Back:Winged Temple of Orazca
|Commander / EDH||Legal|
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|Rivals of Ixalan (RIX)||Rare|
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At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has three or more +1/+1 counters on it, transform Hadana's Climb.
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Hadana's Climb Discussion
2 days ago
ManaLocked Yesterday I played a sweet game with this list and am already thinking about improvements and changes. In that game, I developed only lands and bodies on the first couple turns, but got powered up by Joraga Treespeaker and Nissa, Voice of Zendikar (eventually recurred by Eternal Witness ), also featuring a Walking Ballista and Hangarback Walker from turn 2 getting stacked. I recovered my board from a board wipe--powered up by that huge Hangarback Walker and Toothy dying--by setting up another big Toothy, which met Swords to Plowshares. Before getting exiled, Toothy prevented a Niv-Mizzet player from winning by forcing blocks, with assistance from Hardened Scales , and Hadana's Climb Flip flipping into Winged Temple of Orazca. Karn Liberated also put in work to remove a big blocker and Elspeth, Sun's Champion. Eventually I was able to eliminate two players in one turn (including protecting my lethal attackers with both Mystic Confluence and Heroic Intervention ), but not before flying chip damage and a big chunk from Havoc Festival brought me to a low enough life total that a Bosh, Iron Golem was able to finish me off in the same turn.
Loxodon Warhammer is a card that comes to mind as a card that I would have loved to have accessed during that game. Granting trample to a big Toothy and getting a big life swing to boot could be useful in many different situations. I love that almost any effect from an opponent that causes Toothy to leave the battlefield compensates me with a serious amount of cards: this mitigates the risk of inherent to an equipment like Warhammer, whereas normally it's punished with removal, especially instants. While Warhammer doesn't literally synergize with counters cards, it provides multiple effects that round out the strategy, and is probably the card I am going to add first.
Other notes on artifacts: The first board wipe caused me to forget that I had a tapped Power Conduit hidden among my lands, but somehow I sold how much I still like the card that it traded with a Scour from Existence. This card is tricky and interesting but it might just be worse than something like a Thought Vessel . I still want to get a feel of how good Throne of Geth is before I can determine whether Tezzeret, Artifice Master is something I want to add: a copy of Garruk, Primal Hunter I had drawn late game felt rather stranded in hand over a rebuilding board, but it has so much more potential for outrageous draws to boost Toothy and my hand, that I like it much more than Tezzeret, especially with this few artifacts to begin with. Neither of Tezz's abilities seem worthwhile enough to risk spend 5 mana on just to have it die to attackers or removal, and this deck might struggle to take advantage of the ultimate as currently constructed. Maybe the superfriends build wants him; I don't think this one does.
The deck is also very light on graveyard recursion, running only Eternal Witness. Being a little light on recursion is fine, as the card draw consistency of Toothy is resource advantage enough, but sometimes the best line can be made much better with a card from the graveyard. The top of my list is currently Seasons Past and maybe Elixir of Immortality , both of which also offer protection against decking.
Spike Weaver is next on the add list. Holding mana for the fog on it feels bad, but as this ability can mainly be used as a deterrent or political tool, it seems the upside is too good to pass up. I got a copy and am looking for a cut for it.
I'll add more to the description soon. This is absolutely currently my pet deck and it even inspired my choice to build The Haunt of Hightower , with the thoughts of placing a Hightower of counters on the commander reminding me of this deck. Thanks for your feedback and good luck to you!
1 week ago
1 week ago
Hey ZeroOneGoatToken, Thanks for the recommendations! After standard this week I'm strongly leaning to take out the Essence Capture s in favor of Stony Strength . The few times I had them in hand, I never got to really utilize them effectively. Ferox was only considered for sideboard due to the heavy control meta at my LGS. I do think that Hadana's Climb Flip needs more copies for consistency. I think I'll take your advice and switch the champions out for deputy, move the stony strengths in for the essence captures. I'm not sure what else would fit in the sideboard beyond that though.
2 weeks ago
Creatures to cut:
Merfolk Looter - doesnt give overall card advantage for 2 mana + only once each turn
Seafloor Oracle - not that many merfolk attacking
Merfolk Branchwalker - doesnt drop a land and only draws if land revealed
Deep-Sea Kraken - only a 6/6 for either 10 mana or a long delay that can be prepared for
Merfolk Mistbinder - not enough merfolk to make the +1/+1 impactful
Inkwell Leviathan - 9 mana for a beatstick, no real extra effects but several keywords
Cursecatcher - 1 drop potential counter, but only costs 1 to stop it
Reef Worm - useful blocker but requires dying to be highly useful - could be better to use for 3 mana
Merfolk Trickster - can stop ability based creature going off in a turn, but only once till end of turn - situationally useful
instants to cut:
Grapple with the Past - not much other non-land graveyard interaction so limiting
debate on most the counterspells - better ones in slot but depends on price/availability
enchantments to cut:
The Mending of Dominaria - not enough sacking of lands to make value, can lose you other cards
Curse of Verbosity - helps opponents too, may be better in slot but still potentially decent card draw
Ordeal of Nylea - 3 turns to activate so slow but gives double land drop
maybe sorceries to cut:
Beneath the Sands - better in slot for 3 mana maybe
Karn's Temporal Sundering - again, better extra turns in slot - depends on price/availability
2 weeks ago
I don't see any reason not to play Quasi over Replicate. Standard isn't really interacting with Repudiate. I think Azcanta is weird here, too. There's not a ton of cards in your graveyard unless your playing against control. Even then you have jump-start cards that are taking cards out of your graveyard.
Hadana's Climb Flip looks awkward here. Usually Hadana's works with at least 22-25 creatures. Not sure how viable it works with creatures high on the curve and only 9 of them maybe getting counters. Krasis already has flying and Ooze is good because it's power is spread out between two creatures. Not on one big creature.
Finally 10 plains will never be reliable trying to consistently cast Settle the Wreckage on turn 4, 5, or even 6. Generally the rule of them when you have 2WW casting cost is a minimum of 15-16 plains. I'd even consider cutting white as the pay off doesn't make sense to me. However, if you cut less effective cards and added more white spells I think it would be good.
3 weeks ago
Biogenic Ooze is going to be your best bet for using Simic Ascendancy, I would try running 4 of them in there with the Galloping Lizrog, Incubation Druid, and try also adding in Growth Spiral for the draw and aggro assist as well as Hadana's Climb Flip for the counter per turn.
1 month ago
Depending on what kinds of decks you're against at FNM the top decks in Standard right now are $500. These decks cost this much because of three color manabases and mythic rares. The more colors you play the more money you will need to spend on a playable manabase. This doesn't mean that all decks are this expensive. If you like aggro then there's plenty of less expensive options.
You can make monoblue fliers aggro for $100, monowhite History aggro or monored burn aggro for about $150, Azorius aggro for $200. These decks can compete and win at FMN and these deck prices include full sideboards. They're all relatively simple to play, easier than most decks to learn quickly if this is something you care about.
Honestly, you want to be in white not green if you want to play aggro because white gives you the most one drop creatures as well as Venerated Loxodon , Benalish Marshal , Unbreakable Formation , expensive but powerful History of Benalia and Conclave Tribunal which is a very good budget removal spell that can remove any nonland permanent. You can add blue to white for more options, but doing this means count on adding $50 to the total deck price because you'll need 8x rare dual lands.
If Green is the color you want to play than aggro is not the best option. Green is good for midrange, but midrange is not a type of deck you play with a low budget especially with green. The current explore package: Jadelight Ranger , Merfolk Branchwalker and Wildgrowth Walker is not very expensive and it's powerful, where you want to be with green.
These go well with Golgari; deck is $200-300 depending on how many Carnage Tyrant and Vivien Reid you want to play. These cards are powerful, but expensive and you want at least one of each to increase the competitiveness of the deck. Black is added to green for some less expensive cards: Find / Finality , Ravenous Chupacabra , Midnight Reaper and nice sideboard options. Vraska's Contempt is an expensive black card and depending on your FNM meta, the amount of Planeswalkers you're against, you may or not need it. As a midrange deck Golgari is pretty easier to understand, but it's going to be more expensive than other aggro decks.
If any of these options interest you I offer more advice if you choose one.
If Simic is what you want to play than my advice is look at midrange not aggro. But as far as competitiveness Simic is worse than Golgari. If I was to build a less expensive competitive Simic midrange I would build around Hadana's Climb Flip using the explore package of creatures with Growth-Chamber Guardian and Zegana, Utopian Speaker . Hydroid Krasis is by far the best Simic creature in Standard, but it's ridiculously expensive. Blue provides some good sideboard cards.
Here's an example Simic Climb Midrange.
1 month ago
Yeah @jonno.scott I see your point about the curve. The Wildgrowth Walker explore package is somewhat an all or nothing thing since you really need 8x explore creatures to get the consistent value. How consistent is Pelt Collector for you?
Now that I look at it you wind up with a situation where it's all or nothing incorporating pieces of what I run. My deck runs a bit more mid-range than yours so its really a pacing thing. If there is one thing I would try to run for your deck it's probably Hadana's Climb Flip. A flipped climb can close out the game very quickly - especially if you have a decent size Avatar of the Resolute - which in turn can flip Hadana's Climb Flip the turn you cast it.
Hadana's Climb occurrence in decks from the last year
All decks: 0.18%
Commander / EDH:
All decks: 0.02%
G/U (Simic): 0.55%