|Commander / EDH||Legal|
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|Aether Revolt (AER)||Uncommon|
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Creature — Human Druid
Revolt — When Hidden Herbalists enters the battlefield, if a permanent you controlled left the battlefield this turn, add to your mana pool.
Hidden Herbalists Discussion
1 month ago
I like Woodland Bellower because it can tutor up a Quirion Ranger , Scryb Ranger , Wirewood Symbiote , etc to allow you to keep going. If I'm dumping more than 12 into Genesis Wave I personally leave one floating specifically to spam Selvala again.
I will look into possible Hidden Herbalists scenarios though, thanks!
1 month ago
This deck was renamed while I was in the middle of a playtest with it lol. I was having a lot of fun. I did one time run into a dead end when I hit Woodland Bellower from a Genesis Wave and had no mana to use Selvala, Heart of the Wilds after it hit. I desperately wanted a Hidden Herbalists to keep going. Maybe in place of Utopia Sprawl ? Really solid deck, I am enjoying playtesting it a lot.
1 month ago
Have you tried Hidden Herbalists in addition to burning tree?
3 months ago
H3X3R3I Hey, thanks for the comment! There definitely are cases where Aetherflux Reservoir is at the bottom, but that means you usually had to play like 20-30 spells to get there. Assuming you've gone through your whole deck and it was at the bottom, you can play Green Sun's Zenith to add to the storm count while also adding to the deck, or just play some spells that won't cantrip. Another alternative is a big Finale of Devastation (As you'll probably have most of your deck in your hand, including your untappers) which gives haste to your creatures and swing out with your army of dorks. Weather the storm was definitely interesting when it was spoiled, but I found that it wasn't proactive enough especially for two mana, as it's a dead draw when you are trying to storm off and doesn't really provide any immediate advantage, while sitting at a hefty cost for the deck's overall cmc.
And you are correct that the 0 cmc and X creatures exist to cycle, and also activate revolt on Hidden Herbalists , making them a mana-positive dork which is actually relevant.
Hope this helps!
1 year ago
Had a thought: Could the Hidden Herbalists work with something like Evolving Wilds? I lose a turn's use of the land due to it being tapped, but Herbalists still provides me the mana to counteract the slow-down.
1 year ago
I feel like most of your most recent changes actually weakened the deck. Let's go over them:
Hidden Herbalists: This card is strong in decks that can reliably trigger revolt. Yours cannot. The reason most zoo decks run it is because they run about a dozen fetchlands, which is way outside your budget.
Zhur-Taa Druid: The upside of 1 extra damage per turn does not justify playing this over a 1-cost mana dork. Remember that in modern, 3 damage is worth about 1 mana, so you're going to need to tap this at least 4 times for mana in order for it to start to be justified. Except even then it won't because you didn't get to spend 3 mana on turn 2. Honestly, there's a good argument for not running dorks at all in a zoo list, but if you do, make sure they all cost 1 mana.
Thud: This is not a good card for your deck. Most of your creatures have 1 or 2 power,and even when pumped, they go up to about 3 or 4. The only "good" target for this is Polukranos, World Eater, which you only have 2 copies of. But that's not something you just want to through away for a bit of damage. Sacrificing any creature is a significant cost, and at sorcery speed, you can't really do any fancy tricks with it.
Otherworldly Outburst: Interesting choice. Keep in mind that it will be a dead card in some matchups though, but I could see it stealing some wins too.
Temur Battle Rage: I guess lagotripha has only ever tested Death's Shadow decks, because Ghor-Clan Rampager is almost always better. Specifically, Ghor-Clan Rampager is much better for creatures with power 3 or less, they are pretty much identical for creatures with exactly 4 power, and battle rage becomes slightly better as the power increases beyond that. As I mentioned earlier, you have 2 creatures with power > 4. Battle rage will be a dead card the majority of the time. Ghor-Clan Rampager is almost never a dead card, because you can always play it as a creature. I think it's very clear which one you'd rather be running.
1 year ago
First up, flat improvements.
Elvish Mystic - more cheap dorks is great if you want consistancy. They'll even spook your opponent into playing around Elvish Archdruid. If you want to run a lot of 5 drops you can also look at Pentad Prism.
When you don't have Lightning Bolt, there are alternative burn spells- especially in the 2 drop slot. Roast does a good job clearing out creatures. Fling (and its little brother, Thud) is devastating. The scry2 on Magma Jet is very powerful in budget decks, especially when you're frantially digging for that last point of damage. Searing Blaze can put in work.
As for alternative creature choices, things like Keldon Marauders hit like trucks in bushwhacker lists. Hidden Herbalists sometimes sees play in Burning-Tree Emissary lists alongside bushwhacker, but demands a fetchland most of the time- which is less than budget-friendly. Token generators like Dragon Fodder, Mogg War Marshal and Goblin Instigator are amazing in 8-whack lists. Skirk Prospector can back that up to power out some surprisingly resilient red and green 5 drops- of which there are too many to count, but Samut, Voice of Dissent and Stormbreath Dragon are particularly notable. Haste is very strong on a decent body, and there are lots of cards that offer it.
Bad news- costing 1 mana is mostly just lightning bolt's thing, and it defines the format. In paper, keep an eye out for damaged white border copies- they're playable sleeved, and way cheaper, and you will play them in the future.
Skullcrack or Atarka's Command are basically mandatory for decks that lose to Feed the Clan and friends. Sometimes you can make Flames of the Blood Hand work- you should have the mana to support it. If you're always going to race a deck that has lifegain, your sideboard cards should stop them gaining life, be it Everlasting Torment or Rain of Gore style (should you be looking at a longer, grindier game), there are options if you search them out.
Most of all, have fun. A lot of the most optimised decks are boring- if you love a card, play it. I still run Incandescent Soulstoke ramp at FNM sometimes. Sometimes it even wins.
1 year ago
Thanks for the suggestions, lagotripha!
Both are interesting options. If I had a Rhonas, it would surely be there as it works great with Servant and Bloodbraid. Bushwhacker does help a lot with giving all dudes haste for a very low cost, but I do not think it is super necessary.
This is just theory crafting for now. For example some questions I have for now:
- Hidden Herbalists are a great idea but there are only 4 fetches and 4 servants to trigger them. Is it possible they work well enough with just that?
- Is Collected Company or Atarka's Command necessary?
- How about Ghor-Clan Rampager?
- Is 4 bolts enough interaction?
- Sideboard for this deck?
- Is Fatal Push too ubiquotous to make this work?
But I like the idea of it for sure.
P.S. Another user on this site gave me the idea for this deck, but I have since made other comments and can no longer see who it is. I want to credit them with the idea, but my memory fails me. If you are reading this and looks like a deck that of yours that I have commented on, please PM me to properly credit you.
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