|Commander / EDH||Legal|
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|Tenth Edition (10E)||Rare|
|Fifth Dawn (5DN)||Rare|
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Creature — Elf Druid
Lands you control have "Tap: Add one mana of any color to your mana pool."
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Joiner Adept Discussion
7 hours ago
1 week ago
Inexorable Tide, Joiner Adept, and the Vivid lands e.g. Vivid Grove are all really good additions, and not all that expensive either. Aside from being three colors, for Ramos, may I ask why Derevi, Empyrial Tactician is in your list?
3 weeks ago
No problem! I'm good with cuts!
First off, Prophet of Kruphix from the maybeboard is banned. jsyk
So here's 15 cuts!
- Utopia Sprawl you do not have enough forests in here, if you upgrade the land base somewhat it'd be fine, but for now cut it.
- Primal Surge unless this is a win-con, getting to turn 10 seems difficult with the low land count. It also distracts from the main gameplan, casting creatures with Animar out to beat down.
- Trap Essence seems like a trap. Haaaaahhaha okay but for real, that seems like a lot of mana to hold up just to counter something.
- Dragonlord Atarka love her but the effect is not worth the cost, even if discounted.
- Essence Warden need to cut one drops.
- Etherium-Horn Sorcerer is just okay imo.
- Joiner Adept run Chromatic Lantern instead.
- Majestic Myriarch just okay.
- Oblivion Sower to... narrow(?)
- Peregrine Drake you have 2 :)
- Phyrexian Revoker meta call?
- Polyraptor you don't seem equiped to take advantage of him.
- Scavenging Ooze just okay
- Trinket Mage sol ring is the only target, not worth running
- Urabrask the Hidden just okay
- Wild Cantor
I'd start with those personally. Good luck!
1 month ago
Added Joiner Adept and Prismatic Omen to help smooth out the early curve. Replaced Emrakul, the Promised End with Ulamog, the Ceaseless Hunger to be more efficient and have another way to remove opponent's threats on the board.
1 month ago
I love EDH but I have never built anything more than Mono or Dual color commander's due to the mana base.
It's already enough to worry about drawing the correct lands, but now I have to worry about having the correct colors? I would like some feedback as to how one could get one's colors more easily in a 3 color deck. From observing other players, I know there are certain ways to get your colors such as...
- Ramp (artifact and green ramp)
- Chromatic Lantern/Prismatic Omen/Joiner Adept effects
- Tutoring for necessary land
Am I worrying too much over something trivial? I ask because eventually down the road I want to build a 3 color commander. I have some shock lands and a decent mana base for whatever color I need, and I could easily trade/buy the cards I need (except the duals).
1 month ago
-1Zhur-Taa Druid for +1 Llanowar Elves - I found Zhur-Taa Druid's one damage was good in large games, but more often than not it made him a target because other players didn't like getting hit for one and it left myself without the mana producing creature.
-1 Alpha Brawlfor +1 Fires of Yavimaya - This deck can be more focused on Thromok's damage with this enchantment. It only takes 5 creatures to make Thromok big enough to one shot with commander damage. This allows him to attack right away. I found I was rarely using Alpha Brawl because of its high mana cost.
-1 Skullclamp for +1 Nim Deathmantle - I was rarely using Skullclamp for card draw. The extra draw was nice, but I don't want my tokens dying, I want them for Thromok or blockers. I found a lot of my big creatures that produce tokens were completely worthless when killed (obviously). Nim Deathmantle gives me the option to keep those creatures alive longer and lets me produce tokens. In this build, I am trying to run more "at each" upkeep creatures because it ramps up faster in bigger games! Nim Deathmantle also interacts well with Ashnod's Altar! (see below)
-1 Joiner Adept for +1 Ashnod's Altar - Joiner Adept's ability was almost worthless with my ramp/dual lands. It was more of a convenience than anything. It would work better in a 3-5 color deck imo. I added Ashnod's Altar because my tokens can ramp into even larger creatures that produce more tokens. The 2 mana potential per token ramps up fast especially if you are making tokens every upkeep. Also, if you have a creature that produces 2+ tokens when it enters the battlefield, you can use that + Nim + Ashnod's Altar for infinite tokens!
-1 Utopia Mycon for +1 Nissa's Expedition - Utopia Mycon was a super cheap card but loses its value in larger games. It only happens at your upkeep so it loses value in larger games. The ability to sac a saproling seems nice since I have multiple creatures to create saprolings, but you get more bang for your buck with an Ashnod's altar. Using the other creatures with Nissa's you have, you could get 2 lands for one green! Better ramp than waiting a ton of turns / losing creatures!
-1Death's Presence for +1 Second Harvest - Death's Harvest was too slow for my tastes. If my creatures are dying, its usually a board wipe. If my small tokens are dying, its slow ramp and if my big creatures die, my tokens are usually not far behind. With Second Harvest, I can double my tokens. That means more mana with Ashnod's, more sac for Thromok, more defenders, etc. With Parallel Lives and the soon to be bought Primal Vigor, this ramp can be 2x to 4x as powerful!
-1 Thelonite Hermit for +1 Nylea, God of the Hunt - Thelonite Hermit was 8 mana for 4 1/1 Saprolings. It was too slow. The ablility to give saprolings +1/+1 was nice, but this card cost to much for a 1/1 that dies easily. Nylea is indestructible, which makes her bae and hard to get rid of. Trample is great because a big baddie Thromok can't be chump blocked as easily. It also means I am pumping damage earlier with my bigger creatures because of trample! Her special also allows me to spend unused mana when people let tokens hit for bigger damage.
-1 Sporemound for +1 Tendershoot Dryad - Sporemound is a 1/1 per 1 land per 1 turn. Unless I put an evolving wilds in the deck, the landfall is to slow in a multiplayer game. Instead, for the same cost, Tendershoot Dryad gives me a 1/1 every upkeep! The city's blessing is also a plus because it replaces Thelonite's ability for +1/+1 for an even better +2/+2. More tokens for more upkeeps scales the bigger the games get.
-1 Soul's Might for +1 Solidarity of Heroes - I was using Soul's might mainly on my commander or the creatures where +1/+1 counters gave extra tokens/effects. Soul's might was only one creature for 5 and Soliarity of Heroes is any number of creatures for 2 per creature.Although it only doubles the number of +1/+1 counters, it was mainly what I was using Soul's might for!
-1 Miming Slime for +1 Tranquility - Miming Slime has some uses and will be in my sideboard. If I am playing an enchantment heavy deck, Tranquility does great mitigating things like an opponents Asceticism, or double damage, or lifelink etc. Miming Slime works great with warstrom surge, getting an extra creature out with Thromok, etc but I need something to stop Ghostly Prison, Oblivion Ring, Rhystic study, etc.
-1 Forest for +1 Insurrection - Insurrection is such a good card. Since I added more ramp, I felt comfortable replacing this with a land. Insurrection has so many good uses. Kill opponents with their own fatties then sacrifice for a big big big thromok with nothing on the board. Sac everything for a Thromok with haste and insta win. Get rid of threats by sacrificing with Feed the Pack at the end of turn. Hit with everything then sacrifice with Ashnod's Altar. The combos are endless.
1 month ago
Panharmonicon should be in this deck. NOt only with it trigger on the creature's own ETB but it will trigger all your Rally types a second time.
Your lands need a lot of fixing. You have no fetch lands (not even the cheap ones such as Terramorphic Expanse or Evolving Wildsand I don't see any staples such as Command Tower or Exotic Orchard. Consider swapping out guildgate type cards for similar to cards like Prairie Stream. I'm suprised you're ruing a Pillar of Origins but not a Unclaimed Territory . Pain lands are good keep those.
I see you only have 0.5 cards of board wipe. Might want to consider more.
I also see only two things that give you some kind of card draw. Maybe throw in a Rhystic Study?
I see two mana rocks (and. one of them is limited). You're not even not even using a Sol Ring?!?!? Since most of your lands come in tapped this is going to put you a turn behind almost everytime and you have nothing to make up the difference.
If you found this helpful, please return the favor.
2 months ago
I understand the enchantment flavor for Chromanticore and that it's decent by itself, but would rather see Ramos, Dragon Engine or something else that functions better (although Ramos can be aggro).
You totally have a theme going and I dig it, just tossing some thoughts out there.