Horn of Greed
Whenever a player plays a land, that player draws a card.
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Horn of Greed Discussion
1 day ago
I hate to tell you but while your ramp suite is ok, it's not as heavy as a typical elf ramp suite is. And with 24 lands you still only have like 35 mana sources in the entire deck, which is not that many.
On top of that, you have a bunch of cards that work on the number of lands you run; see Burgeoning, Caged Sun, Horn of Greed. Espctually give your opponents more advantage than it gives you. Not to mention that part of your removal package, Devastation Tide, returns all nonland permanents to their owners' hands. This means you're shooting yourself in the foot when you cast this as you'll most likely have less lands than your opponents.
On top of that, the fact that you can play half the cards in your deck on turn 4 doesn't help your argument. Your average CMC is 3.4 and most of your cards are less than 7 CMC. This means that if you just hit your land drops for the first 4 turns then you could play half the cards in your deck.
The point of a ramp package is to accelerate play. On turn 4, you want to be seeing more like 6 mana (given the price range and intended meta). You want to be playing your commander on turn 3 consistently and turn 2 with a really good hand as Rashmi gives you card advantage to help refill your hand. As it stands, your deck cannot constistently do this.
The other thing is that since you're a control deck, you want to spend the first two to three turns ramping so that you have mana available to play something as well as have counterspell mana open. Even if you're playing mana dorks, if you're missing your land drops the ncome turn 4+ when you want to start countering things, you won't have the mana available. Or you will have to hold off playing things.
You could vey easily replace Spellbook, Copperhorn Scout, Ivy Lane Denizen, Fog, Wellwisher, Stolen Goods, Illusionist's Bracers, Psychosis Crawler and Mystic Genesis with lands and you wouldn't even notice. Especially if you use lands like Bant Panorama, Evolving Wilds, Terramorphic Expanse and Ash Barrens, they all provide some level of deck thinning. You also have utility lands like Alchemist's Refuge and Cephalid Coliseum which provide functionality above and beyond just tapping for mana.
3 days ago
I keep hearing/reading that people think green has trouble drawing cards. Sure, it can't really compete with blue, and you can certainly argue black comes in second, but green has great card advantage options as well. In my eyes, used correctly, they can be even better than most black tools (with the exceptions of Ad Nauseam and Necropotence which are both insane). I'm not going to go into detail, but just list you some green card advantage: Sylvan Library, Glimpse of Nature, Harmonize, Fecundity, Skullmulcher, Greater Good, Garruk, Primal Hunter, Genesis Wave, Soul of the Harvest, Primordial Sage, Recycle, Regal Force, Shamanic Revelation, Rishkar's Expertise, Praetor's Counsel, Seasons Past, Vizier of the Menagerie. Also, you have access to colorless cards like Mind's Eye, Memory Jar, Skullclamp, Horn of Greed and Slate of Ancestry. Obviously most of those cards require specific circumstances to work, like a high powered creature, a big number of creatures or lots of mana. Just select the ones that fit what your deck is trying to do and test to find the right number.
1 week ago
I playtested your deck a few times and the big thing that I noticed was that by turn 5 I had 0 cards in hand and nothing to do. This means that you need more card draw or some really good mana sinks.
1 week ago
@Songbird0 It's been a while, hasn't it? Not too much has changed, but I'll go through them :D
Horn of Greed -> Temple Bell I have better control of when the card draw happens, and I think it is psychologically beneficial for me to be the one causing the card draw (if you want I can take more time to explain my thoughts on this). Either way, it also fits the Kamigawa theme better, so I made the trade.
Crucible of Worlds -> Didn't make the cut. I tested this out, and I felt that this isn't the deck for this card. Even with 6 supporting cards (2 fetch lands, my 2 lands that require untapped lands to be sacrificed, Buried Ruin, Trade Routes), there obviously is no guarantee that it will be paired with enough value, especially since my tutors will be looking for some kind of combo win instead. Usually when I drew this, I wanted the card I traded out for it (Expropriate) instead, so I traded it back.
Hinder -> Cloudstone Curio. Hinder was my weakest counterspell, and was an artifact from when tucking a commander was able to be done. I was already thinking of taking it out, and I needed space for this card anyway, so I made this substitution.
2 weeks ago
Courser of KruphixBorborygmos EnragedRampaging BalothsSeer's SundialHorn of GreedNissa, Vital ForceUndergrowth ChampionAvenger of ZendikarRishkar's ExpertiseSplendid ReclamationCultivateKodama's ReachRubblehulkExplosive VegetationTitania, Protector of ArgothZendikar IncarnateYavimaya ElderGrazing GladehartXenagos, God of RevelsSylvan SafekeeperStonehoof Chieftain
4 weeks ago
There is an artifact called Doubling Cube and an enchantment Helix Pinnacle these two cards should do wonders in this deck, add Lotus Cobra for that added boost in mana if you're doing a lands route Rites of Flourishing Ghirapur Orrery and Azusa, Lost but Seeking for added land drops, Horn of Greed for more card draws just from playing lands....basically for a really GOOD Mono Green Omnath deck, you want card draws and land drops out the ass...Ramp is good if you are using the Helix Pinnacle route for sure
4 weeks ago
Ghirapur Orrery would wreck face, just sayin. Also, Horn of Greed. And uh...Krenko, Mob Boss? Just because you're making tons of tokens. I could also see Burning Sands as you really aren't going to have many lands anyway. Gempalm Incinerator, Seer's Sundial, Tunneling Geopede, and Impact Tremors all also seem interesting. Also, all of those are fairly cheap.
4 weeks ago
- 1x Courser of Kruphix
- 1x Explore
- 2x Forest
- 1x Harmonize
- 1x Horn of Greed
- 1x Ruin Ghost
- 1x Seer's Sundial
- 1x Summer Bloom
- 1x Titania, Protector of Argoth