Greenwarden of Murasa

Greenwarden of Murasa

Creature — Elemental

When Greenwarden of Murasa enters the battlefield, you may return target card from your graveyard to your hand. When Greenwarden of Murasa dies, you may exile it. If you do, return target card from your graveyard to your hand.

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Trade

Have (4) metalmagic , DudeMan1031 , fourcleftcandles , Forkbeard
Want (3) Hirsti , McMuffinMan , decksbouwen

Printings View all

Set Rarity
Battle for Zendikar (BFZ) Mythic Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Greenwarden of Murasa occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Green: 0.24%

Greenwarden of Murasa Discussion

franknot.19 on Meren toolbox Deck

3 weeks ago

I took the time to analyze your suggestions and here are the changes I plan to test:

so let me resume:

out: Greenwarden of Murasa, Smothering Abomination, Wood Elves, Gaze of Granite and From Beyond and Homeward Path.

In: Dryad Arbor, Fiend Artisan, Birds of Paradise, Green Sun's Zenith and Vindictive Lich

Thank you all for your comments.

Spirits on Arahbo Orphanguard Infect Beats

1 month ago

Sorry my bad, Greenwarden of Murasa is hand not battlefield, so you’ll never have an empty stack (always a Felidar Guardian etb on the stack), so no opportunity to play a Lotus Petal until after you end the loop. No infinite mana.

Spirits on Arahbo Orphanguard Infect Beats

1 month ago

Hey Knixx,

I don't think Leonin Relic-Warder + Oblivion Ring + Felidar Guardian loops.

  1. Oblivion Ring on battlefield
  2. Leonin Relic-Warder ETB targeting Oblivion Ring
  3. Resolve Leonin Relic-Warder ETB exiling Oblivion Ring
  4. Felidar Guardian ETB targeting Leonin Relic-Warder
  5. Resolve Felidar Guardian ETB exiling Leonin Relic-Warder and returning to battlefield
  6. Leonin Relic-Warder LTB is placed on the stack
  7. Leonin Relic-Warder ETB is placed on the stack targeting ? (I think as Active Player, you can choose the order LTB/ETB or ETB/LTB but could be wrong, for simplicity put it LTB/ETB, either way nothing to target with LRW, Oblivion Ring is still exiled until you resolve the LTB, but targets are selected when an ability is placed on the stack)

Yannik, Scavenging Sentinel should be fine because he delays the return of the LRW. The Yannik, Scavenging Sentinel also doesn't target, so you can choose what to exile on resolution so if something happens to LRW in the meantime, you can still exile another creature. The loop makes a large creature like an Inkmoth Nexus.

Oblivion Ring + Parallax Wave + Felidar Guardian will have the same trouble when the Oblivion Ring LTB/ETB enter the stack at the same time. But doesn't Parallax Wave + Felidar Guardian loop without the Oblivion Ring anyway? as long as you active Parallax Wave ability PRIOR to resolving the Felidar Guardian (and any 3 other creatures), then resolve the Felidar Guardian's ETB Exiling and returning Parallax Wave with 5 fade counters. Mentioning the Oblivion Ring just confuses it, I would remove that.

For infect beats, it is important to note that the primary Infect win-con is actually:

Lost Leonin + Arahbo, Roar of the World Eminence + Ajani, Caller of the Pride or Berserk or Duelist's Heritage (double strike). The other things you mention Grafted Exoskeleton/Triumph of the Hordes/Inkmoth Nexus are really secondary. Note: Triumph of the Hordes also turns ANY cat into a Lost Leonin + Eminence + Double strike for win.

Your enablers look right Regal Caracal/Greenwarden of Murasa/Aura Shards/Ajani's Chosen for Felidar Guardian + Parallax Wave

Lotus Petal is a good Greenwarden of Murasa target for infinite mana as well to enable the spells.

I would get Ajani, Caller of the Pride back in, he's the best, not sure where he went. Hope this helps!

Spirits on Arahbo, Xenagos... for Cats EDH

1 month ago

Hi Knixx,

Thanks for all the discussion, glad you liked the deck enough to tweak and innovate it, I've been trying but as you can see it's still not quite there yet.

I like Kaheera, the Orphanguard, I actually play a Nethroi, Apex of Death brawl deck with it as the companion. Questing Beast is good with Kaheera, the Orphanguard and can hit planeswalkers, but he doesn't work with Arahbo, Roar of the World even though he LOOKS like a cat to me! Also, Nissa, Who Shakes the World creates Elemental creatures, so it's also not bad, Auspicious Starrix was also been okay, but in Commander all are a bit too slow, plus Auspicious Starrix only good because my brawl commander and things like Migratory Greathorn can trigger him, so nothing too exciting there. The +1 isn't quite a bit to get to a kill with infect, so have to decide with the changes to the companion rule, if it's still worth it, I like the flavor of it though, and it's about having fun as much as the pursuit of winning when your starting with Arahbo, Roar of the World as the commander anyway!

Without Dryad Arbor, I probably wouldn't run Green Sun's Zenith because eliminates the ramp play. There are still some reasonably , but none that are critical to win-con.

Earthcraft + Squirrel Nest has challenges too, but I like the flavor. That is 1) They are enchantments, which we really only have a couple good ones, Enlightened Tutor, Idyllic Tutor and Sterling Grove, usually I pull Sylvan Library as soon as I can and pay the 8 life a turn to cycle through cards, but for you, you need 2/3 tutors to get there so I might just go straight for combo pieces. Sterling Grove isn't highly exciting, but it can also protect your combo pieces too. Unfortunately Concordant Crossroads can't even get it there, because the Squirrel's are tapped.

TzickyT is right, Heliod, Sun-Crowned + Walking Ballista is still mana intensive, and doesn't go off quickly enough. I usually rely on early Infect to take out the Grixis () player first to avoid early Thassa's Oracle win. If there are several Fish-Consul deck's it's kind of hopeless as I haven't built in any Fish-interaction (like Hushbringer or Tithe). If you can hit the early win-con decks, I can often ramp/resolve the Heliod, Sun-Crowned and take them out. I'm usually not the biggest threat, often needs other to go for the win and get Counterspell too.

I don't have another viable win-con in the cat, T5-7 usually just rely on Stonehewer Giant to pull me what I need to eliminate, protection from sword and Grafted Exoskeleton for example. is a challenge because have no way, but rarely see in commander.

Mox Opal is reasonable replace for Birds of Paradise, don't forget Ancient Den + Tree of Tales are artifacts, and Inkmoth Nexus can become one in a pinch too. Here's the real challenge though Hypergeometric Calc you're only 13.6% to have 3 artifacts on T1 (8 cards drawn), but really 3 aren't T1 viable (Grafted and Swords), so it's more like 8.3%. T2 only 18.2%. T3 23.2%. So have to evaluate how many games are going beyond that and how far, otherwise Mox Opal going to be a dead draw too many games. We don't really tutor artifacts either beyond equipment once we're established. Steelshaper's Gift.

Snake Umbra I don't like because it's CMC3, and it creates a 2 for 1 on our creature. Equipment is better like Mask of Memory but I can't recommend that either lol.

Rhonas the Indomitable is good because I find I multi-trigger his ability, where Arahbo, Roar of the World, I rarely use his secondary ability. Not sure what to do there, may just have rely on other tactics. Approach of the Second Sun is way way way to slow, don't do that.

Hunter's Insight I've had success with because it's instant and draws a lot of cards, Lifecrafter's Bestiary (mana sponge and we're not creature heavy), and Momentous Fall (better but still a light cost intensive CMC4+sac). Puresteel Paladin for me still needs more AF support to, sometimes, he doesn't activate his second ability which is unacceptable.

Greenwarden of Murasa is good late game, but I might go with the pressure of a Questing Beast that hits for 5 and nails a planeswalker over that late of a play. Plus what's he pulling back, your Infect, at that point probably won't connect with combat damage anyway?

Taj-Nar Swordsmith is too expensive, Nazahn, Revered Bladesmith is ok because at least he pulls and equips the hammer right away, Open the Armory is premium defintely the best of the bunch.

With Chord of Calling you can still do your best to resolve a Felidar Sovereign at EOT to win, but I found I didn't have enough creatures to get it off quick enough too. I know I'm just stating problems, unfortunately, still working on solving them myself (or abandoned them). Emerald Medallion is not bad because it adds to your AF count, but problem is the Infect creature is and the double-strike is except Berserk but it doesn't help with that anyway!!

Bronzehide Lion I find too mana spongy too, saving mana for the wrong reasons, but he's recursive, so I don't unlike him haha. If your going Kaheera, the Orphanguard might consider King of the Pride, but I'm meh on him as well. Need some strong cats!

I do have a Cat tribal budget (for $50 commander league) Mirri, Little Kid Aggro, depending on how budget your budget is TzickyT, as I mentioned this one is restricted budget so it has some interesting card choices to keep under budget, games have an hour time limit too, so that also drove several aggressive vs. defensive choices as well.

Knixx, I'll go through your full list tomorrow, and see if I can think of anything that might work. Since you already have Earthcraft, feel there must be a secondary interaction to abuse it as well you could leverage.

Thanks for the discussion, appreciated, I'll add Earthcraft to my Alternative Synergies Excluded so others can see it as well. The Great Henge is draw and an AF but not super helpful for Mox Opal, but with the Earthcraft I feel drawing for each Squirrel (which is a 2/2) could also draw into an enabler (untap and creatures get haste and +x/+x where x is the number of attacking creatures, something like that, there must be in , and since you draw into it every time), problem is, can't make infinite Squirrel then because you draw out, but if some way to win with like 50 Squirrels, a win is a win you know. Lemme thing on it lol.

Knixx on Arahbo, Xenagos... for Cats EDH

1 month ago

Hey Spirits, I netdecked this deck and it's a lot of fun. This is mine, it's a little different but much the same

What are your thoughts on Kaheera, the Orphanguard?

I know I'm going to add it to my deck but I don't know if I should go the companion route or the 99 route.

For the companion route, the cards I run into issues (and my substitute ideas) with in my build are:

Archangel of Thune: Squirrel Nest combo part 1 - Earthcraft

Birds of Paradise: Emerald Medallion, Leafkin Druid, Mox Opal

Eternal Witness: Regrowth, Greenwarden of Murasa

Dryad Arbor: Forest [lmao]

Puresteel Paladin: Hunter's Insight, Lifecrafter's Bestiary, Momentous Fall, Snake Umbra

Spike Feeder: Squirrel Nest

Stonehewer Giant: Nazahn, Revered Bladesmith, Open the Armory, Taj-Nar Swordsmith


A lot of effort to get the companion online but an extra "commander" lord is pretty nice. Losing Birds is what hurts me the most I think but including Mox Opal is 15 artifacts total for Metal Craft.

Losing Eternal Witness kinda blows too.

Everything else I feel can have its functionality replaced at pretty much an even exchange, just maybe different hoops to jump depending on the card

Squirrel Nest combo is in-line with the Spike Feeder combo for the arbitrarily large wincon kinda thing but it needs a haste enabler like Concordant Crossroads or Finale of Devastation for 10+.

I was thinking that maybe Approach of the Second Sun is innocuous enough since it's a single card wincon and we have green to power into 7 CMC plus the draws.

Anyway, lemme know what you think. Once again, thanks for the list, I've been enjoying it a lot.

Tzefick on How would you give white ...

1 month ago

TL;DR: The pre-text is LONG. Sorry about that, but there's a lot to unfold about the subject. If you just want to skip down to the suggestions I brainstormed, go below the first set of 3 lines.

It is no secret that the Commander community for a long time has regarded white as one of the weaker colors in Commander, especially as a monocolor. Many have pointed their fingers at how well the color achieves mana ramp and card draw/advantage.

White actually do have a small slew of card advantage and ramp cards or cards that in essence cheats the requirement for mana.

White has raw card draw in Mentor of the Meek and Dawn of Hope, although hidden behind a requirement in form of a trigger. Both are triggers that are fairly easy to achieve but not without costs. Not to forget Sram, Senior Edificer (and Puresteel Paladin) - but again behind a trigger requiring a very specific type of deck building. White has additional card advantage through regaining access to cards once lost, like through a Sun Titan getting back small permanents, or Nomad Mythmaker, Order of Whiteclay, or Bishop of Rebirth.

White has ramp in form of Knight of the White Orchid and Kor Cartographer and pseudo card advantage in good ol' Land Tax. The knight has a requirement that you need to be behind to actually ramp, and that aspect goes again in many of white's attempts to imitate ramp and card draw. White can only catch up, they cannot get ahead. These aspects are most recently seen through Verge Rangers (pseudo card advantage - not ramp, you don't get access to more lands than 1 per turn) and through Cartographer's Hawk. There's also Oath of Lieges but that is a symmetrical effect and may as well just benefit some of your opponents as much as it does you.

White can cheat the requirement for mana in a few instances, like casting Resurrection on a higher costing creature, an aspect they share with black and often a favorite when the two are paired. Where they differ is that black usually does it for less mana at another resource expense, and that black has different means to get those creatures out into your graveyard to set it all up. White has none of these opportunities/advantages.

This thread mainly aims to discuss white getting card draw/advantage in the Commander format and how they would achieve it to fit their color identity, but we can talk about the Commander format in general as well. To clarify, the topic is aimed at discussing how white could get card draw/advantage and not really whether or not they should - do feel free to voice your opinion for or against but please keep it limited and instead focus on how card draw could fit into white's color identity. It doesn't necessarily have to be from a place within the current color identity, but could be exploring new design space that hasn't been seen before.


Let's examine how other colors achieve card advantage:

Blue is super easy and the main color that achieves it, they usually do it straight as an investment for the specific purpose of gaining more resources; Concentrate. Blue also has access to looting options where they draw cards and discard cards (or the other way around); Merfolk Looter / Tolarian Winds. Blue also has the largest collection of cards with Flashback, so even once Blue uses a resource from their hand, they can do it again from their graveyard; Deep Analysis - although these cards are usually more costly than their non-flashback peers.

Black is also relatively easy as they imitate blue's investment but at an additional cost; Night's Whisper. As previously stated black can also access their graveyard like white and reuse mainly creatures that have died or otherwise put into the graveyard (from say an Entomb) by using Animate Dead or Zombify. Black's ability even goes beyond their own graveyard and dip into their opponent's graveyard. Black also have some aspect of self-discarding, usually as a symmetrical effect that aims at harming their opponents while still being able to access the cards they lost themselves; like Cunning Lethemancer.

Red is relatively new on this block, as they have for a long while had many of the same issues as white. Red did however have cards that looted (drawing and discarding cards) in the concept of picking up the strongest of a larger selection of cards - this is also called card filtering as you don't get an advantage in resources, only the selection. However red also has a selection of cards with flashback or activated or triggered abilities from the graveyard. With the introduction of impulse draw - so named from Act on Impulse, where red exiles a number of cards from the top of their library for the ability to play those for a limited time. Thus red has achieved temporary card draw.

Green is one of the richest colors in the color pie at the moment, having access to a lot of control cards, protective measures, card advantage, ramp and swingy plays. It is no wonder to me how green is one of the stronger colors in Commander. Green has access to some very strong card advantage cards that fits right into the slow format of Commander. Rishkar's Expertise is a favorite as it combines the Commander format's slow pace, green's affinity for big creatures, and a powerful swing in resources, all in one card. Another is the ability to draw from creatures being cast or entering the battlefield. Outside the slow Commander format, you don't really see these types of cards, but within the format they are strong and valuable. Green also has access to the most flexible way to reuse cards from the graveyard through Eternal Witness, Greenwarden of Murasa, Road of Return - road and Myth Unbound are even commander specific benefits that makes casting your commander cheaper, within the color with the most access to mana acceleration. So the color that needs it the least has ways to reduce their mana demand on casting their commander. I would argue this aspect should have been placed within white and/or blue more than in green. Black is getting in on it with Netherborn Altar, so in the future we might see the other colors circumventing the commander tax in some fashion.

White has very few card draw cards (the best of which are mentioned above) and all are locked behind some kind of condition that is not insignificant, compared to something like Beast Whisperer.


It would seem white lacks behind quite a bit in this aspect. When a color cannot do something itself or not very well, they usually seek toward artifacts to fix their issues. Here you can utilize Mind's Eye or Loreseeker's Stone or Arcane Encyclopedia or Book of Rass or Endless Atlas or Skullclamp or Tome of Legends to name a handful of the better variants. What most of these have in common is that they are expense to cast or maintain or require some specific deck building choices to function.

If the general consensus of Commander players are to be taken into account along with the perceived strength of each color, it would seem these artifacts are not enough to help white overcome its lack of card draw. Furthermore white's other strengths doesn't seem to have enough impact to offset this lack.

The general argument I have seen against providing white with card advantage is; it breaks the color pie, white can utilize artifacts to fix their weaknesses to some extend, white's strengths comes from mass land destruction, taxing (Thalia, Guardian of Thraben) and hatebears (Aven Mindcensor). Again I don't really want this thread to be overshadowed about arguing for/against White getting card draw into their color identity, let's just assume white eventually will get card draw - how would that look like?

Brief discussion on the counter arguments Show

I really like the way WotC incorporated card draw into red, as impulse draw feels red but it is card draw and it helps red smooth out some edges it may have in especially multiplayer formats, such as Commander.

So, if we assume white is eventually going to get card draw, how would it look like? Here's a couple of ideas for concepts on how to incorporate a card draw mechanic with white flavor.




Taxing

Good ol' taxing. We already have Smothering Tithe, so something similar to Rhystic Study could be a possibility. It could be an aura you put on a land, so whenever it is tapped that opponent pays mana or grants you card draw. It doesn't necessarily have to be mana that is taxed, it could also just be the action/trigger itself that is the tax.

A taxing example Show



Warring / "spoils of war"

White is the most militarized color that deals in organized military strategy, being the main color for the creature types Soldier and Knight. White is often associated with combat and attacking as well. Perhaps it should be used to its advantage and provide some means to acquire card draw - figure it a substitute for roleplay wise gaining lands / trade routes / power / intelligence.

Example of war "spoils" Show



Trading

I actually really like the idea of this one, although it may be harder to properly accomplish.

White has before had trades happening like Armistice and Bargain. There's also the advocates and Benevolent Offering but they are not unique to white and is a set mechanic. It's been a while since this was part of white's color pie, but it could be again.

Example on trading Show

The flavor is there, as white is a color of community and peace, so trading seems like a natural byproduct. I really like the political aspect from this mechanic when considering multiplayer formats.



Divination

An alternative to direct card draw; you choose a card type (instant, sorcery, creature, land, artifact, enchantment, planeswalker) and then look at top X cards of your library, you may reveal a card of the chosen type and put it into hand, put the rest on the bottom of your library in any order.

This reflects the Commune with Nature (which is a green card I know) but it seems to fit white's color pie as the more religious color, to ask the gods/divine/faith for a boon and maybe it is answered, maybe not. Obviously you can deck tech to increase your chances but the idea is a card draw that is not guaranteed. Under the right circumstances it can be stronger than a card draw as it may filter.

Example on Divination Show



Honor the ancestors

I really wanted to create some kind of mechanic that allowed white to dump cards into their graveyard, to synergize with white's inherent ability to generate card advantage through recurring permanents, especially low CMC permanents. As it stands white needs to cast those smaller permanents and have them put into the graveyard from the battlefield - thus making these recurring effects a lot more narrow than their black and even green brethren, who can more easily set up these beneficial plays. But it doesn't seem very much like a white thing to self-mill, ala Surveil, nor do they discard. For white to have this particular synergy you would have to make them gain it without much prior precedent.

One thing that seemed sort of within the flavor of white would be to honor the ancestors, remember the history, keep to the traditions. I think you could work that flavor into some kind of mechanic that could work to white's advantage.

Examples on Honoring the Ancestors Show




Anyway, that's just what I brainstormed for. Like I said before I really liked the flavor on red's card draw and I want white to get something similar. Do you like any of my suggestions or think you can refine them? How would you give white card draw that is flavorful?

MTGconstructor on How to Get Kicked out of Your Playgroup

2 months ago

makarzorklin Im not sure if you have ever played Karador, Ghost Chieftain or not, but Karador is not a high priority to cast. Meaning there are better ways to cheat in my creatures other than raw casting them. Karador is a late game play, when you have a full graveyard and the ability to pay for high CMC creatures. As for going more "creature heavy" I like the balance where it is at, again Im not looking to cast Karador any time before turn 5,6,7, or 8.

Not sure if you have read any of my previous responses, but if you are playing reanimator and still pay face value for creatures, then its not worth it. Creature ramping doesn't add much synergy, and is a dead draw late game.

Crucible of Worlds to Ramunap Excavator is valid, but either one works. The reason why I have the crucible is because its slightly harder to kill than creatures.

Obzedat's Aid is a fantastic card in any reanimate deck, but specifically this one. If Altar of Dementia, Deadbridge Chant, Crucible of Worlds, Greater Good, etc. Wind up in the graveyard its a direct hit, rather than jumping through hoops with Eternal Witness, or Greenwarden of Murasa. its just an added bonus with more options.

Ob Nixilis, the Fallen and Vengeful Pharaoh are purely test pieces right now, I see your point with Ob Nixilis, but I found that Vengeful Pharaoh is a an added thorn in my opponents side, he benefits from just sitting in the graveyard.

Birds of Paradise is a good piece, but so is Chromatic Lantern, so I may just have both.

Faeburrow Elder is another good option.

Grisly Salvage is a good card, again it doesnt always need to be attached to a creature. And allows me to grab creatures I need in short term plays, Karmic Guide, Eternal Witness, Phyrexian Delver, etc.

Deadbridge Chant is another synergistic card that plays very well into Karador. Milling ten, then getting pure value after that seems fine. Death's Oasis is another great option and both would work great.

Thanks for the comment

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