|Commander / EDH||Legal|
Printings View all
|Eternal Masters (EMA)||Rare|
|From the Vault: Twenty (V13)||Mythic Rare|
|Mirrodin Besieged (MBS)||Rare|
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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
1 hour ago
How much of a focus do you want on lands themselves? There's a lot of utility such as cycling lands, Cabal Coffers + Urborg, Tomb of Yawgmoth, Maze of Ith / Thaumatic Compass Flip, Strip Mine (and variants), Arena, Glacial Chasm, Mirrorpool, or Petrified Field. My Gitrog deck uses 8+ ways to untap lands to reuse specific utility lands. Green creatures/planeswalkers and Deserted Temple.
The Mina and Denn deck I play has a heavier focus on creatures/landfall. In addition to the commander, Ghost Town can bounce itself, and lands such as the panoramas or Warped Landscape can provide a landfall on demand but still provide mana until you want that trigger.
Signets are still worth playing, even in a land deck. Some generic green value/ramp in the form of Tireless Tracker, Oracle of Mul Daya / Courser of Kruphix, Kodama's Reach, and a mana dork (or seven) is always good.
For ramp, I'd swap out: Budoka Gardener, Grazing Gladehart, Retreat to Hagra, Retreat to Kazandu, Far Wanderings
I'd rather have a complete boardwipe than a conditional one, most of the time. Massacre Wurm, Night Incarnate
The weakest landfall options are Rampaging Baloths and Zendikar's Roil.
The deck is bit top heavy, consider dropping some of the higher cost cards. Silklash Spider, Soul of Innistrad, Vaevictis Asmadi, the Dire, Whiptongue Hydra, Rise of the Dark Realms
I'd only play two of the Golgari Rot Farm cycle.
1 day ago
Is the summoning sickness too much for not playing this?
3 days ago
Thanks for the suggestions, will take me a bit to go through it. Here's some additional followup questions.
Survival of the Fittest makes sense to me CMC3 to tutor a creature (if I have a creature).
Because I don't have haste, Fauna Shaman is less effective, but perhaps still required (just to get more consistency).
Instead of creatures, like Avacyn's Pilgrim because I don't have haste, I tried to go more low-cost spell based mana ramp. As well as having no real way to Counterspell mass removal, they are susceptible. Here is some examples:
Nissa, Vastwood Seer Flip - in hand Forest (or if no other land drop that turn) = Net ramp cost or best case (Special note: I was testing to see if the slowness/poorness of the ramp, was offset her +1 Draw/Ramp once flipped. So far I haven't had her flip, so she hasn't worked yet.
I think the overall I get is, I don't have enough ramp? I'm thinking these would be good?
Or is it better to go 1/1 Elf, to get the Priest of Titania + Staff of Domination route? Will I be able to get enough 1/1 Elf into the deck without losing the 2/2 Cat Commander? My spouse will not play 1/1 Elf.
I use/tutor Alms Collector all the time, Spirit of the Labyrinth worries me because it shuts down my draw Sylvan Library, Puresteel Paladin, Sword of Fire and Ice, Skullclamp, Hunter's Insight, etc. But I understand that Selsnya () isn't the same draw level as other commanders, so perhaps, slowing everyone including myself down would be ok.
Archangel of Thune and Spike Feeder can win the game on the same turn, even if both do not have haste. Remember that Archangel of Thune gives a +1 to each creature (not just the Spike Feeder), so any creature becomes "Weaponized", and with the Trample/Evasion built in, can usually strike 1 or more players. Also, usually I Chord of Calling in the Archangel of Thune to try and protect her and allow her to avoid summoning sickness, and attack on my turn. Yes, I can win next turn with a Felidar Sovereign or Chord of Calling > Felidar Sovereign. Once she resolves unless they can stop Activated or Triggered abilities, I get the Infinite Life.
I'll do a more indepth review later. I'll also share some of your $50 suggestions on KimJongman deck later as well.
1 week ago
Yes, the true terms for the control I specified are "Permission" and "Stax", the reason I separate them is because the point of this isn't to delve into the technical theory behind gameplay, instead I want to be able to build a base for any player trying to make a cEDH deck. I can build up a deck with extreme ease if I know three things:
The Colors of the deck (The Commander)
The Base to use (The Archetype)
The Win Condition (The Combo)
I can build up any commander deck using those 3 things in mind, and I built up plenty of examples for them. I went over cEDH staples because I wanted to show the type of cards you should be interested in, though there are tons more than I said.
You mention countermagic in combo decks, but I suggested that if you look at "So, How do I Build Combo?", so I don't think I ever disagreed there. I also wen't over beatdown in stax, it was in the "Pick a Win Condition!" strategy where I mention blood pod being a beatdown strategy. This isn't to say they don't run Karmic Guide/Kiki-Jiki, Mirror Breaker/Felidar Guardian/Birthing Pod combo as a finisher separate to beatdown.
You say you run Eidolon of Blossoms in your Saffi Eriksdotter, which I assume means you can sac Saffi, then the Eidolon to draw a card, but then wouldn't you rather Elvish Visionary? Harmonize is actually a card I greatly suggest against for most people. Green decks are mostly creature-based strategies, and would rather a tutor like Summoner's Pact, Chord of Calling, Green Sun's Zenith, Worldly Tutor, Birthing Pod, or Sylvan Tutor or they would rather a better draw spell like Lead the Stampede. Harmonize rarely is useful in cEDH, it is simply too clunky.
Again, in this list I have made no claims of any card not being cEDH worthy or anything, there is a use for most cards in mtg, not all, Eager Cadet will have to sit this one out, but Eidolon of Blossoms could be in an enchantress deck, and I guess a dredge deck could use the Harmonize to great ability, I never claim a card can't work.
Okay, this next one is the hardest... Edric, Spymaster of Trest and aggro. Yes, it is a deck that wins by dealing combat damage, yes it is a creature based deck that wins... "fast." No, it isn't aggro. Here is my argument, the deck is an extra turns deck, that has a draw engine based on dealing combat damage. This means that it isn't an aggro deck for two reasons, The goal of the normal Edric, Spymaster of Trest deck isn't to win as fast as possible by setting your opponents' life totals to 0, it is a deck based around being able to draw enough cards in a turn to chain effectively infinite turns together, which wins through use of combat damage as a finisher.
I would claim it is a combo deck, no, it doesn't set up a combo like Time Vault + Voltaic Key + Storm Crow to win a game, but it does effectively the same thing, in the same way a storm deck isn't technically a combo deck, nothing it does goes infinite or does something that was an unintended side effect of two or more cards in conjunction, a storm deck simply uses a lot of cards that synergize well, yet they are considered combo because they play the game with a mindset based on winning as fast as possible (while being protected from interaction) without the use of normal creature swings or general burn.
If you were wondering, I will come back to this primer and revamp it, give me a week though, because I have been working on making a primer for all of EDH... and that will take time.
1 week ago
Needs about 1000% more Homeward Path. If you get you commander stolen your whole deck falls over. And considering you're running zero non-sliver removal, you could be stuck in a very bad spot. Also, I would replace Coat of Arms with Green Sun's Zenith. GSZ does more in that yo ucan get Sliver Legion (basically coat of arms) but also gets your ramp slivers.
2 weeks ago
With Chord of Calling and Green Sun's Zenith I have Uncage the Menagerie and Genesis Wave, I'm hoping to keep both because for uncage; if I'm lacking in Lords I can get them out, and every time I have drawn genesis, It has been mid game and I've had a tonne of mana and flooded the board with all my stuff and set myself for a few kills next turn. In regards to Craterhoof Behemoth, my variant is of course the Siege Behemoth, I can never work out which is better, considering if I have loads of newly cast creatures pumped with craterhoof, then they are kinda useless due to summoning sickness. Also siege is hex proof.
2 weeks ago
2 weeks ago
I don't like Faith's Reward. Teferi's Protection accomplishes the same thing for 1 mana less and can double as a fog in a pinch. If a sweeper catches you with your mana down, you're better off with Replenish or it's budget replacement Open the Vaults
Don't run Ever-Watching Threshold along side Propaganda, Ghostly Prison and Sphere of Safety. Sticking one of those is already enough to disincentivize everyone else from attacking you. You're just not going to trigger the card draw often enough, AND it's only 1 card per combat step. I might be on board if it was per creature. It's also unneed, we're up to 7 enchantress effects with one in the command zone if you want it. Drawing cards isn't going to be a problem.
I'm not really a fan of Genesis Wave outside of green decks that ramp crazy fast and cast it to put half their deck on the field. We want more tutor effects to get out our enchantresses and start snowballing. Eladamri's Call and Green Sun's Zenith both deserve spots. Commune with the Gods is pretty good too.
If you see any amount of Mizzix of the Izmagnus, Meren of Clan Nel Toth, Atraxa, Praetors' Voice or Infect decks in your meta, then you're nuts for not running Solemnity. Kind of odd to see Phyrexian Unlife in a deck without tbh. You'd be better off with Worship or even Island Sanctuary than running unlife by itself since it only buys you 10 points of life.
If you opt to not play Solemnity, you should run Parallax Wave. Parallax Wave + Opalescence or Starfield of Nyx means everyone else is done playing creatures, since you can just exile them all. For those that don't know how this works, it's basically the same as sacrificing Oblivion Ring in response to the first trigger. 1) with both parallax wave and opalescence out, exile an opponents creature. 2) HOLD priority and exile parallax wave to itself (opalescence turns it into a creature). 3) allow the stack to resolve. Parallax wave's second ability will remain in effect as it leaves the battlefield and immediately return it. The returning parallax wave is recognized as different wave than the one that just left play. 4) Allow the trigger exiling your opponents creature to resolve and it's gone for good. 5) repeat. You can also abuse this for infinite ETB triggers on your own creatures if you want.
You don't have any real ramp in your list as it is. Exploration and Burgeoning will let you play extra lands, but you still need to drawn them. Karametra only works when you cast a creature and you only run 14. Heartbeat of Spring helps your opponents as well as yourself. Zendikar Resurgent is expensive as shit and Mirari's Wake will rarely make around the table. The green enchant land cards will actually ramp you, and are quite good. They're a bit better in an Estrid list, but they worked very well for me in my G/W build. Abundant Growth (tho it's only fixing, not ramp), Fertile Ground, Overgrowth, Utopia Sprawl and Wild Growth are all worth slots. The other 3&4 CMCs aren't as great, with Weirding Wood being the best.