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Herald of Secret Streams
Creature — Merfolk Warrior
Creatures with +1/+1 counters on them can't be blocked.
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Herald of Secret Streams Discussion
1 week ago
1 week ago
3 weeks ago
Your mana curve peaks at 4 mana and you have Mirari's Wake, so it might be interesting to invest in 2-mana land ramp options, so you can cast your 4-drops on turn 3 to get your plan going. I suggest Nature's Lore and Farseek. Gyre Sage grow up and ramp quickly, while Rishkar, Peema Renegade can put the first counter on creatures so you can proliferate them and tap them for mana when needed. I would take out Ikra Shidiqi, the Usurper (you need to hit someone to profit on her - she is better on a lifegain/token deck), Primal Amulet Flip (you don't have many essential sorceries to be copied) and Custodi Soulbinders (a really slow card) for them. // Orzhov Advokist serves double duty: she deters opponents from attacking you if they accept the offer, and also put counters on your creatures for free. Inexorable Tide is free proliferate while you cast your spells. Lim-Dul's Vault is a better tutor than Diabolic Tutor (maybe you should run both). // I would also upgrade the removal package to make it more versatile: Utter End instead of Sylvan Reclamation, Anguished Unmaking instead of Viridian Corrupter (if you want to win with infect, you have to fully commit to it), Abzan Charm (great versatility) instead of Mortify. Swan Song (better because cost less) or Arcane Denial instead of Mystic Confluence (5 mana is a lot to hold in a proactive deck). If you need even more removal, Beast Within and Swords to Plowshares are cheap ones to pick. // In terms of finishers, you could swap out Tuskguard Captain for Herald of Secret Streams. Odric, Lunarch Marshal has great synergy with Atraxa, Praetors' Voice. Champion of Lambholt, Managorger Hydra, Chasm Skulker and Cathars' Crusade require quick answer, or else they win you the game. // In the card advantage department, Bred for the Hunt, Path of Discovery (also create counters), Shapers of Nature (also create counters), Zameck Guildmage and Etched Oracle are repeatable draw while Rishkar's Expertise, Prime Speaker Zegana, Painful Truths and the aforementioned Abzan Charm are 1-shot card draw. I recommend replace Manifold Insights and Mirrorweave with Rishkar's Expertise and Prime Speaker Zegana. It is important to have about 10 ramp sources, 10 draw sources, 5 target removal and at least 3 boardwipes, and you should look for cards that can do more than 1 thing (like Abzan Charm) because they are the most versatile (therefore valuable) cards in your deck. // Guildmages' Forum is a strict upgrade over Opal Palace, because it can put counters on other creatures. I would also reduce the number of tapped lands in the deck, so you can reliably play something on turn 2. Blossoming Sands, Thornwood Falls, Tranquil Cove, Azorius Chancery, Dreadship Reef (doesn't provide colors right away) should be the first ones to be swapped. Some nice cards that enter the battlefield untapped are Caves of Koilos, Llanowar Wastes, Yavimaya Coast, City of Brass, Mana Confluence, Reflecting Pool, Bountiful Promenade, Sea of Clouds, Morphic Pool, Gavony Township, Watery Grave, Hallowed Fountain, Godless Shrine, Breeding Pool (the last 4 are all getting reprinted).
3 weeks ago
I would add the following cards: Zameck Guildmage, which provides cheap counter distribution and much needed card draw, Chasm Skulker, which will grow at least once during each of your turns, Experiment Kraj will give you better late game options and regularly duplicates powerful abilities, Prime Speaker Zegana for big dude and many cards, Herald of Secret Streams usually just ends the game with a developed board, Shapers of Nature for renewable counter generation and more card draw, Coiling Oracle to generate early game advantage and to filter draws at any point, Nissa, Voice of Zendikar for the excellent synergy, and Chord of Calling to tutor basically any creature into play. I'd also add the following lands: Yavimaya Coast, Hinterland Harbor, Breeding Pool, Halimar Depths
What you would cut to make room is up to you. I would look at Urza's Mine, Urza's Power Plant, Urza's Tower, Unbridled Growth, Sheltered Aerie, Ulvenwald Hydra, Slitherhead, Unbridled Growth, Chromatic Lantern, and Ring of Three Wishes for a start.
4 weeks ago
IMO I say that Myco+Forge combo too slow and unreliable, why tutor for protection when you can use them to gain advantage? You don't want to dilute your deck too much by spreading it thin.
1 month ago
First Suggestion to make more competitive would be to lower average casting cost with out losing overall power - use more efficient costed cards which sometime means losing cards that have long term benefits but do nothing short term such as removing mind unbound as it does nothing till next turn then only draws one.
Based on the deck as is, and your meta's commanders here are some suggested adds (tried not to mention very expensive cards like fetches, volrath's stronghold, and doubling season - but some cards are not budget as their is no good alternative.)
Scavenging Ooze - graveyard hate, fits counter theme, and life gain.
Herald of Secret Streams - would work wonders.
Spike Weaver - helps against the decks that attack a lot. And gets counters on things that don't always have one.
Bloodspore Thrinax - bio master number 2 once he has a counter or many.
Eternal Witness - as recursion is great.
Anafenza, the Foremost - hoses meren. And is a 4/4 for 3, that can give counters.
Verdurous Gearhulk - a 5/5 with trample that puts counters on up to 3 other things (you would almost always target gearhulk with one).
Etched Oracle - card draw is always good.
Sage of Hours - extra turns are good right? With a couple other cards already in deck this goes infinite (if you wanted it to).
Black Sun's Zenith - partial wipe, you can shrink opponents creatures, then wipe them later. Not as good against Edgar as his counters will negate these.
Collective Effort - great with creatures in play.
Fellwar Stone ramp and fixing for 3 colors in your meta.
Chromatic Lantern should be in here especially since it more budget friendly.
Transmogrifying Wand - fun way of repeatable removal.
1 month ago
Here are some more counters matters budget friendly cards not on your list you may want to consider running:
1 month ago
Well that's allot of valuable information, thank you! Cephalid Constable is incredibly gross, what a card! Why does it not include 'non-land'?
Divine Reckoning is actually in another deck that i use, but it never passed my mind here. Maybe i'll give it a try.
Also Plaxcaster Frogling and Sporeback Troll are good suggestions. Graft has passed my searches allot of times, but they just feel so much more in place in a atraxa themed deck. However, these two might be versions however i should playtest. They remind me of Ring of Evos Isle and Ring of Xathrid
And Karador, Ghost Chieftain just as Muldratha passed my deck as viable options after Skullbriar got included. I guess he should be good. He definitely combo's nicely off Greater good or survival of the fittest.
And Black, I actually hate black sources, but somehow the color still always comes splashed on top of commanders that I like. I guess they do make the most flavorful commanders. Attrition is good, but i'm afraid I'll end up having no non-black target i wish to destroy. Viscera Seer like Carrion Feeder are great sac outlet..... But i'm not sure if i should fit a slot for him. decisions, decisions..
As to where manacurve goes, my ideal hand actually starts with 3-4 land - as I don't care about having no creatures in hand - And if i'm stuck on 3 mana, then that sucks, but the deck should be sufficient enough to manage most of the times. Most ramp spells can be applied on Reyhan right after I cast her and even Mirror Mockery let's Reyhan hit for 9 - 15 - 21 - 27....