|Commander / EDH||Legal|
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|Planar Chaos (PLC)||Uncommon|
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Enchantment — Aura
Whenever enchanted creature deals damage to an opponent, you may draw a card.
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Keen Sense Discussion
4 days ago
Thank you for the upvote as well as your comment TheACTR! Feel free to comment anytime as the more eyes and comments the better. Helps shape the deck out alongside playtesting.
In regards to my Land count I have found it to be possibly shavable and not hurt too bad. I just need to play enough games with an altered manabase and see if it makes a difference. My prediction, maybe 2 land can go. If this is the case I am thinking Forgotten Ancient for 1 slot and it's a tie between Sense, Dictate, and the Territorial Allosaurus for me. Each of the three suggested cards would be great but Keen Sense seems to be the most necessary as it helps with the Gruul-ing task of implementing card draw in Hallars colors. Thoughts?
EDIT: My apologies for that pun. I literally had to x)
2 weeks ago
Nice list I will use it as inspiration for my semi-budget semi-competitive Marath.
Commander / EDH*
SCORE: 1 | 20 VIEWS
I am experimenting with Marath a lot. Tried Midrange version, then some combo and now I stick to this Taxes/Hatebears variant, because our metagame is so combo oriented and Marath is slower, so I tried do make game longer. Unfortunately it dont work as I expected.
Now to the card additions. I am quite surprised nobody mentioning Hardened Scales because this card is good standalone with Marath and has a good combo potential. I also play Saffi Eriksdotter to combo with sac outlet and Renegade Rallier. The full combo is get sac outlet, play Academy Rector/Pattern of Rebirth, then tutor Protean Gearhulk and boom to infinite. Problem is that RGW dont have enough artifact tutors. Maybe I should also include Kiki-Jiki combos.I also think you are missing how strong is Keen Sense with Marath, because you can just spent one mana to shoot n draw. At last I want to say my list isnt optimized at all, its just all my possible cards mixed either in mainboard and maybeboard, so if you could take a look and advise me how to build it properly, I would be glad.
2 weeks ago
So someone has suggested some decent changes so I'll list them below if anyone has any opinion on slotting. For the most part I'll be testing most of these changes out before anything concrete
1 month ago
Some improvements for the decks after messing with it. Noticed that the biggest counter to the deck is control. Currently takes quite a lot to get the deck going, and having stuff blow up sucks. Definitely turn 4 (or earlier if you can ramp) get Tana out, and next turn play Sidar and start swinging with Tana to start getting saprolings out ASAP.Early game needs to focus on ramping and getting both commanders out and pumping out Saprolings ASAP. I noticed that hydras were a bit of dead draws. I never really wanted to play them over buffing on Tana.
Card Draw:Skullclamp Can use a few saprolings for good card drawHunter's Insight Play this on Tana. Worst case 2 cards, best case a lot more (if she's buffed)Keen Sense While only one card, 1 mana for guaranteed card draw per turn is nice.Regal Force Luckily Saprolings are green, so this can be a juicy card drawer.Fecundity With skullclamp = lots of cards. Otherwise a board wipe isn't an issue eitherSlate of Ancestry Gets rid of that bad hand for more cards, especially if hand is getting empty.
Buff Cards (replacing some blood rush could be helpful):
Chorus of Might
Intangible Virtue Can be beneficial if you only apply 1 buff to saprolings (so they cant be blocked)Might of the Masses Give Tana a huge buff for 1 mana
Triumph of the Hordes Can easily win with infect, or kill people with it
Brave the Sands Have an army of blockers and attackers constantlyGratuitous Violence Double damage without double strike
More Saprolings:Second Harvest
Parallel LivesPrimal Vigor
Verdant Force This one is amazing
Selesnya Evangel Helps get the early saprolings out.
Growing Ranks Again 1 saproling per turnSecure the Wastes While not saprolings, you can just make some soldiers instantly
More removal:Aura Shards This will shit on Zur so hard.
More ramp (Accelerates game, mana fixes, and reduces chance of annoying land draw):Harvest Season Swing in with saprolings and Tana and double landObelisk of Naya Fixes mana a bit since it is 3 colorsExplore
Nature's Lore Pair this with one of those dual color cards that have Forest type for good mana fixing
Land:Getting some more dual colored lands can be helpful. Especially those scry lands.Also potentially Naya Panorama if you think mana fixing could be useful (green has good ramp to do the fixing you would want anyway).
Infinite Combats and win:Breath of Fury
1 month ago
Nice! Green suns zenith is a great way to replace an enchantress. Used to run that as well at some point. Good fit.
I agree about snake umbra. I think it is too expensive for what it does. It's basically Keen Sense + pay 2 for totem armor... It does provide you draw in the form of an aura, so that can be relevant if you run Heliod's Pilgrim or another aura tutor when you need more cards, but I prefer Sage's Reverie for that situation.
Soul's majesty is nice, but I think Rishkar's Expertise is the better equivalent. I really like that card. But basically anything that cares about a certain power on the board combos well with Sigarda.
Good luck with your list and see you later!
1 month ago
Nice concept, if I could make one or two suggestions. I would consider running fewer creatures, and adding in a few cards that roll with the card advantage theme. Snake Umbra would work very well for example and Keen Sense as well. Kruphix, God of Horizons would fit very well. And I would also look at balancing out your land base to match your mana requirements.
2 months ago
Hunter's Insight seems riduculusly good!
Garruk, Primal Hunter is good
Rishkar's Expertise is turning into my favorite green card
2 months ago
Noticed you pulled Alms Collector out, he has been invaluable for me fighting Grixis () commander's like Kess, Dissident Mage / Jeleva, Nephalia's Scourge for Enter the Infinite, and Izzet () like Mizzix of the Izmagnus Infinite Mana Blue Sun's Zenith decks.
Qasali Pridemage > Felidar Cub. I know he has a cost, which sucks, however, the Exalted is a nice boost, it's contradictory to your Beastmaster Ascension strategy, so I kind of understand, but I would worry about over-committing with no protection / counterspell.
Keen Sense feels like over-committing on a creature and a 2-for-1 loss in an exchange. Plus it only draws you 1 card, AND the creature has to deal damage to an opponent. I wouldn't run that, I'd rather have haste from a Swiftfoot Boots over that.
Uktabi Wildcats is to high CMC for how big he's going to be CMC5 for 5/5 is reasonable, and his ability isn't that great, plus sac a forest (means he gets smaller) and doesn't protect him from exile. You only have 14 forest so need 35% of your forest just to be so-so. Perhaps if your game plan was to Traverse the Outlands into him, it would be ok, but not in the current build. Put in some aggro, "must be answered", like a Lost Leonin.
You have lots of High CMC, I would rather tutor for the cat I want with things like Eladamri's Call than have 4 CMC6 cats for example, just have 2 CMC6 cats and 2 tutors to get them. But preference I guess.
Anyways hope you found something here useful! Cheers +1