|Commander / EDH||Legal|
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|Rise of the Eldrazi||Uncommon|
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Creature — Elf Druid
Level up (: Put a level counter on this. Level up only as a sorcery.) [1/1]
Level 1-4 Tap: Add to your mana pool. [1/2]
Level 5+ Elves you control have "symbol:Tap Add to your mana pool." [1/4]
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Joraga Treespeaker Discussion
1 week ago
1 week ago
Sorry for my late response! I'm fine with this trade:
"My: Grave Titan, Recycle, 2 Bloodbraid Elf (Alara Reborn, not Conflux, my bad), and Mental Misstep (Total: $14.73)
For your: Green Sun's Zenith, Ezuri, Claw of Progress, Joraga Treespeaker, Regal Force, and Aven Mindcensor (Total: $14.21)"
if we can just swap out a Regal Force and a Joraga Treespeaker for maybe Nettle Sentinel and Magus of the Candelabra? That puts my side at $14.67 using market prices; closer to yours, and I'm using Regal Force and Treespeaker in a deck right now :)
2 weeks ago
My Grave Titan is M12, so it's a little higher, even using TCG market prices.
2 weeks ago
So, I was going to comment telling you you were off to a good start but had too high of a curve and needed to cut some cards that were expensive and win-more (Stonehoof Chieftain, biggest offender), but then I realized that I was basically rebuilding your deck from the ground up, and that's not really helpful to anybody.
Your main problem was a lack of ramp. Xenagos decks really need to get their tempo tuned right in order to get Xen down early and hit hard, especially since 5 is an odd CMC to ramp to. The general progression is usually: 1-drop mana turn 1, 3 drop mana turn 2, Xenagos turn 3, and fatty to attack with turn 4. Notice how I devoted 28 (!) slots to mana accelerants to make that happen.
To give you an idea of its speed, here's what happened on my first playtest:
- Turn 1: Cinder Glade into Joraga Treespeaker.
- Turn 2: Cavern of Souls naming god, Level up Joraga, tap Joraga for Crop Rotation and floating, sac Glade to search Ancient Tomb, tap Tomb and cast Shaman of Forgotten Ways.
- Turn 3: 8 mana avialable, cast Xenagos and Eldritch Evolution sacing Shaman for a hasty Malignus, Phyrexian Hydra or Putrefax, kill a player. Could have also grabbed Heartless Hidetsugu if no one was open.
1 month ago
Overrun is a really good card. Omnath, Locus of Mana could get really big in this deck and help you save mana. Copperhorn Scout will untap all your mana guys so you can get double mana out of them. Joraga Treespeaker, all elfs tap for two mana. Craterhoof Behemoth will be a win con. Dwynen, Gilt-Leaf Daen is another +1/+1 for all your elfs. Selvala, Heart of the Wilds is really good if you put omnath in the deck or some other big cards. The last card that I really like is Fauna Shaman, you can get whichever creature you need on turn two.
1 month ago
I like the deck. It has many great ramp cards, but also some unexpected ones. +1 for this.
Cards you could try are Prowling Serpopard, Mistcutter Hydra and Joraga Treespeaker. Wood Elves also is a powerful ramp card I like to play in decks like these. They put the forest into play untapped. That's nice as you can many times cast another mana dork using that forest.
And, although I'm slowly getting tired of mentioning it at every green ramp deck i stumble upon: Try Zendikar Resurgent. It's just so freaking awesome if you get to cast it.
1 month ago
One more thing: you should try Joraga Treespeaker. That mana is great, already with the first counter, which, by the way is free mathematically.
1 month ago
Wild Research has a color identity, and is not legal for your deck.
The only way I can think of to attach lots of auras to Uril at the same time is to play Retether, Open the Vaults, or Replenish while you have Uril out and a lot of auras in the graveyard already. Either that or play Primal Surge and hope you don't hit a non-permanent. Up to you whether you think either of those are a good idea.
The ONLY ways for you to deal infect damage with Uril in Naya colors are Grafted Exoskeleton and Triumph of the Hordes. There are no other cards that grant infect to a creature outside of blue and black.
Symmetrical card draw is very bad in EDH, since it just gives people more gas to answer you or win the game ahead of you. Font of Mythos, Horn of Greed, Howling Mine, Omen Machine, Temple Bell, and Rites of Flourishing should all be cut. Wheel of Fortune and Reforge the Soul are usually better because you can wait to cast them until you have no hand and your opponents have lots of cards, but you actually have better options in green, so I'd recommend cutting at least Reforge.
Replace with the following: Sram, Senior Edificer, Kor Spiritdancer, Rishkar's Expertise, Sage's Reverie, Soul's Majesty, Abzan Beastmaster, Mesa Enchantress, Verduran Enchantress, and Eidolon of Blossoms (maybe).
You also NEED better ramp. Tithe, Cultivate, Journey of Discovery, Elfhame Sanctuary, and Kodama's Reach are all sub-par and should be cut. 41 lands is also WAY too high. You'll be able to ramp much more consistantly if you cut that down. You can go down to 35 lands without a problem, and then after that you can cut one land for every 0 CMC mana rock you add to the deck. (Don't worry about Exploration, Burgeoning, and Oracle of Mul Daya being less effective. The extra draw factor will offset that. I would probably cut Azuza though, since she doesn't give you much if you aren't flooded with land.) Out of your lands, Jungle Shrine, Maze of Ith, Mikokoro, Center of the Sea, and Temple of the False God are all kind of bad and could be cut. Some better utility lands would be Kessig Wolf Run and Hall of the Bandit Lord.
All of the following are better ramp than you have: Mana Crypt, Mox Diamond, Chrome Mox, Lotus Petal, Lotus Bloom, Ancient Tomb, Nature's Lore, Three Visits, Coalition Relic, Boros Signet, Selesnya Signet, Gruul Signet, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Avacyn's Pilgrim, Dryad Arbor (tutored off of Green Sun's Zenith, Harrow, Crop Rotation (into Ancient Tomb), Gemstone Caverns, Chromatic Lantern (maybe), Joraga Treespeaker (maybe), Skyshroud Claim (maybe), Trace of Abundance (maybe), Fertile Ground (maybe), Utopia Sprawl (maybe), and Wild Growth (maybe). You may also want to consider Herald of the Pantheon or Hero of Iroas to reduce the cost of your spells.
Now, on to the auras. You have a ton of auras that don't really do... anything? I get that you want to buff Uril as much as possible, but EDH is format of card advantage, and you really shouldn't be playing cards that just read, "your commander gets +2/+2."
I would cut all of the following Abzan Runemark, Angelic Destiny (this really doesn't give you much for 4 mana), Asha's Favor, Burrowing, Call To Serve, Cave Sense, Crown of Awe, Dust Corona, Eternal Warrior, Griffin Guide, Gryff's Boon, Inviolability (He already going to be the biggest thing around, why do you need this?), Murder Investigation (You have no support for these tokens.), Nimbus Wings, Serra's Embrace, Triclopean Sight, Vigilance, and Vow of Duty.
And here's what I recommend in their place:
Extra protection for your commander: Shielded by Faith, Spider Umbra, Hyena Umbra, Felidar Umbra, Bear Umbra, and Flickerform. (Speaking of protection, Tajuru Preserver, Grand Abolisher, Vexing Shusher, Gaea's Herald, and Sigarda, Host of Herons are all good ways to make sure Uril can't be messed with.)
Also put in Spirit Loop. It's cheap and comes back if Uril leaves play somehow.
Other miscellaneous stuff:
Heliod's Pilgrim, Open the Armory, and Plea for Guidance are other tutors you could include. Open the Armory also grabs Grafted Exoskeleton and Helm of the Gods if you put them in, so I'd recommend it.
Nomad Mythmaker might make a useful recovery tool.
Mayael's Aria buffs Uril, gains you life, and can straight up win the game for you, nuff said.
If you can find the space, you could really use better board control to deal with problem permanents. Here are some good removal spells in your colors: Swords to Plowshares, Beast Within, Chaos Warp, Oblation, Krosan Grip, Oblivion Ring, Qasali Pridemage, Return to Dust, Hull Breach, Winds of Rath, Chandra's Ignition, Austere Command, and Wrath of God.
And that's all I can think of at the moment. Good luck.