of Mul Daya being less effective. The extra draw factor will offset that. I would probably cut Azuza though, since she doesn't give you much if you aren't flooded with land.) Out of your lands, Jungle Shrine, Maze of Ith, Mikokoro, Center of the Sea, and Temple of the False God are all kind of bad and could be cut. Some better utility lands would be Kessig Wolf Run and Hall of the Bandit Lord.
All of the following are better ramp than you have: Mana Crypt, Mox Diamond, Chrome Mox, Lotus Petal, Lotus Bloom, Ancient Tomb, Nature's Lore, Three Visits, Coalition Relic, Boros Signet, Selesnya Signet, Gruul Signet, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Avacyn's Pilgrim, Dryad Arbor (tutored off of Green Sun's Zenith, Harrow, Crop Rotation (into Ancient Tomb), Gemstone Caverns, Chromatic Lantern (maybe), Joraga Treespeaker (maybe), Skyshroud Claim (maybe), Trace of Abundance (maybe), Fertile Ground (maybe), Utopia Sprawl (maybe), and Wild Growth (maybe). You may also want to consider Herald of the Pantheon or Hero of Iroas to reduce the cost of your spells.
Now, on to the auras. You have a ton of auras that don't really do... anything? I get that you want to buff Uril as much as possible, but EDH is format of card advantage, and you really shouldn't be playing cards that just read, "your commander gets +2/+2."
I would cut all of the following Abzan Runemark, Angelic Destiny (this really doesn't give you much for 4 mana), Asha's Favor, Burrowing, Call To Serve, Cave Sense, Crown of Awe, Dust Corona, Eternal Warrior, Griffin Guide, Gryff's Boon, Inviolability (He already going to be the biggest thing around, why do you need this?), Murder Investigation (You have no support for these tokens.), Nimbus Wings, Serra's Embrace, Triclopean Sight, Vigilance, and Vow of Duty.
And here's what I recommend in their place:
Extra protection for your commander: Shielded by Faith, Spider Umbra, Hyena Umbra, Felidar Umbra, Bear Umbra, and Flickerform. (Speaking of protection, Tajuru Preserver, Grand Abolisher, Vexing Shusher, Gaea's Herald, and Sigarda, Host of Herons are all good ways to make sure Uril can't be messed with.)
Also put in Spirit Loop. It's cheap and comes back if Uril leaves play somehow.
Other miscellaneous stuff:
Heliod's Pilgrim, Open the Armory, and Plea for Guidance are other tutors you could include. Open the Armory also grabs Grafted Exoskeleton and Helm of the Gods if you put them in, so I'd recommend it.
Nomad Mythmaker might make a useful recovery tool.
Mayael's Aria buffs Uril, gains you life, and can straight up win the game for you, nuff said.
If you can find the space, you could really use better board control to deal with problem permanents. Here are some good removal spells in your colors: Swords to Plowshares, Beast Within, Chaos Warp, Oblation, Krosan Grip, Oblivion Ring, Qasali Pridemage, Return to Dust, Hull Breach, Winds of Rath, Chandra's Ignition, Austere Command, and Wrath of God.
And that's all I can think of at the moment. Good luck.
5 days ago
TheDevicer, It's one of those things where the upsides outweigh the downsides even if both are minimal. It usually goes like this:
- Is Green Sun's Zenith good in your deck?
- Do you want 1 mana ramp?
"Oh hell yeah! I need to get my commander down a turn early."
- Would you rather not flood your spell slots with cards that don't generate card advantage?
"Well... I do have 10 ramp spells already..."
- Can you afford to have one tap-land that's vulnerable to removal?
- You should probably have Dryad Arbor.
"Uhh, I guess so..."
The reason it's good is just that making GSZ double as a Llanowar Elves is good enough to include in most decks that wanted GSZ, whether or not you have that much else built around it. And even if you don't get GSZ, having one land be a tap land isn't the end of the world. It's the same reason people will sometimes run Bojuka Bog.
That said, it's not an auto-include by any means. If it's not helping out enough then there's probably something better that could go in it's spot. Some decks it really shines in though. Like my Edric list where I need the T1 ramp, and having a 1/1 that I can attack with later is just gravy.
Gates88, You should link cards when you think people might not be familiar with them. It saves people time looking things up. You can do so like this:
And while that combo is neat in that Grand Abolisher would stop your opponent's interaction, putting in 4 creatures that are totally useless outside of your combo (Nomads en-Kor, Cephalid Illusionist, Angel of Glory's Rise, and Hapless Researcher) is a bit of a problem for something that's supposed to be the "best Protean Hulk pile available." Part of what makes a lot of the top EDH combos "the best" is that the cards in them are very interchangeable and function in a bunch of other combos as well. Also, what happens if you draw one of those creatures and can't cast it?
5 days ago
Dryad Arbor is good in many creature and land based decks. Tutorable with Green Sun's Zenith and fetchlands (Misty Rainforest), the combos played in The Gitrog Monster listed above, value for being a creature for chump blocks or other shenanigans, value for being a land (isn't effected by Cyclonic Rift), and finally being uncounterable as a land drop all make this card an extremely worthy inclusion in nearly any deck that plays green.
5 days ago
Hello all! this is my update on what's available plus PRICE DROP!!.
So what I have here are cards from my binder that I'm trying to get rid of. I'm building Karametra EDH and I need some expensive cards for it (listed below cards for sale), and I can't afford them. I will take trades or cash in the price listed below:
So, here's the cards!
All cards are NM/LP unless otherwise specified.
2x Monastery Mentor $8 each
3x Terminus $1 each
Big Furry Monster from Unglued, both halves, $6
2x Shallow Grave $5 each
3x Counterbalance (Coldsnap) $5 each
1x Emrakul, the Aeons Torn NEAR MINT $32 each
4x Expedition Map $1 each
2x Ulamog, the Ceaseless Hunger $15 each
Vindicate from Apocalypse $4
Cards I Need! 1 of Each!
Avacyn, Angel of Hope NOT FROM THE VAULT FOIL
If you're still reading by the time you get here, thanks! You're the best! :D
I will update this daily with what is and isnt available. Again, I will take cash or trades for the second list of cards