Back:Itlimoc, Cradle of the Sun
|Commander / EDH||Legal|
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|Promo Set (000)||None|
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Growing Rites of Itlimoc
When Growing Rites of Itlimoc enters the battlefield, look at the top four cards of your library. You may reveal a creature card from among them and put the rest on the bottom of your library in any order.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
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Growing Rites of Itlimoc Discussion
2 days ago
$20ish Budget way to make Yisan very fast:
Add in Arbor Elf , Fyndhorn Elves , Wirewood Symbiote , Seeker of Skybreak , Temur Sabertooth , Priest of Titania , Elvish Archdruid , Boreal Druid , Devoted Druid , Great Oak Guardian , Autumn's Veil , Nature's Claim , Natural State , Caustic Caterpillar , Reclamation Sage , Desert Twister , Copperhorn Scout , Wood Elves , Somberwald Stag , Manglehorn , Marwyn, the Nurturer , Rishkar, Peema Renegade , Leaf Gilder , Heart Warden , Fyndhorn Elder
Drop out Taunting Elf , Verdant Force , Vorinclex, Voice of Hunger , Wild Beastmaster , Worldspine Wurm , Pathbreaker Ibex , Mycoloth , Kamahl, Fist of Krosa , Gyre Sage , Giant Adephage , Elvish Piper , Cultivator of Blades , Bramble Elemental , Avenger of Zendikar , Tooth and Nail , See the Unwritten , Triumph of the Hordes , Overrun , Overwhelming Stampede , Overrun , Genesis Wave , Explosive Vegetation , Zendikar Resurgent , Growing Rites of Itlimoc Flip, Umbral Mantle , Lifecrafter's Bestiary
Total of 26 swaps.
The switches lists speed the deck up and make it win through an easy and efficient combo, all fetchable by Yisan. The combo uses Great Oak Guardian , Temur Sabertooth , and Wirewood Symbiote . With these and enough mana producing creatures, you get infinitely large creatures or with 1 more mana, infinitely large creatures and infinite mana, and untaps which can be put into Yisan to fetch Caterhoof and give the team trample.
All together, the deck will also run enough early-game interaction like Caustic Caterpillar , Manglehorn , Reclamation Sage , Natural State , Nature's Claim , the already run Lignify and Acidic Slime , and catch-alls like Desert Twister and Yisan fetchables like Somberwald Stag .
How does this sound?
5 days ago
Alright since you said you have problems with it being too slow here might be some cards you can consider!
- Utopia Sprawl
- Wild Growth
- Culling the Weak
- Sol Ring
- Elvish Mystic
- Llanowar Elves
- Fyndhorn Elves
- Birds of Paradise
- Deathrite Shaman
- Elves of Deep Shadow
- Priest of Titania
1 week ago
I think you should consider running Beast Within along with Terastodon , as they are both upgrades over your current removal spells. I think you should consider adding Emerald Medallion to help smooth out the curve a bit more. If it were me, I think I'd consider taking out Bow of Nylea ...yeah, it gives deathtouch, but you've got creatures that are big enough to kill just about anything, anyways. It might be a slot better suited for Growing Rites of Itlimoc Flip. I'd run Rishkar's Expertise over Shamanic Revelation , and Shamanic Revelation over Hunter's Prowess . Crop Rotation , Hour of Promise , and Tempt with Discovery are all spells that can help you get to Reliquary Tower .
Looks like a fun deck full of fatties, for sure!
1 week ago
1 week ago
In addition to my standard recommendations of Skarrg, the Rage Pits and/or Kessig Wolf Run to give trample to the big beaters that don't have it, the first card I looked for on your list was Hardened Scales. Its a cheap CMC way of getting more counters onto counters-matter creatures like hydras, especially for the early game when you don't have as much mana to pump into those X casting costs.
Without guildgates to fetch, Circuitous Route should become Skyshroud Claim. The lands come into play untapped plus you can target your shocklands [you'll still have to pay the 2 life to bring them in untapped though].
And no R/G based stomp should go without Xenagos, God of Revels for haste and X2 power [sorry its not the most inexpensive of suggestions but just imagine the damage...]
2 weeks ago
Without knowing what you want to do (besides basic prossh stuff), I am going to address the main issues I see with increasing competitiveness of any decj, which usually means trying to make the deck work faster.
Too many lands (drop 3 at least). Not enough ramp. Too many lands that come in played tapped. No Sol Ring. Average converted mana cost is high.
So let's address:
Get a sol ring. Remove evolving wilds rupture spire, teramorpgic expanse among other come into play tapped lands that will slow you down. Then consider:
Wood Elves - gets forest type so gets overgrown tomb etc.
Farseek, Nature's Lore - gets any of your shock lands or other lands with basic land types the card is looking for.
Llanowar Elves, Elvish Mystic, Fyndhorn Elves - turn 1 ramp ramp,
Birds of Paradise - best mana ramp/fix creature.
Growing Rites of Itlimoc Flip - ramps hard, easy to flip in this deck.
Rampant Growth - turn 2 ramp for a basic.
Cultivate - gets 2 basics. The 3 signets such as Golgari Signet are better than dark steel unless artifact wipes are common in your group.
Commander's Sphere - ramp early, draw later.
Dragonskull Summit and other lands that fix mana, but have chance to come into play untapped.
The above cards are all 3 costs or lower. Adding them should lower costs while adding mana early (as long as you don't cut something that costs less).
I have only addressed one dimension of your deck (mana and acceleration). Which is the easiest way to make decks work better. I didn't look at your deck for things like recursion (important in edh - things like Eternal Witness), redundancy (having multiple ways to do same thing (having Phyrexian Altar to back up food chain combo), card draw, and multiple win conditions. Which are all more important as you increase in competitive groups.
2 weeks ago
2 weeks ago
I've mentioned this before, but I feel its worth repeating. Izoni, Thousand-Eyed is a nice card, but has its drawbacks. The major drawback I see is her high CMC, which is 6. So let's say even if you are hitting ramp every turn to start the game, then you're looking at a turn 4 cast, most likely. If you really ramp hard, let's say turn one, Land drop and Sol Ring, done. Turn 2, Land drop, Dork, tap Sol Ring for let's say Ashnod's Altar. So you'd have two dorks, two lands, Sol Ring and Altar after two awesome turns to start turn three. I think hitting this kind of setup consistently will be difficult to do. And then there's the fact that you likely don't have anything in the graveyard to make Izoni worth casting yet, if your goal is utilizing the Undergrowth mechanic. And then, you likely want to use the Undergrowth mechanic more often throughout the game, and hopefully scaling it with the game, giving you more tokens each time you cast her. But the next cast is 8 CMC, then 10 CMC, and so on with Commander tax. Its a tough sell. Or, you build up the graveyard and hope for one big haul on her first casting, and then go from there, dredging and pitching and sacrificing creatures to the bin in order to get a good ROI. This makes her more situational than anything, and do you want your Commander to be situational, or the centerpiece of what your deck does?
What I think you should consider is focusing more on her second ability, which is card draw and sac outlet on a stick. Focus that with the Aristocrats strategy, and worry about Undergrowth as a secondary measure. Cards like Mycoloth will work great with this, and another peach you could consider running is Deranged Hermit. He'll give you four squirrels each time he hits the board, which is more fodder for the Aristocrats and for Izoni. Verdant Force, Tendershoot Dryad, and Verdant Embrace all generate more tokens for your saccing pleasure. An Elvish Piper can help you in the mid to late game when you start trying to bounce Izoni with Temur Sabertooth or Erratic Portal.
So the token strategy will help set up the Aristocrats theme of the deck. Now you don't have to be quite so creature-heavy to start the game. You can play selective creatures that sac themselves in the early game (Sakura-Tribe Elder, Burnished Hart, Yavimaya Elder, Blood Pet, Blood Vassal, Caustic Caterpillar, etc) and your dredge creatures to help set up the mid game when you want to start using Izoni multiple times. Meren of Clan Nel Toth hitting the board would be huge in the mid to late game, especially if you can protect her. I've mentioned in the past that I'd just rather play Meren as the commander, and let Izoni be a support card, but Izoni can work, with the proper approach and a bit more care. I hope this helps