Juniper Order Druid

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ice Age (ICE) Common

Combos Browse all

Juniper Order Druid

Creature — Human Cleric Druid

Tap: Untap target land.

Juniper Order Druid Discussion

debook454 on

3 years ago

I like how you can get to a board state where all your shit is hexproof from Archetype of Endurance or Sigarda, Heron's Grace and indestructible from Avacyn, Angel of Hope. If you switch your commander to Sigarda, Host of Herons, your stuff cant be sacrificed either! I personally think you should get some tutors like Worldly Tutor, Tooth and Nail (pretty pricy unfortunately), Altar of Bone, Brutalizer Exarch, Chord of Calling, Citanul Flute, Congregation at Dawn, Eladamri's Call, (you get the idea) so that you can tutor up avacyn and then drop your commander and GG. Anyway this takes your deck in a rather specific direction of getting a untouchable board. This would go well with some ramp and big creatures, and maybe some card draw like Shamanic Revelation and Harmonize (I don't know any white draw spells off the top of my head). That would turn your deck into this machine that gets to the op board state with those 2 creatures(3 if you add Sigarda, Host of Herons), then you drop everything you can. If you get a draw spell you can refill your hand and continue to make your board massive. Then you just add like 7 board wipes in that say "destroy all creatures" and your board is fine cuz avacyn. Anyway i would REALLY love to add ramp to this deck to get you going really fast, possibly turn 6 you get the 2-3 creature combo (in an ideal scenario). There are 3 kinds of ramp, you can go for land tutoring (Rampant Growth, Harrow, Cultivate, Kodama's Reach, Explosive Vegetation, Tempt with Discovery, Nissa's Renewal, Boundless Realms,), which has the advantage of thinning your deck of basics to the point where you have to cut nonbasics to have more basics to tutor for, and you draw nothing but powerful cards late game. Then there is creature ramp, with the elvish mystic and Elvish Archdruid, but the only good thing about that is it gets going very fast and is good if you run elves. Other than that it fills your deck with pretty useless cards and makes your mana base vulnerable to board wipes (imagine top decking a f***ing elvish mystic late game). Then there is a rather unused form of ramp, land buffing. This is by far the most powerful form of ramp and will allow you to get to 20-30 mana. It runs cards like the bounce lands (Selesnya Sanctuary, Karoo, Jungle Basin, Temple of the False God), Creatures that untap your lands (Voyaging Satyr, Argothian Elder, Krosan Restorer, Stone-Seeder Hierophant [who by the way, if you tutor for 10 basics off of boundless realms, you get 10 "untap Stone-Seeder Hierophant" triggers to untap any land 11 times], Ley Druid, Juniper Order Druid), AND FINALLY, cards that make your lands tap for additional mana (Wild Growth, Verdant Haven, Fertile Ground, Dawn's Reflection, Market Festival, Zendikar Resurgent). This last method is vulnerable to land destruction, board wipes, and it doesnt thin your deck. I personally run land tutoring and land buffing together. Also if you can get some instant speed removal put it in, Beast Within is great in commander, also path to exile and swords to plowshares, but those are very expensive. Also Terastodon is great. Anyway hope that helps if you decide to put some ramp in your deck, other than that I want to build a version of this deck very focused on the avacyn-arctype-sigarda combo, it seems very fun and very disgusting, it might just turn into a "make your opponent concede" machine >:D. Anyway good luck and have fun!

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