Back:Itlimoc, Cradle of the Sun
|Commander / EDH||Legal|
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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 creature, transform Growing Rites of Itlimoc.
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Growing Rites of Itlimoc Discussion
2 days ago
3 days ago
For new cards in RIX, the only ones I can think of that could be useful are Thrashing Brontodon (good, but probably not necessary with Rec Sage), Wayward Swordtooth, and Azor's Gateway Flip (because looting is awesome and the thought of Deserted Temple with the flip side is making Kamahl's Overrun button twitchy).
4 days ago
My thought pattern is that you can dominate the field with 1/1 cat tokens (kittens) that are boosted by Radiant Destiny, Regal Caracal and Metallic Mimic and you want to get there as early as possible. Anointed Procession is a must. I have also played around with Lifecrafter's Bestiary to modify what you draw and Mirage Mirror to copy Regal Caracal, Pride Sovereign or Anointed Procession as required.
5 days ago
At the moment i play 4 CoCo, 3 Chord and 1 Growing Rites of Itlimoc Flip.a way would be to cut one chord and the rites for two BBE and keep the four CoCo. The way around the cage is a nice option i didnt realy think about.My problem is also if I want more red stuff i would profit other than moons or the BBE. maybe some bolts?
1 week ago
Growing Rites of Itlimoc
Flip and Avenger of Zendikar are already in the deck. :)
The Magus is also good with the mana doublers Caged Sun and Vorinclex, Voice of Hunger, though Selvala would be awesome nontheless.
You are absolutely right regarding the treefolk sub-theme, but Verdeloth the Ancient can be good on its own, putting a lot of power on the board, being a good finisher for the combo, or even just baiting a mass removal. Dauntless Dourbark, on the other hand, can be a 4 mana huge creature depending on how many forests you have in play, but I admit it's mostly here because the deck used to run more treefolks (like Kalonian Twingrove and Seedguide Ash), so I'll probably end up cutting it, maybe for a Pathbreaker Ibex, a Craterhoof Behemoth or something of the like.
Heroic Intervention is indeed very reactive, but my meta is full of mass removal and the card has proven its worth many times, so I don't think I'm ready to bid it farewell yet :P
Walking Ballista and Aetherflux Reservoir are mostly in the deck as finishers for the main combo, and while the first can eventually do something on its own, in case of not comboing off, I agree that the Reservoir would be completely pointless. This part of the deck is still under testing, but I may very well decide to cut it in case other finishers prove themselves consistent enough.
Thanks for the suggestions! (I feel like I should make the deck's description more visible, lul)
1 week ago
Magus of the Candelabra could be a good cut since it really only synergizes with Nykthos. Perhaps this card would be worth it if you also ran Growing Rites of Itlimoc . Though, Selvala, Heart of the Wilds seems like a better fit in general.
Verdeloth the Ancient and Dauntless Dourbark are kind of meh since you don't have enough Treefolk to good along with them. Avenger of Zendikar could be a better option than Verdeloth at least.
Timbermare is kind of a double edged sword since it also taps your creatures and 5 free damage isn't enough to warrant its cost, if this was a Yeva deck I could see it, but it is not great here.
Heroic Intervention seems a bit too reactive rather than proactive, this could be something like Swiftfoot Boots. The Hexproof will protect from targeted removal just as well and even if they do kill your threat, the 1 mana haste will just let you swing back in the following turn.
I also don't see any synergy with Walking Ballista so it could also get cut if need be. Same for Aetherflux Reservoir, you really need to commit to a life-gain strategy to make that card worth it. Sure it gains you life on its own, but how many spells do you normally play in a turn? If I wagered a guess, I would say 2-4, but even at the high end that isn't much in this format.
1 week ago
Hey, DrkNinja. I'm writing in response to your request posted on the Ad your CMD deck. First of all, I like your choice of general. Options for EDH Merfolk have been neglected for a long time and finally, now we have good choices. I've a competitive mindset towards edh but after reading some of the comments, I think you're not trying to make a super competitive list. That's fine. I'll try helping you making cuts, so that you have slots for new cards. Let's talk about cards that I'd make good additions to the deck and then the ones that you could remove from the present list.
If Gaea's Cradle is out of question, I second Suns_Champion's suggestion to include Growing Rites of Itlimoc Flip. Your deck seems largely a merfolk-based deck, which makes sense given your commander. Cradle/Rites take advantage of that to make degenerate mana and set up turns in which you can make big plays (game-winning plays or just casting fun but mana-intensive spells). I also agree with the addition of Surgespanner, as it gives a flexible sort of removal. Worldly Tutor is a very flexible card in any creature-base deck, and since you are running Craterhoof Behemoth, it'd make it easier to find one of your finishers. Earthcraft is pretty good in creature-based decks, too.
Regarding removal, there are two cards that either do not synergize with what you are trying to do (cast merfolks and abuse your commander's abilities) or have underwhelming abilities themselves. Those two cards are Thassa, God of the Sea and Zameck Guildmage. At 3 CMC, Thassa doesnt curve well with your commander and it doesn't synergize with it. It does very little in the early game, too, and you'd be better off with a spell that either draws you cards (instead of scrying) or generates mana to set up big plays after T3, like Cradle/Rites. Zameck only synergizes with the last activated ability your commander, which let's be honest, will hardly ever be activated (we rather draw cards and dig for craterhoof, right?). I understand that some of your other spells pu counters on creatures but you also need to pay to draw with Zameck, and it's colored mana on top of it. Seems very inefficient and I'd definitely cut it to make room for other spells. Another spell that seems underwhelming is Beastmaster Ascension. It's a bad version of Craterhoof Behemoth, so instead of it, I'd probably run Worldly Tutor to get hoof. Lastly, Cryptolith Rite is a fixed version of Earthcraft, but if you can run the broken version, I'd go with it instead.
All in all, you already have a pretty fun list that should make for an enjoyable casual game of edh. Good luck on your future games!