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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.
Harvest Season Discussion
5 days ago
Yay slivers! +1
Eladamri's Call is a good creature tutor.
Chromatic Lantern can help fix your colors.
Seasons Past can help you rebuild after an inevitable board wipe.
Harvest Season can be a great ramp spell in a deck like this, especially when you have 3+ tapped creatures.
Hope this helps!
6 days ago
1 week ago
Welcome to Commander, I hope you will enjoy the format and I am glad that the deck could help you out :)
I haven't considered it, and i am actually up in the air about using it, 6 mana for 6 +1/+1 counters are not that efficient, and the +1/+1 counter theme is a minor theme. The inclusion of Simic Ascendancy is mostly to have a fun win con that can take focus off the growing evasive merfolk army.
Spell Swindle is in my opinion the best budget Mana Drain out there, with a nice bonus of being able to distribute the mana any way you want. Another option is Plasm Capture , but the fixing can be problematic. The biggest issue with these are having to hold up 4 or 5 mana, and sometimes it is not even needed to counter a spell and then you "wasted" a quite large amount of mana. So maybe it would be more efficient running a lesser costed one, like Counterspell or Arcane Denial and then a standard ramp spell like Cultivate / Kodama's Reach or Harvest Season which has done some work when it was cast at the right moment.
In regards to your counterspells, you are definitely on the right path choosing your counterspells, as being able to counter any type of spell is very important in singleton. Ordinary Counterspell would be a strict upgrade to Cancel and you should be able to get one of those from the random boxes at a LGS quite cheap. Negate is quite good, especially if you can counter a boardwipe, when your board is quite large :) Thought Collapse is just a strictly better Cancel .
I will take a look at your deck when i get the time, and leave a comment on your page.
I am in the middle of reworking all of my commander decks, and kumena is coming up, so in the coming month or 2 you might see a larger swap in the deck on the page.
1 week ago
Nice deck! Have you considered adding Master of the Wild Hunt ? He seems to be made for this deck. Also, we would change out Coat of Arms for Door of Destinies , as you probably want to prevent boosting opposing tribal decks. We would recommend adding Harvest Season as it is an amazing filter/ramp card in this deck. Maybe, if you're able to summon many Wolf tokens, adding Second Harvest could also be nice, to instantly double your token army.
Have fun brewing and playing this further!
Mrs. and Mr. NV_1980
4 weeks ago
4-8 is the typical number of removal spells decks run. Path to Exile is the card of choice. I've never invested the $$ in it personally.
In terms of lands, you want to look at a few things: 1) what color, if any is most common in the mana cost of your 1 and 2 CMC spells. 2) what color(s) dominate your color wheel 3) how much money do you want to spend. In many cases, 6 dual lands is enough. If you go with Sunpetal Grove , you'd want to keep pretty many basic lands for it to be worth it. I forgot to mention Razorverge Thicket - that's a fantastic land, too. Canopy Vista is nice if you have spells that specify "forest," but otherwise there are better options. I've been experimenting with combining bounce lands with scry lands lately (for budget grins) IE - Selesnya Sanctuary + Temple of Plenty - it's not particularly good, but with Voyaging Satyr it's not bad. The point is that for the deck it's in, Selesnya Sanctuary 's bounce is actually helpful ( Quicksilver Fountain / Eternity Vessel ) - so it's a good land for that deck. You should think of your land-base not only as a source of mana, but as a versatile mechanic entwined with the rhythm of the deck. If you're going up against opponents bringing stuff back from their graveyard, Scavenger Grounds could be added to the mainboard, but 4x Scavenging Ooze in the sideboard is way better. (in reference to your exile vs destroy comment). I can't believe I forgot this one, but Gavony Township is a no-brainer here if you can afford it. (1x)
I think it's better to put down a creature on T1 than it is to play Hardened Scales. My white +1/+1 counter deck Cocaine plays much faster than any mono-green or selesnya build I've tried, and I've tried quite a few: Engorged Weenies, Sage of counters, Nuclear Proliferation, Elvish Dividends, Counter-Elves, Simestrogen, Spinach, Obese Americans - as you can see, I've included varying number of Hardened Scales in each of these (and I've tested them unevenly) - but the reason I haven't tested more is because the mono-white Cocaine build sets the bar pretty high. It's the fastest, most resilient, and consistent so far. I keep trying to make a green or selesnya deck that matches it, but so far, it's been underwhelming. One of the reasons being that green doesn't have the quality 1CMC creatures white has. A 3/3 creature on T2 isn't as good as a 2/3 and a 2/2 with first strike and vigilance on T2. That is, missing a creature drop on T1 is a pretty serious sacrifice. Modern is a pretty fast format. It's not difficult to build a deck that combos off on T3. I build a lot decks here to explore possibilities. One of the strange conclusions I've come to is that Hardened Scales is too slow. (I realize this is counter-intuitive, to say the least and that there are probably a lot of people that would want to fight me about it.) Long story short, I'd encourage you to search very hard for as many 1CMC counter creatures and to include at least 4, if not 6-8.
Also, add Metallic Mimic to the list of benefits to tribal +1/+1 counters, though I think this spell is also over-valued - it's really not very good by T4. It's both slow and timing-sensitive.
4 weeks ago
This is the first deck I ever built dating back to the 2015 prerelease. It's evolved a ton since then, clearly, with all the cards from later sets in it. That's kinda why the cards are so seemingly random. I haven't purchased cards for this deck yet. Everything I have was either pulled or traded for.
There's currently 69 cards because to be honest, I really struggle with deciding what to remove to meet 60 cards. I feel like they are all pretty good and serve a distinct purpose in the deck.
I definitely want those lands. I don't really like Fertile Thicket either. Probably remove the Selesnya Guildgate s because they're too slow too, huh? I like Oran-Rief, the Vastwood , Sunpetal Grove , and Temple of Plenty . I love the combo of Canopy Vista + Windswept Heath , but that seems like a lot of money for land, although I might justify it if I could see it's worth. What are the most important things I'm looking for when choosing land?
The Wanderer , Suspension Field , Wanderer's Strike , Hunt the Weak , and Prison Realm all help with protecting from creatures that I otherwise wouldn't be able to deal with, and Dragonscale Boon and Stony Strength surprise my opponent when they're attacking or try to mess with tapped creatures. What I really need are a couple cards that exile permanents rather than creatures, though. I have a couple of Generous Gift s in another deck that I could pull out and put into here.
If I cut The Wanderer , all instants, sorceries, and enchantments and dropped down to 24 creatures, I could have space for 8 cards if I kept 23 lands. What do you think the best would be the best 8 cards to have? Right now I'm thinking: 2x Generous Gift , Bow of Nylea , Nissa, Voice of Zendikar , 2x Blessed Alliance , Oblivion Ring , maybe Hardened Scales (how bad is it really if you play it first turn, considering all I would have to play other than that would be a hexdrinker, and it benefits massively from it if I can beef him before he gets protection from everything?) or Harvest Season ? (but that wouldn't that only be good with some landfall stuff or Vinelasher Kudzu , like you had said?)
Would that provide me with enough board removal to be consistently successful?
4 weeks ago
These are your best creatures: Evolution Sage, Hexdrinker, Huatli's Raptor, Managorger Hydra, Mistcutter Hydra, Tuskguard Captain. I suggest you increase most of those creatures to a full set (4x each) and cut the rest.
You currently have 69 cards included. That number should be reduced to 60. I suggest cutting all the Instants, Sorceries, and Enchantments except Pledge of Unity. If after all the cutting there is room left over, I've outlined a number of spells that will add dynamism and range both with the creatures above and with other spells below.
I believe good lands are more important than Planeswalkers. Llanowar Reborn and Oran-Rief, the Vastwood are perhaps valuable enough to consider. Sunpetal Grove , Canopy Vista , Temple of Plenty , Fortified Village , Temple Garden , Windswept Heath are all worth considering, depending on your budget. Swapping out your slow lands for those listed above will improve both speed and reliability.
My thoughts on +1/+1 counters decks: Hardened Scales is overkill, over-rated, and slow. It's a very powerful card that doesn't necessarily speed decks to a win. The best +1/+1 counter decks include only low CMC creatures that can repeatedly provide their own counters. Creatures, especially any that get really big, will get removed pretty consistently. So getting lots of creatures down and swinging quickly and consistently is essential. This is all, of course, just my 2 cents.
I'll point out that there are enough creatures and spells that it's very possible to build solid mono-white or mono-green +1/+1 creature decks. I actually think it's easier to build a solid deck staying mono-colored - it's possible to go mono-color tribal with Humans, Soldiers, Elves, Allies, Oozes etc. The advantage to going tribal is more than just synergy - it's also a handy framework to round out a deck with advantages while also keeping the deck focused. Going tribal also opens the door to Cavern of Souls and Unclaimed Territory . I'd go so far as to say there are so many really solid +1/+1 counter spells, one of the hardest things about building a deck is narrowing it down to a well-honed point. I'm not saying I think you need to go mono-colored and/or tribal here, just pointing out ways to help focus the deck.
1 month ago
i like the idea but i would change the strategy slightly, turn 1-3 ramp > play commander > opponents discard everything > play a some elf lords to pump your board.
Harvest Season occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%