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|Commander 2013 (C13)||Common|
|MTG: Commander (CMD)||Common|
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Choose one Destroy target artifact; or destroy target enchantment; or destroy target artifact and target enchantment.
Hull Breach Discussion
2 weeks ago
Here are some cards that just get the ball rolling a bit faster:
Cryptolith Rite turns all your tokens and GrumGully into mana dorks to power out spells faster.
If you really like the "army in a box" creatures like Seige Gang Commander then you may want Avenger of Zendikar , Deep Forest Hermit , or Deranged Hermit . If you combine these cards with Nim Deathmantle and Ashnod's altar you can make infinite bodies by eating a token and the actual card to generate the 4 mana to pay for the mantle's trigger to recur it immediately. If you REALLY likes these effects I'd also suggest Panharmonicon to double up on the ETBs. Panharmonicon also doubles up Purphuros/Impact Tremors triggers.
2 months ago
Hey man! I got some suggestions. Feel free to ignore any/all of them:
There's a reason Ponder and Preordain are banned in Modern, and it's because they're good. I highly suggest running both in any blue deck -- they may not look like much, but being able to dig to what you need and past what you don't for one mana is a deal I'll take any day. You're running a good number of fetch lands, so Brainstorm is one you may want to add in there as well.
I don't know what your meta is like, but in general people need to draw a bunch of cards to win the game. Narset, Parter of Veils brings back thoughts of when Leovold, Emissary of Trest was legal... I think almost any blue deck should run her, especially since if you run Windfall (I think you should), she can win you the game. Or your Wheel of Fortune .
I don't know how this deck plays, but I suspect you'll have at least one or two creatures out at a time. If you do, Azra Oddsmaker can be a good source of card-advantage; Edric, Spymaster of Trest is similar, though better if you have dorks (see (5)). Painful Truths is another favorite of mine, as are Treasure Cruise , Dark Confidant , Dig Through Time and Thirst for Knowledge . Faithless Looting can also be pretty good.
A lot of decks run a lot of artifact ramp. Dack Fayden is a great way to capitalize on that, and if you run Notion Thief (which also pairs with your Windfall ), targeting your opponent with Dack's +1 can produce a four card swing.
Dorks. You're in green, so you have access to the best ramp in the game, aside from Sol Ring (which I think you should run). I highly suggest including any/all of the following in addition to your Deathrite Shaman : Birds of Paradise , Elves of Deep Shadow , Orcish Lumberjack , Llanowar Elves , Fyndhorn Elves , Elvish Mystic , Bloom Tender , Arbor Elf ... Though they may not be 'dork'-ramp, I've also been impressed with Utopia Sprawl and Wild Growth , not least because these double the mana from Arbor Elf . If you end up running Edric, Spymaster of Trest , the dorks will draw you cards when you're not using them for mana.
If you're looking for the best way to generate infinite mana with your general, I think Isochron Scepter with Dramatic Reversal is the best way. You'd need to run either artifact ramp or dorks (I highly advise the latter), but it's a pretty busted combo and I think you should put some ramp in anyway. This lets you draw your deck with Thrasios, Triton Hero and then win through Torment of Hailfire or the like.
Reflecting Pool is an often-chromatic land you may wish to consider, and Exotic Orchard is frequently at least a tri-land. I may be missing something, but running Strip Mine and Wasteland to pair with your Crucible of Worlds and Ramunap Excavator seems... good.
You're running two artifacts (three, if you run the aforementioned Sol Ring ): You should give strong consideration to things like Collector Ouphe (if you don't like the Isochron Scepter loop) or even a janky Energy Flux . These'll make sure opponents don't do nasty things with their own Isochron Scepter while hardly touching you. Also, things like Ancient Grudge or By Force are powerful magic cards.
Spell Snare is a counterspell you may want to consider, as it counters a wide range of frequently played cards in EDH like Demonic Tutor , Cyclonic Rift (overloaded or not), Winter Orb , all the talismans/signets, Counterspell , Mana Drain , Arcane Denial , Sylvan Library , Chains of Mephistopheles , Abeyance , Baleful Strix , Nature's Lore ... Also, if you're in an Ad Nauseam -heavy meta (I sure as hell am), consider things like Dispel to keep those decks in check.
If your meta is blue-heavy (most are), consider some second-order countermagic. Things like Veil of Summer and Vexing Shusher can both make sure your spells resolve. Similarly, Carpet of Flowers is a good way to get free mana from blue opponents, and Pyroblast tends to be good as well.
Personally, I've found Mystic Remora to be better than Rhystic Study , if only because it is one mana. People are way less likely to pay four mana than one, and in less experienced metas people tend to let you pull off an Ancestral Recall or two in two-ish turn cycles. In more experienced metas, Mystic Remora slows the game down as your opponents wait for it to go away and you just make sure you hit your land-drops.
Multi-for-ones are pretty important in a format with three opponents. Fire Covenant has been a favorite piece of removal in my meta since it'll clear out opponents' creatures while leaving yours untouched. Hull Breach and Decimate are also good, although it is important to bare in mind that Decimate requires a bunch of different targets in order to be castable. Windgrace's Judgment and even Casualties of War are also good.
If you want to go deep into magic history, there's another way to make infinite mana in your colors in addition to (6): Worldgorger Dragon . Entomb , Buried Alive or Faithless Looting to the graveyard this mo-fo, then cast Animate Dead , Necromancy or Dance of the Dead targeting him, and BOOM you win. (In case you aren't familiar with the combo, Animate Dead returns Worldgorger Dragon to the battlefield, and then Worldgorger Dragon triggers to exile Animate Dead . Animate Dead leaving then makes you sacrifice Worldgorger Dragon , bringing back Animate Dead and then Worldgorger Dragon ... rinse and repeat. Tapping your lands for mana in between each exile trigger yields infinite mana. WARNINGS: 1. You need a second creature in a graveyard to end the loop, or the game is a draw; 2. If someone Nature's Claim s your Animate Dead while the Worldgorger Dragon is entering the battlefield, you lose everything and you're boned. So make sure either your opponents are out of mana/counterspells or you've got your own protective backup.)
I think that's all I got. Good luck!
2 months ago
So when I build an edh deck, one of the first things I try to figure out is how I'm going to wrap up the game. General Value can work as a strategy, where you're just trying to outvalue everyone around you, but it's really hard when you don't focus on something specific. For Riku, there are a few paths you can take:
Out - Value everyone: This is kind of the path I was talking about, with tons of valuable ETB and LTB triggers, or big things that you can play early since you're so far ahead from the earlier value plays.
Alt Wincon: Biovisionary is a good example of this - some decks pick a specific wincon that they want, it can be just one card, and build the deck trying to win around that card. (btw, Rite of Replication is amazing with biovisionary too :P) Often, these decks fall into Combo.
Now, don't get me wrong, your deck is perfectly fine as is. You have tons of value with Riku, protection for him, and a way to win through biovisionary. Could you make it more efficient? definitely. Here are some cards that I'd cut, almost no matter what direction you take the deck:
Phantasmal Terrain : I don't see what this does in your deck
Staff of Nin : Generally too slow and isn't really compatible with your cmdr
Some form of protection: While protection for your guys is great, you may have one too many
3 months ago
So the main bonus of green in EDH is its access to mana dorks. Llanowar Elves , Elves of Deep Shadow and Orcish Lumberjack all belong in this deck, and you may want to find a place for Elvish Mystic , Priest of Titania , Fyndhorn Elves , Birds of Paradise , Deathrite Shaman , Arbor Elf and/or Bloom Tender . Note that Arbor Elf is especially powerful if you end up running cards like Wild Growth , Elvish Guidance and/or Wild Growth . Dorks will accelerate you early game and provide sac-fodder in the late game.
Faithless Looting is a really good source of card selection for one mana. You're probably going to want to run it, as it makes a lot of mediocre hands much more keepable.
Green Sun's Zenith is a great card to consider, especially since you're already running Dryad Arbor . If you cast Green Sun's Zenith turn one for X = 0, you can fetch Dryad Arbor right away. It's a good form of one mana ramp outside dorks and enchant-lands.
A lot of your dudes are gonna die in a sacrifice deck. In order to get card-advantage out of this, you should run Grim Haruspex , Midnight Reaper and/or Harvester of Souls . Unfortunately, these don't trigger with token-deaths, but they'll still help a lot. Deathreap Ritual is similarly powerful and triggers with token deaths, though it only triggers once a turn.
Speaking of card-draw, you have access to some good stuff there. Painful Truths is a three-mana draw-three I've been very impressed with, and Shamanic Revelation is also helpful. From a permanent-based point of view, Phyrexian Arena and Slate of Ancestry are the way to go.
A lot of your removal are one-for-ones (see Terminate , Hero's Downfall , Doom Blade , etc.). In general, I find one-for-ones are usually not very powerful in a format with three opponents, as you're facing three times as many cards as you have. Your Damnation is a great start; consider Toxic Deluge , Hull Breach , Decimate , Casualties of War , Windgrace's Judgment , Reckless Spite , By Force , Ancient Grudge , etc. I've found these to be more efficient, and therefore more powerful, than one-for-ones. Some one-for-ones, though, are so tough to counter or are so efficient as is that they're worth including: Nature's Claim and your Krosan Grip come to mind.
Runes of the Deus comes to mind as a good way to force through commander damage.
I've always liked Smallpox , both in general and in EDH. You might have luck with it in this deck; similar cards include Innocent Blood , Smokestack and the card Pox itself. If you choose to go the Smokestack route, Bitterblossom and/or Ophiomancer are worth considering. They might be worth considering anyways, though.
Spellbreaker Behemoth is an efficient creature that disrupts countermagic. Harsh Mentor , Pyrostatic Pillar , Eidolon of the Great Revel , Shattergang Brothers or Stranglehold are similar ways to punish opponents while having good cards on your side.
Finally, you should consider Overrun effects as secondary win-conditions. Using Natural Order to grab Craterhoof Behemoth while you have a wide board can easily win you the game; Green Sun's Zenith or Chord of Calling also do the job, though they're more expensive mana-wise and therefore worse. Triumph of the Hordes is a similar card that can snatch games, though it cannot be tutored as easily.
Ok! Good luck -- that's all I got.
3 months ago
So there're a lot of different directions you can take RG decks. I'll suggest some basic, universal additions first, and then suggest some win conditions:
The best part of green in EDH is the dorks. You should definitely run at least Llanowar Elves , but there're some other cards you should consider: Fyndhorn Elves , Elvish Mystic , Birds of Paradise , Arbor Elf , Shaman of Forgotten Ways , Somberwald Sage , Joraga Treespeaker ... If you end up having a lot of elves, running something like Priest of Titania is worth including. Depending on your meta, Carpet of Flowers can get a lot of mana. Finally, Orcish Lumberjack is a card I have been very impressed with... turning a forest into effectively a better Black Lotus is a good thing. (Note that Arbor Elf is especially good if it untaps lands enchanted with Utopia Sprawl , Elvish Guidance or Wild Growth ).
Red-green decks tend to poop out a lot of creatures and go lightly on the spells. Slate of Ancestry is an EXCELLENT way to recoup card advantage, provided you have a critical mass of creatures on the table. Commune with Lava is another excellent pseudo-card-draw thingy. If your games are usually four player games, Decimate is frequently a four-for-one, meaning that it's another good source of permanent-count advantage. Shamanic Revelation is another good draw-spell. If you have fat enough creatures, Rishkar's Expertise may merit an include. Hull Breach is a great two-for-one.
Green-red decks, which tend to be creature-heavy, can be soft to boardwipes. Heroic Intervention is a good way to protect your duders; Grim Flowering and Nature's Resurgence are good ways to recoup cards after losing a bunch of guys.
Tutors are good. Gamble is cheap these days, due to the recent reprint. Green Sun's Zenith , Tooth and Nail and Chord of Calling can all grab powerful creatures to play -- note that GSZ for X = 0 can grab Dryad Arbor , if you run it. Worldly Tutor or Sylvan Tutor are also good.
Oftentimes, green-red decks win through a combination of Stax pieces and aggro cards.
Potential Stax Pieces:
Blood Moon / Magus of the Moon : If you craft your land base carefully, you can make these into a near asymmetrical effect. A lot of decks benefit from greedy mana bases in EDH, and these are a way to punish that.
Artifact hate is pretty awesome. Collector Ouphe is powerful, since you can get your ramp from creatures while shutting off non-green players' artifact ramp; as an added bonus, you can grab it with Green Sun's Zenith or Chord of Calling . By Force is an excellent card that can nuke a lot of permanents at once, and Nature's Claim is a very efficient removal spell. Krosan Grip may be justified in a heavy-blue meta. Gorilla Shaman is good as a method of artifact-destruction that does not cost you cards. Also Reclamation Sage and Manglehorn .
Gruul has access to a lot of hatebears. Ruric Thar, the Unbowed is a really powerful dude you've already got, as he can club combo players like me really hard. Harsh Mentor is good for punishing all sorts of decks. Eidolon of the Great Revel , and his cousin Pyrostatic Pillar , are both good. Scab-Clan Berserker is similar to Kambal, Consul of Allocation in Orzhov. Runic Armasaur , too.
Cards like Root Maze can shut down combos really quickly, and City of Solitude / Price of Glory can prevent/discourage countermagic. Pyroblast or the Maybeboarded Red Elemental Blast can also be worth running.
Most of the best green decks end the game with an alpha-strike. Craterhoof Behemoth is the best for this, as it can be tutored out with Natural Order or a high-cost Green Sun's Zenith . Similarly, Overrun is good, but I suggest Triumph of the Hordes as a more potent alternative. This does, of course, require creatures on the board, so I suggest some of the following duders:
Eternal Witness (from Maybeboard)
Deep Forest Hermit / Thelonite Hermit / Deranged Hermit : These make bodies for Craterhoof Behemoth and Slate of Ancestry ; also good if you end up running Growing Rites of Itlimoc Flip or Gaea's Cradle .
Beast Whisperer : Added bonus of card advantage.
...and the aforementioned hatebears can also attack.
Good luck! That's all I got.
3 months ago
Actually, I will give a few thoughts.
The Immortal Sun - What does this do for your deck or game plan? It tries to do a lot but instead only does a little of a bunch of things for too high of a cost.
Decimate - Zacama, Primal Calamity should take care of most of your artifact and enchantment destruction on his own, making this redundant, but this card also comes with the unfortunate problem that you can ONLY cast it if you have viable creature, artifact, enchantment, AND land targets. If you are missing any one of the 4 it's a dead card, and if one of those 4 is your own then you're forced to destroy that. Now, if you find that you really need more artifact and enchantment hate look into cards like Krosan Grip or Force of Vigor .
Savage Stomp - Why would you risk your creatures with this? If you are able to target them then you already have removal in the form of Path to Exile or Swords to Plowshares , not to mention Zacama, Primal Calamity ability to deal damage to creatures. If your opponent has a combat trick then you just lost your creature. It's a gimmicky card and I think there are better things you can do with the card slot in your deck. For example, Aggravated Assault or Reckless Assault will give you multiple combats which will really let you bring the full power of your dinosaurs to bear without giving your opponents time to recover.
Priest of the Wakening Sun - Why? If you need a fetch then run cards like Worldly Tutor , Finale of Devastation or Chord of Calling . If you need lifegain there are plenty of better sources. This just reveals cards in your hand to your opponents, gains a tiny bit of life, and kills an entire turn with your expensive fetch.
Atzocan Seer - Skip the returning Dinosaurs. You're a creature deck, and a big one at that. Just focus on constantly dropping big creatures and hitting your opponent, putting so much pressure on them that they don't have time to worry about strategy. Aggro decks don't really worry about their graveyard. As for the mana, you'd be far better served with Birds of Paradise or Sylvan Caryatid , or if you go non-budget then Bloom Tender .
Gigantosaurus - I'm honestly really not a fan of anything that costs 5 of the same color. This pretty much kills anything else you were planning on doing on your turn, which is absolutely not what you want to have happen. Sure it's a 10/10, but it's really not worth that downside, especially without trample. Look at Carnage Tyrant for a fantastic alternative.
Kinjalli's Sunwing - This draws unnecessary hate and really doesn't help your game out that much. You have a deck of giant dinosaurs. This shouldn't be an issue. If you really feel you need it then look into Authority of the Consuls or Urabrask the Hidden instead.
Runic Armasaur - Too specific and unreliable. There are better uses for the card slot.
Sakura-Tribe Elder - While a good card, your deck can't take full advantage of this and would be better off running land fetches like Tempt with Discovery , Nature's Lore , or Skyshroud Claim , all of which are better and come out untapped.
Samut, Voice of Dissent - Why in heaven's name are you running this? This card is awful? If it's for the haste then there are tons of better cards. Look at Fervor , Rhythm of the Wild , or Fires of Yavimaya . Even Urabrask the Hidden would be a better way to spend 5 mana. Is it for the untap effect? There are still much better options such as Seedborn Muse . This card burns 5 mana for no good reason. No. Just no.
Shalai, Voice of Plenty - Meh. I'd run Leyline of Sanctity or Privileged Position instead. Asceticism , Archetype of Endurance , and Sterling Grove are other good options. All are harder to hit and kill. It's nice but overall i'd run the alternatives instead.
Shifting Ceratops - Doesn't do enough. It's nice but not good enough overall.
Territorial Hammerskull - While not inherently bad, it's also just "meh". It's okay. I'd rather have cards that give your creatures trample and just march your dinosaurs through your opponents, and/or bigger and better creatures.
Jaya, Venerated Firemage - Why? This is a waste of a good slot. Run Warstorm Surge and get a far better effect than her. If you want more damage then run Dictate of the Twin Gods . She's really not worth it.
Samut, Tyrant Smasher - This card is awful. Run any, and I mean any haste enabler instead. Her negative is awful and her passive is better on any other card. Honestly, run Xenagos, God of Revels . He's amazing, gives haste, doubles a creature's power, and add's their power to their toughness.
Temple of the False God - I've taken this out of most, if not all, of my decks by now. It's not great honestly. It seems really good, but if you get it early game then it's a dead land that stares up into you and slowly seeps the joy out of your soul, and if you get it late game then it's just an extra mana that really doesn't matter to you.
4 months ago
Hi, I hope that at least some of what i'm going to put here will be useful, and even if you don't use any of my advice then maybe you will be able to see where I am coming from and use the logic to find your own improvements :)
As the previous commenter has suggested the amount of ramp spells that put lands in to play in your deck is a bit to low for a ramp deck especially one that has subthemes of landfall. Typical commander deck building suggestions say that you should have 10 pieces of ramp to tide you into the midgame. This goes for any deck, not just ramp decks. In ramp decks you will want more. At my count you have 12 ramp cards that are reusable (ie, aren't the one shot sacrifice elemntals) this will want to be more really, with a focus on them being ones that put lands in to play. Another of note, is that cards like Zendikar Resurgent don't really count as a ramp slot, as by the time we can cast it, we have a lot of mana already. 'Ramp' cards are ones that you want to see in your opening hand to get you into your game plan faster.
For this reason I would look into replacing some of the creature based ramp and some other low impact cards with this ramp that will get us executing our main game plan faster and better.
These can all be easily replaced with land based ramp spells as they don't get you any further ahead on mana than 1 land, or are one shot abilities when we want to be dropping big things multiple times over multiple turns.
Smokebraider Is unique because it produces 2 mana for only 2 investment, but only if we focus in on elemtals so can be left on a short list to be evaluated. We'll list other potential cuts later when looking at more over all deck evaluation.
The previous commentor has provided a list which at first glance seems to be comprehensive enough to provide some ideas for what to add.
More conventional commander wisdom suggests that you have at least 5 ways to directly interact with your opponents game plan. I personally nearly always play more than this, but you should have at least 5. This direct interaction is preferred to be the targetted simgle response cards that can remove threats in any shape or form. Of note, this removal count is seperate from the count of mass removal. At my count you have Song of the Dryads , the down tick of Domri, Anarch of Bolas and Ingot Chewer as easily accessable removal. Things like the trigger from your commander or things like Magmatic Force are more incedental as you can't rely on them doing what you want when you need it.
Cards that could be added in this slot are many. But it is a good idea to have as many as you can being generic answers to anything, but also you need to make sure that they are ones you can realistically weave into your game plan instead of leaving up those answers at all times. This is mostly a balncing act that is where fine tuning comes in from playing the deck. But potential recommendations for all purpose would be Beast Within and Chaos Warp . After that they become more specific but can be cheaper in mana,
- Nature's Claim
- Domri's Ambush
- Force of Vigor
- Krosan Grip
- Hull Breach
- Broken Bond
- Reclamation Sage
This may seem counterintuitive, seen as you are planning on being the big creature deck that wants the board presence. But sometimes the opponents boards just need answering (Not to mention that you might end up getting a lot of elemental death triggers from Omnath). As such having 2 or 3 creature wraths might be worth trying. And having 2 or 3 artifact and enchantment wraths will be good to have access to aswell. Something you already have so I assume you already know.
Creature wraths to consider in green red include
- Blasphemous Act
- Chandra's Ignition
- Chain Reaction
- Savage Twister - This one is representative of X cost ones that are interesting to try as it gives you the oppertunity of clearing out small creatures while keeping yours alive if you would prefer. Another one that can also be used to finish of players is Rolling Earthquake
You already have the cards for mass removing artifacts and enchantments so I won't bother listing any more.
One of the most common recommendations I have to make to people about their deck is to up the amount of card draw or selection in their decks. There is no point in having sweet cards and synergies in here if we never get to see them! Normally I recommend having 10 ways of drawing cards in your deck, with some of them being repeating and some being one shot. At my count you currently have 7 (Or 8 if you count Praetor's Counsel which can do effectively a similar job), so you are nearly there but I would recommend adding a couple mr just to smooth out the deck running.
- Harmonize is the most obvious recommendation withit being notorious for its colour pie break with not haveing a restriction based on creatures or similar.
- Horn of Greed is universal, but we should be getting more value from it.
- Greater Good is amazing if you keep having big creatures to sacrifice. Thankfully due to our commander triggers, we do!
- Chandra, Flamecaller can cover multiple bases of what we need, it can be counted as both a wrath AND a card draw engine :) IT also even makes elementals (of note, they get exiled at end step instead of dieing so you won't normally get Omnath triggers. Sacrificing them to Greater Good though....... )
- Rishkar's Expertise can be great card draw as you don't need to take a full turn off to refuel, you still get to cast something that costs less, which could be that removal spell or something you needed!
These overview sections are recommendations for generic cards that could go in. From here on, we will be looking at more specific card options, and possible cuts from the existing deck
Now, again as the previous commentor mentioned, there are multiple ways you can take an Omnath deck. My take on them being
- RG Big thing Ramp. No specific synergies in mind except for incidental ones like, I need land to cast my big spells, and this card cards about land. Not a bad deck by any means, just less commander or theme focused.
- Elemental Tribal Ramp. This seems to be closer to what you are currently going for. Similar to the RG ramp deck, just with tribal synergies from elementals
- Landfall / Lands Matter. Here we are focusing on many landfall triggers, and keep cycling our lands round and round to get them. This deck will likke having access to things like Crucible of Worlds and many effects like Exploration
Here, i will suggest some cards for each of them and maybe later on if you want we could look more into one or a mix of these strategies.
- Ruric Thar, the Unbowed This card is very very powerful. Expecially as the decks around you get more and more powerful and wanting to do more combo and storm bsaed strategies.
- Gruul Ragebeast A good way of keeping the board under control when you play your 'large and incharge' creatures
- Vorinclex, Voice of Hunger We have mana, they don't. Enough said really. Just beware that with this creature, sometines the adage If you can't remove the problem, remove the player can be applied to just killing you.
Other than ones recommended here, perhaps a good idea would be to use Gatherer or mtg.wtf to find elementals in your colour. Or cards which reference elementals in your colours, the example in wtf would be this
- Chandra, Acolyte of Flame can rebuy your ramp spells and can make elementals that will die to trigger Omnath.
- Chandra, Awakened Inferno A wrath that doesn't kill elementals and can provide a reasonable clock on the game with her uptick.
- Omnath, Locus of Mana Store mana for a rainy day. Or for hitting your opponents upside the head with it. Both work.
- Parallel Lives Double the tokens, double the elementals, double the damage. We like.
- Tornado Elemental clears out any things like Dragons, or Flying Slivers or similar. Also good at picking of planeswalkers as it has sudo unblockable.
- Liege of the Tangle we can go REALLY all in on making all our lands elementals and meaning that if someone wraths us we can basically kill everyone from Omnath triggers
- Budoka Gardener Ramp early game, big guys late game.
This deck idea might have elements that are closer to a combo deck than the others, but will still mostly be a midrange deck.
- Perilous Forays With your commander out this card is bonkers. But if we are making other elemental tokens too then we can truly get going somewhere
- Crucible of Worlds , Ramunap Excavator , Life from the Loam Allow you to play the lands from your graveyard after we have sacrificed them for effects. Also makes always hitting your lands drops easier if you are playing and sacrificing a fetch land
- Exploration , Azusa, Lost but Seeking , Oracle of Mul Daya all ways to play more lands per turn
- Cavalier of Flame can be card draw and synergizes with lands in graveyard. As well as being an elemental!
- Scapeshift lots of triggers all at once
- Splendid Reclamation if we are sacrificing lands then this gets them all back. Very good after a scapeshift
- Amulet of Vigor makes some of our ramp a lot more effective, while at the same time providing a good combo with Perilous Forays and Omnath, Locus of Rage Of recommendation if you run a lot of land recursion effects then other lands that sacrifice themselves might be worth it. Like Wasteland Strip Mine etc
I won't re-list the cuts recommeneded in the ramp section. I will be evaluating cuts in the assumption that the deck is wanting to be a combination of an elementals ramp deck and a lands value deck. A lot of these recomendations for cuts will have very similar reasonings, which I will elaborate on first to be able to be brief later on. These recommendations will possibly sound rather brutal, however I find that it makes it a lot easier to have too many cards that are on the cutting block rather than not enough.
- Too Slow. If the card takes too many turns to start pulling its weight then it could be replaced with something that does what we need sooner. This is common in cards which have 'at the beginning of your upkeep' effects as they will normally have to wait an entire turn cycle to start doing something. Enters the battlefield triggers or similar things that have an effect the turn you play them are often preferred.
- Too expensive. This should be self explanatory. If the card costs too much mana, especially if the same effect can be achieved for less mana then it should be exmined.
- Doesn't do enough. While the effect might be interesting and maybe something we actually want in the deck, The card just doesn't pull its weight in whatever role it is supposed to be doing
- Doesn't contribute to our game plan This might be a good card, maybe even a great card in other decks. But perhaps the effect just isn't one we need in this deck
- Cytoplast Root-Kin Too slow. Doesn't contribute to our game plan.
- Dragonmaster Outcast Too slow. Doesn't do enough
- Grazing Gladehart Doesn't do enough. While we like landfall triggers. The life gain is small enough to be negligable unless we are massrecycling all lands from our yard multiple times.
- Magmatic Force Too Slow.
- Magmaw Doens't contribute to our game plan / Doesn't Do enough. We can run other sac outlets if we want ways to sacrifice our elementals
- Scute Mob Possibly too slow. But I love me a scute mob so I'm fine with this staying in :D
- Spawnwrithe Doesn't do enough. However this one can stay in if you have found that you realistically get to connect with it at least twice to have four of them
- Tendershoot Dryad Doesn't contribute to our game plan. Though it is very good at gummin gup the board
- Tyrant of Discord Doesn't do enough. However if you change to having some ways to knock your opponents off of lands then the chances of this hitting multiple nonlands go up and its value does too. However there are enough control players where the onlything this will do is destroy a land at random
- Undergrowth Champion Deosn't do enough. It's got all the right keywords but thats about it
- Retreat to Kazandu Doesn't do enough. THe landfall idea is good, but putting 1 counter an a guy once or so a turn isn't worth the slot really
- Sword of the Animist Too Slow. We want this effect, but we aren't attacking multiple times in one turn so there are better effects to get lands from our deck. We don't neccessarily even have than many small creatures to equip this too to get it active early enough for the ramp to be that useful as ramp
- Animist's Awakening As much as i want this spell to ever be good. It's just not really at all.
- Journey of Discovery Too slow. For this to be actual search out ramp you need to entwine it which is then 6 mana. Any of the 4 mana double basics would be better here. Or just Explore type effects that cantrip too.
Turns out there is only slightly too much Nissa. (And not enough Chandra ;) ) All of the Nissas' contribute to our gameplan well except for Nissa, Voice of Zendikar . The general rule of Planeswalkers in commander is to assume that you will only get two activations if you are lucky. So with this one you will at best buff your team a little. Consider Garruk Wildspeaker instead maybe?
Other random Card Recommendations
- Boundless Realms All the rest of our lands from our deck? Yes please
- Sylvan Awakening We do this, then we overrun and nobody will be expecting it
- Genesis Wave As previously mentioned. It's the better Animist's Awakening
- The Mending of Dominaria More mass land recursion.
Well I hope some of this helped at least a little :)
4 months ago
I think you can safely go down to 38 lands with the cuts coming from the regular mountains. Replacing 2 more basics with Evolving Wilds and Terramorphic Expanse will let you do some color fixing. Any reason no inclusion for one or two lands like Gruul Guildgate ? I'm not a big fan of tapped lands either but one or two shouldn't hurt your development as much as getting color screwed will.
Fresh Meat should let you recover from the inevitable boardwipe.
For protecting your commander, cards like Ranger's Guile , Sheltering Word , Blossoming Defense , Blinding Fog and Hapatra's Mark offer some surprise value but you eat the life shielding your commander [Word is a wash]. Alpha Authority is more on-theme and is 'repeatable' protection. Archetype of Endurance [sadly not a wolf/werewolf] protects your whole team as does Domri Rade if you can get to the emblem.
Hull Breach occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
RG (Gruul): 1.34%