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Search your library for up to X basic land cards, where X is the number of tapped creatures you control, and put those cards onto the battlefield tapped. Then shuffle your library.
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Harvest Season Discussion
6 days ago
Harvest Season Probably has the most synergy with your deck.
1 week ago
I would recommend added in a Ghostly Flicker, it at least can draw 2 instant speed with commander out. Harvest Season + land creatures can double your land count.The Mending of Dominaria could be a good addition for reccural.Patron of the Moon would probably fit in well, having patron with commander allows you to empty your hand of all land.
1 week ago
1 week ago
I love the creature base! But I don't like the sorceries too much. 3x Harvest Season seems like too much, won't be that helpful since you can only use it efficiently in the late game. I think Oketra's Last Mercy should be in the sideboard since it's good against red decks but not so much against other colors, you also have a lot of lifelink already. Rhonas's Last Stand doesn't fit the theme and slows your deck down too much imo. I'm not a big fan of Prepare / Fight but maybe it works here.
Some good replacements for these could be: Seal Away, great defensive card for only 2 mana. Blossoming Defense both protects a creature and makes it deal more damage. There's probably good alternatives if you don't want to run Kaladesh or Aether Revolt cards but I'm not very familiar with standard sry. Vanquisher's Banner gives you drawpower you may need in the lategame.
1 week ago
Harvest Season is the combo for Awakening. 6 lands for 3 mana is pretty good, if you like that sort of thing.
1 week ago
Welcome to commander! Since you're new to the format here's some general principles to keep in mind moving forward:
Commander is (with the exception of deliberately competitive groups) a slower format than any other out there. The doubled life total coupled with multiple opponents changes the game from "deal 20 damage" to "deal 120 damage to 3 opponents," all of whom will be building and playing decks with that in mind. If you aren't building to combo out you need to have efficiency and endurance in mind.
Endurance means you need to think long term; build up a mana base to case the kind of spells that will really swing the board in your favor in the mid to late game. Ramping is important; Cultivate is a solid choice since it gives you 2 cards for 1 and puts you a land drop ahead. Kodama's Reach is identical and worth running. Conditional ramp spells like Harvest Season look great on paper, but tend to fall on their face in practice. Not only do you need the creatures in play, you need them to not be summon sick and either tapped from an ability or having survived attacking. Odds aren't good that that you're gonna be able to beat 2 lands (or even manage 1) on turn 4, which is where you wanna be on your curve for dropping your general. You'll probably be better served with other ramp staples like Skyshroud Claim and Worn Powerstone.
Efficiency means sweepers and value. You play one card and get many cards, or your opponents lose many cards. Take Decree of Pain as an example, which is a casual EDH bomb. ETB triggers are great, whether they're giving you a valuable trigger for a common event like Aura Shards or trading the instant they drop like Bane of Progress. Your deck is built to make sacrificial creatures so triggers that give you value for sacrificing your less valuable creatures for an effect like Skullmulcher or Victimize are particularly valuable to you, as are triggers that watch for creatures entering the battlefield or dying like Dictate of Erebos.
Disruption is important, EDH decks are built around synergy and when they get rolling they really get rolling. Night Soil is a good, intuitive choice because, as endurance is so important, recursion is really prevalent in EDH. Cards like Bojuka Bog are coveted for giving you graveyard hate in a land drop. Aura Shards as I already mentioned is invaluable if you're playing a creature heavy deck, if no one at the table can stop an opponent's Birthing Pod or Doubling Season in a timely manner the game is going to go south quickly. Ideally you can answer them in a way that pays itself back like your single Aura Shards or Wrath of God blowing up many targets, but of course you're gonna need some spot removal tool. To that end you either want highly versatile, like Beast Within, or super cheap and going better than "destroy", like Swords to Plowshares or Tragic Slip.
It's late so I'm gonna leave it at that for now, I'll come back around late for some specifics.
1 week ago
I'm not really sure what I would pull out for any of these cards, I find that to be the hardest part about making changes, but just the top three would probably help accelerate it. I feel like the real question right now is, what kind of decks are your opponents typically playing? Are they control? Or are they infinite combo? Or creature smash? I would probably drop the Eternal Scourge, Farhaven Elf, and maybe Xenagos, God of Revels.