|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Uncommon|
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|Duel Decks: Ajani vs. Nicol Bolas (DDH)||Uncommon|
|Shards of Alara (ALA)||Uncommon|
Combos Browse all
Jungle Shrine enters the battlefield tapped.
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|Have (14)||maR2307 , goodair , geazykagar , pokemate0 , machiavelli2081 , ironax , Psycheretic , ApocTroll , bakunet , pskinn01 , , Zhorus_The_Bauqret , rockleemyhero , rakdos24|
Jungle Shrine Discussion
4 days ago
Jungle Shrine, Opal Palace, Command Beacon, Rugged Highlands, Wind-Scarred Crag, Clifftop Retreat, Game Trail, Fortified Village, Canopy Vista, Cinder Glade, Timber Gorge, Tranquil Expanse, Kessig Wolf Run, Reliquary Tower, Temple of the False God, Temple of Abandon, Temple of Triumph, Temple of Plenty
1 month ago
I'd recommend you to take the Rith's Grove back out. Playing it is basically like missing a land drop. While it doesn't set you back the turn you play it, it sets you back every turn after. This is not a good card for ramp decks. Just put the Jungle Shrine back in or play a Forest instead as you get most of your color fixing through cards like Cultivate.
Also put Stranglehold back in. As long as you don't play against decks full of pure vanilla creatures, it will do its work! Almost every non-monocolored deck plays fetchlands or Evolving Wilds. Black decks tutor a lot. Blue decks tutor for artifacts with cards like Trinket Mage or Fabricate. Green decks tutor for lands and creatures all the time. Even white decks tutor for enchantments and equipments Enlightened Tutor, Steelshaper's Gift. Even the mono-colored decks play Solemn Simulacrum and Expedition Map. Additionaly, you're giving combo decks a hard time. And it's really funny when your opponents forget the Stranglehold on the table and crack their fetchland or play their Demonic Tutor. They're still able to do this but it will simply have no effect and they're just wasting their cards. Imagine the look on their faces!!!
1 month ago
Nice deck, it looks a lot like what I'm building right now. You could replace Jungle Shrine with Rith's Grove if you want an option that doesn't come in tapped. Defense of the Heart could be a second Tooth and Nail. And Wild Pair could do some work, I notice you have a lot of creatures at total Power and toughness 4, 8 and 10.
1 month ago
-1 Arcane Sanctum, -1 Jungle Shrine, -1 Mystic Monastery, -1 Nomad Outpost, -1 Sandsteppe Citadel, -1 Seaside Citadel, +1 Mountain, +1 Island, +1 Swamp, +1 Mana Confluence, +1 Path of Ancestry, +1 Grand Coliseum
2 months ago
Nice try here, a word of advise,try and find what your deck is going to do,it seems like you want to do a little too many things at the same time,like steal your opponents creatures and playing your own,and destroy lands!
I suggest cutting on the Act of Treason effects all togetherInstead of destroying your opponents lands ,why not use ramp like Harrow or Rampant Growth and playsets (or 3 ofs) of Kinjalli's Caller , Drover of the Mighty ,Otepec Huntmastersome nice cheap dinos to consider :Ranging Raptors,Charging Monstrosaur, Kinjalli's Sunwing ,Goring Ceratops,Verdant Sun's Avatar,Wakening Sun's Avatar,Thundering Spineback
about the lands,the desserts don't contribute to your plan,try some cheap tap lands like Jungle Shrine,Rugged Highlands,Blossoming Sands,Wind-Scarred Crag or go the extra mile and hit some check lands like Rootbound Crag,Sunpetal Grove,Clifftop Retreat
2 months ago
To me, the weakness of this deck is that you have too many combat tricks and not enough creatures. But then you're doing such defensive work with your tricks that maybe attrition is lower. I'm the last person who would know! I'm just saying that, to me, it looks like a weakness.
Land-wise, I'd toss in one more Plains and maybe a couple Jungle Shrine.
As a last consideration, "Mirari's Wake" is not Modern legal, so you'd either need to remove it or change your category to Legacy. I'm not 100% familiar with the repercussions of doing either.
That's about all I've got. This looks really solid overall!
demon_vayu on Ravana
2 months ago
Okay, I like what I see so far. You seem to have a good idea of what this pair of commanders are capable of, but a few things seem to be off. You run quite a few of the lands that enter tapped without ways to prevent them from entering that way, such as Jungle Shrine. These lands can be versatile, but do tend to slow down your gameplay, in a format where getting the extra mana now can be enough to keep you alive or to reach victory now. It seems like you are aiming for a strategy of attack with big creatures and make them bigger..while this isn't a bad way to play Ravos, Soultender + Tana, the Bloodsower I can think of a couple ways to make them run more smoothly. Perhaps either replacing Gleam of Battle with Cathars' Crusade will have more of a boosting effect.. Between Tana creating tokens, and Sun Titan bringing other creatures back that do not survive the combat step, you may just get more ETB counter production than Gleam was providing. If you like to use Tana to produce tokens, and use both Impact Tremors + Purphoros, God of the Forge to burn opponents upon ETB, perhaps you should think of adding some token doubling effects. Such effects can be found on Parallel Lives, Anointed Procession, or if you can afford it Doubling Season.
2 months ago
First of all if your ramping into door to nothingness you either want duel lands or tri lands and Mana rocks such as the various border posts or signets. Secondly you want a secondary win condition, and my advice is (staying in colourless theme) Darksteel Reactor. Although slow, many people will try to work out ways to eliminate it because it appears to be a threat. Finally you need more blockers to help protect your plan. Keeping theme, Etched Champion and Myr Servitor fit nicely here.