|Commander / EDH||Legal|
Printings View all
|Explorers of Ixalan (EO2)||None|
|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.
: Add , , or to your mana pool.
|Have (4)||Blue_Flame , orzhov_is_relatively_okay819 , PTsmitty , geazykagar|
|Want (6)||Coconut42 , wolfboy193 , olivo426 , energyforest , gregc387 , graingerk|
Jungle Shrine Discussion
4 weeks ago
Deck Edit 2:
Avatar of Slaughter out -> Vorinclex, Voice of Hunger in. I decided that the Avatar of Slaughter could backfire against me as much as help me as it gives ALL creatures double strike (including my opponents). As Vorinclex, Voice of Hunger very much benefits me, it seemed like an automatic replacement.
Skyshroud Elf out -> Conduit of Ruin in. Both of these cards are a form of ramp. Yes, the Elf can help me early on, but I felt the Eldrazi search capability of the Conduit of Ruin as well as making first creature spells I cast 2 cheaper was too good to ignore. In addition to this Conduit of Ruin is searchable by Mayael.
Vagrant Plowbeasts out -> Avenger of Zendikar in. Although the Vagrant Plowbeasts served a very good role in the deck, and one that I am not yet 100% sure that I want to loose, the effects of dropping an Avenger of Zendikar seemed too good to miss.
Worn Powerstone out -> Mirari's Wake in. In the few games that I have had with this deck, the card draw is great - the only thing that can hold it back is access to mana. With the addition of Vorinclex, Voice of Hunger and Mirari's Wake I hope to both drop creatures onto the battlefield with Mayael, as well as hard-cast should the need arise. In addition to the mana access, the +1/+1 will also help to boost the presence of the Plant tokens put onto the battlefield with Avenger of Zendikar .
Finally, to smooth out the mana a little bit more, I did the following changes (there seemed to be too much red, and sometimes not enough white).
2 months ago
There's a couple others you should consider.
Shadowblood Ridge = OG Filter
Arcane Sanctum = Tri-Land
Crumbling Necropolis = Tri-Land
Frontier Bivouac = Tri-Land
Jungle Shrine = Tri-Land
Mystic Monastery = Tri-Land
Nomad Outpost = Tri-Land
Opulent Palace = Tri-Land
Sandsteppe Citadel = Tri-Land
Savage Lands = Tri-Land
Seaside Citadel = Tri-Land
Ash Barrens = Cycles for any color of mana which you can play untapped.
Mirrodin's Core = Comes in untapped. Can give you any color of mana the very next turn.
Vivid Crag = Vivid Cycle
Vivid Creek = Vivid Cycle
Vivid Grove = Vivid Cycle
Vivid Marsh = Vivid Cycle
Vivid Meadow = Vivid Cycle
2 months ago
May I suggest you Crumbling Necropolis , Frontier Bivouac , Opulent Palace , Savage Lands , Jungle Shrine , Murmuring Bosk , Sandsteppe Citadel , Seaside Citadel , Vivid Grove , Vivid Crag , Vivid Creek , Rupture Spire , Transguild Promenade , Gateway Plaza , Exotic Orchard , Evolving Wilds and Terramorphic Expanse
Bloodfell Caves , Cinder Barrens , Dismal Backwater , Forsaken Sanctuary , Foul Orchard , Graypelt Refuge , Highland Lake , Jungle Hollow , Rugged Highlands , Scoured Barrens , Stone Quarry , Submerged Boneyard , Swiftwater Cliffs , Timber Gorge , Tranquil Cove , Wind-Scarred Crag and Woodland Stream .
I think it will increase the consistency of finding your colors. You can even lower your land count to 39 this way.
4 months ago
You can add in Cryptolith Rite for another way to have your slivers to tap for mana. Other than that, 5 color mana base is pretty hard. I would say since you are going for a budget land base, you can replace all your guildgates with the tri-color lands like Arcane Sanctum , Seaside Citadel , Jungle Shrine , Crumbling Necropolis , Savage Lands , Mystic Monastery , Nomad Outpost , Sandsteppe Citadel , Opulent Palace , and Frontier Bivouac . At least they will add an additional color in comparison with the guild gates. For budget multi-color lands there are lands like Exotic Orchard and Forbidden Orchard that are decent. Unclaimed Territory , Path of Ancestry , Cascading Cataracts , Sliver Hive , Ancient Ziggurat , and Mirrodin's Core can be some options for a decent 5 color mana base.
Hope that helps!
5 months ago
You run both. You want both Paradox Engine + Intruder Alarm as well as Gemhide Sliver + Manaweft Sliver + Cryptolith Rite. This lets you get your combo out as consistently as possible, plus all of these individually massively help your game plan even if you aren't comboing out with them.
I also play 5c Slivers with Overlord as the Commander.
Here are some cards I'd suggest with that experience in mind:
Descendants' Path is a great draw engine. Mirari's Wake buffs your slivers and doubles your mana. Phyrexian Reclamation lets you pull Slivers from your yard. Shared Animosity is one of the best one sided buffs you can give your Slivers. Steely Resolve for an additional way to give them all hexproof. Spirit of Resistance combos with Sliver Hivelord making it so you cannot lose the game. Konda's Banner gives +2/+2 to all slivers when attached to a 5c sliver. Vanquisher's Banner is a draw engine and buffs your slivers. Distant Melody draws a ton, Domri Rade serves many roles and is very cheap to play, Cyclonic Rift belongs in any EDH list with blue in it. Shaman of Forgotten Ways is a good ramper, helps to hit 5 colors and has a win-con attached to it. I also run a Birds of Paradise for color fixing.
This deck doesn't look to be a budget deck, except in your lands. That's okay, that's exactly how my deck is as well. Here are some good cards to make fixing 5 colors easier:
The cheaper 5c lands: Ancient Ziggurat, Cascading Cataracts, City of Brass, Command Tower, Evolving Wilds/Terramorphic Expanse + (only) 1 of each basic, Exotic Orchard, Grand Coliseum, Mirrodin's Core, Path of Ancestry, Rupture Spire, Sliver Hive, Transguild Promenade, Gateway Plaza, Unclaimed Territory, Unknown Shores.
Running a combination of all of these means you only need 1 of each basic, and you'll have no problem hitting 5 colors asap. There are better ways to build the mana pool for 5c Slivers, but it costs thousands of dollars worth of lands.
Anyways, love what you've got going on so far. Hope your table hates playing against this deck as much as my table hates playing against mine, haha.
7 months ago
I forgot that Starfield of Nyx affects creature-enchantments too; it will cause your gods to be 4/4 or 5/5. The "benefit" is it can turn them into creatures without the requisite devotion, but that doesn't seem especially helpful. It shines when you're running a bunch of utility enchantment creatures, or constellation effects (Eidolon of Blossoms, Forgeborn Oreads).
Your color fixing feels fine when I playtest, the vivid crags might be overkill when coming into play tapped. Consider Jungle Shrine instead? Also the more non-basics you run the harder Duergar Hedge-Mage will be to trigger, particularly for the mode you want. I would suggest +2 Always Watching, maybe -1 Iroas and -1 Starfield to make room? You might also try to slot in some tutor effects to let you customize the anthems you're grabbing, since they're mostly bad in twos but pretty critical to get one.
Commune with the Gods is pretty spot-on for flavor; did you consider Benefaction of Rhonas or Vessel of Nascency? The former is card advantage and the latter grabs your planeswalker. Kruphix's Insight? Reviving Melody is also a good enabler if you run some more self-mill seek effects. Satyr Wayfinder might help keep you on curve mana-wise?
7 months ago
7 months ago
Big smashy Naya decks can be a ton of fun! It kinda depends on what direction you want to take the deck, but if you're looking at the classic 'power 5 or greater matters' theme, here are some suggestions:
Remove: Chandra, Fire of Kaladesh Flip: This deck focuses more on casting big creatures, so the likelihood of flipping Chandra is very low. Firemane Angel: Very expensive for her effects. Better creatures and lifegain can be found. Gigantosaurus: Hilarious card, but the 5 green will be super hard to get in a three color deck. Legion Loyalist, Legion Warboss, and Ajani's Welcome: These cards are all geared towards a 'go-wide' playstyle that encourages lots of small creatures. That's not how Naya usually plays, and most of the rest of your deck isn't set up to support them. Light of the Legion, Swiftblade Vindicator, Dawn of Hope, Path of Discovery, Prodigious Growth, Urban Utopia, Bounty of Might, Flower / Flourish, Boros Keyrune, and Selesnya Cluestone: These are all cards that either don't mesh great with the rest of the deck, or are decent, but have cards that can usually do the same thing better.
Big Boyz: Meglonoth: Great power for 6 mana, and can really pump out damage both attacking and blocking each time around the table! Mycoid Shepherd: Pretty decent source of lifegain. Paleoloth: Graveyard recursion. Spearbreaker Behemoth: Gives your important stuff indestructibility! Spellbreaker Behemoth: Can absolutely wreck blue control. Woolly Thoctar: 5/4 for 3. Nuff said. Bull Cerodon: Really solid creature to keep bashing your opponent's with. Godsire: Can be hard to play, but will generate an insane amount of value if it stays in play. Stalking Vengeance: When your stuff dies, so do your opponents! Victory's Herald: massive boost to your field, especially with lifegain.
Mana Ramp: Gruul Signet and Selesnya Signet: Some of the best ramp for three color decks. Drumhunter, Exuberant Firestoker, Sacellum Godspeaker, and Sunseed Nurturer: Can be okay as ramp, while also synergizing with your theme. Mul Daya Channelers: can be either a 5/5, or help you ramp into one. Somberwald Sage, Beastcaller Savant, Birds of Paradise, Channeler Initiate, Chromatic Lantern, Commander's Sphere, Draconic Disciple, Llanowar Elves, Atzocan Seer, and Drover of the Mighty: All permanents with useful ramp abilities, some of which even have a few other potential synergies. Traverse the Ulvenwald, Sakura-Tribe Elder, Yavimaya Elder, Harrow, Journey of Discovery, Gift of Estates, Cultivate, Caravan Vigil, and Collective Voyage: Cards with varying effects that let you search up lands from your library.
Utility: Asceticism: Lots of protection for your board. Anger and Fires of Yavimaya: gives all of your creatures haste. Signal the Clans: Great tutor card for creature based decks. Loxodon Warhammer and Behemoth Sledge: Trample and lifegain on a stick. Domri Rade: Card draw, repeatable fighting, and a crazy ult. Deafening Clarion, Austere Command, Earthquake, Mizzium Mortars, Comet Storm, and Savage Twister: All have the potential to be near one-sided boardwipes.
Lands: Ancient Ziggurat: With a focus on creatures, this card is usually really useful. Command Tower: Should be in every commander deck. Naya Panorama and Jungle Shrine Kessig Wolf Run: Extra damage and trample. Contested Cliffs: Repeatable fighting for your beasts.
There are probably more suggestions I could make, and certainly not all of these cards need to go in. Just some different ideas for you to consider!
Jungle Shrine occurrence in decks from the last year
Commander / EDH:
All decks: 0.06%
RGW (Naya): 3.87%