|Commander / EDH||Legal|
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|Explorers of Ixalan (EO2)||None|
|Commander 2017 (C17)||Rare|
|Born of the Gods (BNG)||Rare|
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Until end of turn, target creature gets +3/+3 and gains trample and "Whenever this creature deals combat damage to a player, draw that many cards."
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Hunter's Prowess Discussion
3 weeks ago
Snake Umbra and Bear Umbra might be strong protection and utility for your general. Also, Blanchwood Armor is very solid in mono green stompy. Hunter's Insight and Hunter's Prowess are also great draw engines for you.
1 month ago
2 months ago
You only have one source of card draw! In removal heavy games you'd lose gas pretty fast. Momentous Fall (Turn an about-to-be-killed dragon into resources), Soul's Majesty, Hunter's Insight and Hunter's Prowess are good and on-theme.
2 months ago
Nice deck! I love the new Multani.
Some suggestions for you to consider:
Swiftfoot Boots and Asceticism for more protection for your Multani. Dense Foliage or Steely Resolve might also be options since you aren't really worrying about targeting your opponents creatures. I know Multani can bring himself back so protection for him isn't at a premium, but exile effects are rampant in EDH.
You might consider Cavern of Souls if you have the budget for it. People will hold counter spells up just to stop Multani (granted you can just drop him into the graveyard instead of sending him back to the command zone). Crop Rotation or Expedition Map might by a good additions if you go that route.
Lastly, just some other good mono green options: Gaea's Touch, Abundance, Beast Within, Scavenging Ooze, Caged Sun, Bane of Progress, Oblivion Stone, Vedalken Orrery, Green Sun's Zenith, Chord of Calling, and Nevinyrral's Disk.
2 months ago
Cards I don't like
- Chancellor of the Spires
- Diluvian Primordial
- Orcish Lumberjack
- Animist's Awakening
- Gather the Pack
- Aetherworks Marvel
- Mind Bend
- Arlinn Kord Flip
2 months ago
I feel like you went a little too all-in on exalted creatures. Essentially, they serve as much more fragile equipment, pumping your attacking creature +1/+1 but dying as collateral damage in board wipes. In my opinion, +1/+1 is way too low value to justify a card slot, so I would probably shift away from vanilla creatures with exalted, and shift to using some more powerful buff effects. By doing this, you could dedicate less card slots to buffs, and free up some more space for utility cards, draw, ramp, or removal.
You're already running Favor of the Overbeing, and while the other cards in its cycle are a bit more expensive, I feel their power level definitely justifies the cost. Shield of the Oversoul gives some evasion in flying, but the reason to run it is the indestructible it gives. Likewise, Steel of the Godhead gives lifelink which is nice, but the really important keyword is unblockable. You throw that on Rafiq, and all of a sudden you're swinging for 12 unblockable commander damage a turn. In addition, since the unblockable is for blue creatures, all the other creatures in the deck that you need to hit opponents also can get unblockable from it.
Because you focused so much on exalted cards, you seem to have neglected a few important categories. By my count, there are only 5 pieces of draw, and 7 pieces of ramp in the current deck. This is just a rough rule of thumb, but I usually like to try for at least 10 for each of those categories.
So, let's start with draw. If you decide to stick with the hordes of exalted creatures, Lifecrafter's Bestiary is a great way to filter your draws for no mana early on, and then start drawing cards off of every creature you play later on. On the other hand, if you decide to shift the deck more towards equipments/auras, Sram, Senior Edificer is a great way to draw cards off of those. Hunter's Insight and Hunter's Prowess both let you draw cards off of the damage your creatures deal. Hunter's Prowess in particular turns your commander into 7/7 trampling double-striking monster on its own. One cool creature that lets you draw cards is Augury Adept. Not only does it draw cards off of hitting opponents, it also gains you some life on the side. While it has no inherent evasion, I feel that the combination of those two abilities is worth a slot. One more thing that's kind of just a pet card of mine is Conqueror's Galleon. All of its abilities are kind of expensive for what they do, but the flexibility it offers is pretty awesome. You can use it as a land, loot, draw, or even recur stuff from your graveyard.
And I'm realizing that this comment has gotten really long, so I'll keep my ramp suggestions pretty short. Talisman of Progress and Talisman of Unity are both good, Kodama's Reach and Cultivate are great, and a card that I really like for this deck is Thada Adel, Acquisitor. She has built in evasion, and hits people to steal their Sol Rings for powerful ramp early on.
Anyways, sorry about how long this got, hope you find some of my ramblings useful.
3 months ago
Any Tribal deck with high cost creatures is begging for Cryptic Gateway. Best thing about Cryptic Gateway over cards like Elvish Piper or Quicksilver Amulet (which are also good cards for the deck) is that you can activate it as soon as it enters the battlefield after only paying 5 mana and you can activate it many times. Champion of Rhonas and Deathrender are more options to consider for te task if you like some redundancy in your deck.
Wave of Reckoning, a boardwipe that can affect you the least if you have creatures with higher toughness and enables Enrage.
The deck is heavily lacking on card draw, I always try to run at least eight card draw engines. My recomendations are Elemental Bond, Shamanic Revelation, Mouth / Feed, Rishkar's Expertise, Life's Legacy, Garruk, Primal Hunter, Soul's Majesty, Hunter's Prowess and maybe even Vanquisher's Banner. Also Seasons Past for recursion.
Path of Discovery has been workking amazingly for me in many decks.
Forerunner of the Empire is another no-brainer here. You tutor for a dino and get another enrage enabler while you devastate token based decks.
Needletooth Raptor this little guy have been an overperformer for me.
To make room for this recomendations I'd remove:
Warstorm Surge Good card, but high cost and slow, I'm trying also to lower the costs here.
Rage Reflection not as good as True Conviction and not as important as card draw.
Gratuitous Violence The triple red cost may be a problem, I still to much damage support and card draw is still needed badly.
Kindred Boon I've been using this card and it's not as good as it looks like, it's really slow and opponents see its on the battlefield and can play around it, I would change it for Boros Charm or Heroic Intervention.
Radiant Destiny Anthem cards are better with smaller creatures, in fact it's a bit weak.
Quest for Renewal You don't have enough abilities for this to be deserving a slot.
Earnest Fellowship Messes with some interaction of the deck, mainly Enrage and may benefit more your opponents than yourself, nice card choice though.
Ajani Vengeant The first two abilities are not really that good in commander, and you can't really count on using its ultimate.
Coat of Arms better use in smaller token decks, you'd probable be helping more your opponents than yourself.
Titanic Ultimatum super expensive and super conditional.
Armageddon You're the guy with supper high costs, It can be a game ender in the right circunstances but most of the time it will be a dead card in your hand.
Selvala's Stampede I've used it and it was bad for me. You'll be the only one voting wild and your opponents seeing you have few cards in hand by then will vote free and the effect will be a bit disappointing.
3 months ago
Like the deck. I find my Zenagross deck has a hard time recovering from board wipes. Perhaps add in some protection or recursion. Heroic Intervention is great. Eternal Witness and Genesis can help. Also more ramp like Gilded Lotus or Mana Crypt etc. Traverse the Outlands and Hunter's Prowess are excellent in this deck. Trample also helps this deck a great deal. Brawn seems like a good inclusion.