Hidden Path

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Hidden Path

Enchantment

Green creatures have forestwalk.

Slashdance on Forest Tribal, LoL

1 year ago

Thank you, both Basshunter & SufferFromEDHD

I may use Gaea's Touch, I think I have one if I search through green box.

I have a love/hate relationship with level-up cards. I love the idea, hate it when I actually play them, so I'm not so sure I'll use Joraga Treespeaker. I have her in my Elfball deck, but it's so mana hungry I rarely get past the first level. In this deck, Llanowar Visionary has a place with the early card draw along with ramp, and Devoted Druid is here for even faster mana ramp that doesn't require additional mana pumped into her to get an extra early green mana. I can also drop a +1 counter on her to reset, and I don't care if she dies because she's coming back (or will eventually come back). Joraga just wants too much from me when I want to cast other things early in the game. YMMV

Yavimaya, Cradle of Growth is indeed good. When I get one, I'll probably add it in, maybe in place of Mosswort Bridge.

Mana Web is brutal, indeed. I'd probably only use it if I wanted to play with a more competitive pod or in a tournament. It's great, but maybe a bit hardcore to play with friends. Although I do have a buddy that loves his $12 counter spell deck that this would be great against, lol. It's situational, for me, based on power level or deck types I expect to play against.

Hidden Path and Nature's Cloak could both be great, and almost feel like cheating in a deck like this, lol. If I find that I can't get my creatures through reliably, I might just do this. However, one of the beauties of this deck is that you almost WANT to get blocked a lot of the time. If I'm attacking with a boatload of lands, and my commander is out, I want my opponent to block so I can kill of his smaller creatures. I want him to make decisions. And I don't care if my Forests die, as they're coming right back to the table ... Untapped and ready to block for me (to which they can die again, come back, and by my turn have lost summoning sickness and I'm ready to read & repeat). By having Forestwalk, I get more damage in, sure ... but I lose my pseudo Vigilance that's built in with the recursion that makes this deck fun. So, for now, I keep the Forestwalk out. That said, I'm more likely to want a sorcery/instant for Forestwalk for a surprise win condition, such as Nature's Cloak.

Scarwood Bandits is always fun. However, it doesn't have much synergy with the deck and I would prefer the deck to stay more focused. Lots of fun cards in green to toss in for flavor, though, and this would be great if I went on a little tangent.

SufferFromEDHD on Forest Tribal, LoL

1 year ago

Yavimaya, Cradle of Growth the ultimate forest.

Mana Web brutal alongside Yavimaya.

Hidden Path and Nature's Cloak could be fun.

Scarwood Bandits some old school tech.

SufferFromEDHD on Ashaya, Herald of the Eldrazi

1 year ago

Hidden Path and Nature's Cloak seem like auto includes.

Hall of Gemstone the meanest card for mono green.

Seedtime depending on meta.

Anytime I see a lot of basics I recommend Dust Bowl.

clayperce on So I hate friends....

7 years ago

Zaueski,
I do know a few terrible cards though ...

And a few that could be fun(?) depending on the other cards in your Cube ...

And you just gotta run the Band Lands: Adventurers' Guildhouse; Cathedral of Serra; Mountain Stronghold; Seafarer's Quay; and Unholy Citadel

libraryjoy on

8 years ago

If the main point is commander damage, then you want to have 4 things: Ways to get your commander out fast - Ways to buff your commander - Ways to protect your commander - Ways to get the damage through. I'd drop a lot of your other big creatures (save maybe 3-4 as alt. win cons) and focus on card draw & ramp. Maybe add Maro or Masumaro, First to Live and any other creatures you can find that benefit from card draw. Your commander already has shroud, so that limits what you can do to buff him, since equipment & targeted buff won't work. I'd drop Concordant Crossroads for sure - you don't want your opponents' things having haste. Avenger of Zendikar seems to fit least with your overall strategy.

To be honest, it's very hard to quickly get commander damage through with this commander, since you can't target him, either, and are mostly relying on trample to get damage through. And your opponents have plenty of chump blockers, since you are trying to fill their hands. In mono green, you don't have access to doublestrike enchantments like Rage Reflection or True Conviction, and you can't give him doublestrike with Fireshrieker. Hidden Path might be an option, if you use things like Nylea's Presence and Lush Growth to give your opponents forests, but then you become incredibly vulnerable, too.

Part of me thinks that maybe you should try running Multani, Maro-Sorcerer as one of the 99 in a Selvala, Explorer Returned deck - that gives you access to 2 colors, plus tons of card draw for your opponents.

If you want Multani to work better, you want to get him down early - focus on spells that allow you to ramp quickly on turn 1-2-3 and hopefully drop him no later than t.4. Any ramp that costs 4 or more you, probably want to avoid.

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