Greenwarden of Murasa

Legality

Format Legality
Tiny Leaders Legal
Limited Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battle for Zendikar (BFZ) Mythic Rare

Combos Browse all

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.

Greenwarden of Murasa Discussion

VexenX on [[Primer v0.5]]-Omnath, the Angry Wet Jelly Bean!

1 day ago

dingusdingo: You are not the hero we deserve but the hero we need! Thank you for taking the time out of your day to leave such detailed advice for all of use. I hope I am not the only one benifiting from this information.

I do not consider myself a Competitive commander players. Sure, my Omnath, Locus of Rage deck is pretty nuts, but most agree that it is about an 8 or 8.5 out of 10 on the power scale. I don't play cEDH, and intentionally choose not to pick the most aggressive strategy when building a commander deck. The great thing about commander to me is that you can build whatever you want! I can literally count on my hands how many games I have plays that have ended on turn 3 or before. Sure, I have cast my commander and made an army of Elements on turn 3 many times, but the normally, makes me enemy #1 and I get brought down a peg.

All of this being said, each piece of your advice is very relevant when building a deck. The trick is for each to take what apply to your meta and running with it. My meta runs decks ranging from 5 to 8 in power. Most of my decks are 7s or 8s. I expect Omnath, Locus of the Roil to be a 7 at best, but most likely around a 6ish. I am confident it will be a blast to run, but first I do agree that I need to fix my mana curve, like you said.

Your insight on card selection from a competitive point of view is very interesting! I think I will still elect to play Blasphemous Act and Greenwarden of Murasa though, mainly for flavor and knowing how my meta is.

One interesting thing about our commander is that you don't really want to cast him on T3-4. He only starts to matter when your board is starting to develop, and I expect to cast him around T5-6. I know this is nuts for competitive play, but my games go much longer then that most of the time. I will definitely start looking at my curve though!

I am about to start a long D&D section with some friends, but I will get back to replying to your comments in more detail soon, and with that I will let you know what I plan on swapping out of the deck!

dingusdingo on [[Primer v0.5]]-Omnath, the Angry Wet Jelly Bean!

1 day ago

A lot of my experience is in competitive formats as well as some high-powered EDH, where games last 3-7 turns or so before someone combos out to win. A lot of my advice comes from that perspective, where you need to make a strong impact by turn 3 or risk losing! Casual commander is pretty fun too, but my meta has weaponized itself.

When comparing cards, I find its pretty helpful to list their stats side by side, because they aren't exactly the same but fill similar roles

Pyroclasm vs. Blasphemous Act

  • Always 2 CMC vs somewhere between 1 and 8 CMC (you're not casting it unless there's 1 critter on board lol)
  • Wipes small creatures vs wipes the entire board
  • Same timing restrictions, same color, both deal damage to remove

The reason I prefer Pyroclasm is because the cost is always guaranteed to be 2, which is highly playable for removal. As metas get more competitive, they tend to run lower CMC spells, including creatures. You see a lot of 1 mana drop elves (llanowar, fyndhorn, deepshadow, avacyns pilgrim, birds, deathrite shaman, etc.) that can be wiped by Pyroclasm. You also see a lot of creatures with strong hate abilities that can be killed by pyroclasm too, like Hushwing Gryff Aven Mindcensor Notion Thief Collector Ouphe and more. Pyroclasm is strong at removing all the supporting creatures that lock down the board or accelerate opponents to wins.

Its very easy to trade a pyroclasm for 3 of your opponents creatures in the first couple turns. Getting that 3 for 1 is card advantage for you, because you've removed 3 while only spending 1. Blasphemous Act does the same thing, but against 3 creatures on the board it would cost 6 mana to cast, versus just 2 for pyroclasm. Blasphact certainly scales better with more creatures, and its more likely to kill a whole board, so there's trade offs. Also worth noting that Pyro will snag about 50% of commanders, but that number lowers in casual play (bigger pool of playable commanders in casual, more have higher toughness) I would choose to run Pyroclasm in the majority of cases too.

We can do the same thing with Greenwarden and Ewit too

Eternal Witness vs. Greenwarden of Murasa

  • 3 CMC vs. 6 CMC
  • Non-tribe vs. Tribal (relevant for tutoring, cost reducing, triggered/activated effects)
  • Recurs on ETB vs. Recurs on ETB and exile from GY (niche but relevant)
  • Bad beater vs. Pretty good beater

Again, I personally like Ewit better. There is no denying that Greenwarden is in tribe and has the extra effect, but I think the lower CMC is way more important. It means that you can play it for value during your early turns to recur a powerful spell. It also lets you generate a value engine sooner with Ghostly Flicker or Displace (you bounce ewit and something else, use ewit to get the flicker back), but honestly you could just run both. Recursion is strong enough and they're both pretty good cards! They are also great when you up the tutor density, because it lets you get more mileage from them.

As far as ramp goes, I want to give you a new perspective on how to look at it. Your goal is to play your commander as fast as possible so you can start using its abilities (pretty common for a lot of decks). There are certain pieces of ramp that get you your commander a turn before you would get them with others.

For example, if you play a land on turn 1 2 and 3, and a piece of ramp on turn 1 or 2, you get a turn 3 commander.

Some of them even can tap for mana when they come in, letting you play other stuff too. Its also worth noting that a ramp piece on turn 1 AND 2 means you get a turn 3 commander before you play your land drop, which lets you get a landfall trigger immediately.

That isn't to say that Cultivate etc. are bad cards. But a cultivate turn 3 means a turn 4 commander, which would be possible with simple land drops turns 1-4. On the other hand, they give you a land to hand too, which helps guarantee more landfall triggers and also thins deck for better draws. In fact, I would just run more ramp pieces in general, so keep the ones you have and add in the talismans and rampant growth + variants and I'd say you're set!

Heroic Intervention is great in decks that can't run counterspells, basically decks without blue. In 90% of cases, you're going to use this as a counterspell, but the other 10% are dodging damage from creatures on the board (or abilities) or possibly using it to protect creatures while you're attacking. I think that a counterspell gives greater versatility overall, because you may also want to stop something that doesn't just target creatures, a la Winter Orb or Static Orb .

Release to the Wind has a lot of versatility. It can remove problem permanents for basically a turn, which can help greatly. Spot removal like Pongify outperforms it in terms of CMC and the guaranteed removal. Release to the Wind also lets you reuse ETB abilities of your own permanents, but this is rather expensive as you're paying the cost of the permanent + 3, whereas Ghostly Flicker is guaranteed to get the ETB effect for always 3 CMC. Release also lets you protect your own stuff from removal and exile, but once again, rather expensive. Its better on cheaper permanents for sure. It has an insane amount of flexibility for what it does though, which makes it worth a consider. I wouldn't run it but am not against the card being run.

Oh, also check out Brighthearth Banneret Cosi's Ravager Nova Chaser SKullmuncher Tideforce Elemental Tunnel Ignus Young Pyromancer Budoka Gardener Rakka Mar

VexenX on [[Primer v0.5]]-Omnath, the Angry Wet Jelly Bean!

1 day ago

dingusdingo, my voice of reason! Just about every piece of advice/ suggestions you made was completely logical. I was actually looking at my avg CMC today, trying to think how I wanted to tackle that problem. Dont get me wrong, avg 4cmc is playable in commander all the way, but it is often clunky and inconsistent. It is important to note that commander is not always about the most optimal plays, but the fun and powerful ones. That being said, I am going to heed much of your advice because I have not been super happy with the curve of the deck.

As I mentioned in the Primer, the point of the deck is to abuse ETBs of my Elementals. Yes, I know Eternal Witness is a better card, but I chose to run Greenwarden of Murasa because of the flavor. Avatar of Growth is another flavor card in my deck that I want to try out before i cut it. I know it helps my opponents, but I'm the landfall deck and can draw two cards off it as well. Also, it will cost 3cmc most of the time.

I've never hurd someone say Pyroclasm out classes Blasphemous Act . It doesn't in my meta at least. Big creatures are all over the place where I play.

The rest of you logic infind extremely sound. I think I am going to call my Signants for all 2cmc ramp spells, as well as Maelstrom Wanderer and Sunbird's Invocation for lower cmc spells.

Decimate, Zendikar's Roil and Tyrant of Discord were also weak spots for me.

What do you think about adding Heroic Intervention and Release to the Wind here?

Thank you again for the feedback and Upvote! I look forward to hearing from you some more!

dingusdingo on [[Primer v0.5]]-Omnath, the Angry Wet Jelly Bean!

1 day ago

Thoughts

Cut Krosan Grip Zendikar's Roil Maelstrom Wanderer Sunbird's Invocation Blasphemous Act for sure.

Add in Nature's Claim Rhystic Study Mystic Remora Worldly Tutor Natural Order

Everything else that is 4+ CMC you should highly consider cutting too. Your average CMC is extremely high at 4.16. Even with land tutor density and high land count, you're going to spend turns 1-4 doing absolutely nothing to advance your game plan. You should consider that not all elementals have the same usefulness for generating a win, so you need to up tutor density and draw effects to smooth out your games. You should also really consider a counterspell package since you have blue.

Myriad Landscape is a nice idea but slow. Cut. I don't like any of your ETB tapped lands, they cost you turns and don't generate enough advantage for it to be worthwhile. I'm not wild about the ravnica bouncelands either, but they can combo with the commander for card advantage, so I think they're worthwhile enough.

I'm not a fan of Bane of Progress or Avatar of Growth . You should run cheaper, guaranteed effects that do those things in those slots. Bane resets its own counters if you blink it, and Avatar helps your opponents as well, neither of them is a fantastic beater.

Greenwarden of Murasa has a nice effect, but you should slot Eternal Witness instead. 3 CMC cheaper so its easier to combo with repeatedly. Greenwarden is tribal and can beat, but anytime you blink it, it can't attack, and its 6 CMC for a recursion effect.

Tyrant of Discord is another similarly flashy card at too high a price. 7 CMC for an unreliable wipe is just not worthwhile. You need your boardwipes to be castable when you're in a crisis situation, not a cherry on top of strong board advantage for a win. Cut.

You run a very high density of creature copys. Spark Double is great because you can copy the commander and get extra draws and counters. Not a fan of Clever Impersonator or Progenitor Mimic . I would much rather see extra creature tutors in those slots to create a strong board state, these copies currently feel like "win more" creatures.

You should consider some more 2 CMC spell ramp to help curve into a turn 3 commander. Nature's Lore and Three Visits are both great includes, there's also Rampant Growth for budget.

Not a fan of Blasphemous Act either. Run Pyroclasm or similar instead. Easier to cast as spot removal, and 2 damage is enough to take out the majority of threats or creature based ramp/draw that land on turns 1-4. It also doesn't wipe your own board when its cast later. Similarly, Decimate is slow to cast (4CMC sorcery) and can potentially backfire (you MUST choose a target for each, so you may have to choose one of your own). Replace with Naturalize or something similar.

There are certainly some other cards I'd like to see in this build too. Exploration Ghostly Flicker Displace Waterlogged Grove Fiery Islet Lotus Cobra and some counterspells. Also consider adding in some 1 drop mana producers even if they are outside tribal, Llanowar Elves Elvish Mystic Fyndhorn Elves Birds of Paradise Wild Growth Utopia Sprawl

Chhris on Hydra Smash Face Melt

1 month ago

Hiya!! Great deck so far! +1

Nikya of the Old Ways or Dictate of Karametra will really help you. But also, with big stompy creatures, you will get killed/bounced exiled a lot, so I recommend including some recursion cards, e.g. Creeping Renaissance , Greenwarden of Murasa . You should be running Grave Sifter due to the tribal. Also, it's simple, but Elixir of Immortality is also great at keeping you in the game.

How do you go with card draw?

UpperDeckerTaco on Midrange decks in combo-happy meta

2 months ago

You can definitely make Omnath, Locus of Rage competitive. I have a friend who plays it.

Ramp is your best friend. And Sac Outlets are your best friend along with some wrath effects.

Purphoros, God of the Forge works wonders in the deck, especially along side the staples of Avenger of Zendikar and Rampaging Baloths .

Cards that you need to make the deck function better are Explore type effects: Oracle of Mul Daya , Azusa, Lost but Seeking , Exploration , Explore , Enter the Unknown , Journey of Discovery , Mina and Denn, Wildborn , Summer Bloom , Wayward Swordtooth ... These work to great effect in getting the most out of Omnath's triggered ability and might hinder your opponents' plans of sweeping the board.

Also, you should be running more lands than the usual EDH deck because you want to be able to keep playing lands.

Recursion is also what will assist in the control metas: Regrowth , Eternal Witness , Den Protector , Greenwarden of Murasa , Recollect , The Mending of Dominaria ... These will help you maintain use of the cards that get removed. Also it allows you to let your general go to Graveyard and get it back to cast it for regular CMC.

Some form of protection is necessary: Heroic Intervention , Ranger's Guile , Blossoming Defense , Lightning Greaves ...

As for sac outlets, you have a great one in Goblin Bombardment and Greater Good and also Ashnod's Altar and Phyrexian Altar .

You could also use some triggers upon a creature entering the battlefield: Electropotence , Impact Tremors , In the Web of War , Mana Echoes , Warstorm Surge , Purphoros, God of the Forge , Colossal Majesty , Elemental Bond ...

And of course you could use some of the staples: Sylvan Library , Krosan Grip , Constant Mists , Beast Within , Word of Seizing ...

As for some sweepers: Chandra's Ignition and Star of Extinction are good ones. Hour of Devastation does some work. Insurrection is usually a good game finisher.

The world is your "oyster" good sir! So have at it. And happy shuffling. Hope this helps.

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Greenwarden of Murasa occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Green: 0.24%