|Commander / EDH||Legal|
Printings View all
|Duel Decks: Nissa vs. Ob Nixilis||Common|
|Planechase 2012 Edition||Common|
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Khalni Garden enters the battlefield tapped.
When Khalni Garden enters the battlefield, create a 0/1 green Plant creature token.
: Add to your mana pool.
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Khalni Garden Discussion
1 week ago
2 weeks ago
-Creatures & QTY_
Take Stormtide Leviathan down to one (1), give yourself more options.
Add Hedron Crab, to start removing odds of cards for your opponent and limiting their options for how to deal with this deck.
Take Silver Myr down to two (2).
Look up search for target cards so if in the starting hand doesn't have what you need then when you get this "search for card", you can then get your rythem going and start your WC.
Add some more control to buy yourself time for the big creatures.
- Do not count on Silver Myr to supplement your mana supply because you may or may not ever get one out.
- Your land needs to be 24-26 cards. Your land will be imbalanced and you will find it lacking and run into an extreme opposite of v1 of this deck which would be worse than having too much. Imagine having all the cards you need but nothing to play them with.
- I am not sure why Khalni Garden, is within this deck. Khalni Garden makes the lands feel unfocused.
3 weeks ago
4 weeks ago
It doesnt say youre looking for suggestions but I figured i'd toss some in for ya ->
Khalni Garden doesn't really fit the deck since you have no way of buffing them from 0/1s. They can be used as chump blockers but imo it's not worth it when you can have a regular Forest and be able to tap it that turn.
another thing your deck could use is higher cost Beaters like Hydra Broodmaster or Ulvenwald Hydra or Heroes' Bane. These will be win conditions that mean if they stay on the board your opponent is likely to lose.
1 month ago
Thanks for the feedback. First off, I should preface my deck tech with the fact that it was built for our commander league, which has a strict ban list (almost all fast mana rocks are banned, incl. Sol Ring). This makes for an interesting meta-game, where fast combo decks are taken down a notch, making room for other strategies.
Having said that, the deck is admittedly in a period of transition from semi-competitive to competitive. Cards such as Khalni Garden are the remnants of playing against more casual commander decks with sacrifice effects. You're right in saying that they could and probably should be cut. (I am also on the fence about the Zendikar lands in a deck with so few basics. I have begun to experiment with Orcish Lumberjack as a mana accelerant, in which case the land type Forest is of importance. My original duals come in the mail today, so I'll do some playing around with the mana base). This is also the reason that I have begun to incorporate cards that play off of having blue players at the table. In a competitive setting, there is always at least one opponent whose deck is primarily blue. Hence, the blue hate, counter protection, etc.
Given that cEDH is overrun with fast combo / control, I have opted to build my Uril deck within a sort of resource denial shell. I seek to gradually gain the upper hand over my opponents and then go in for the kill. The land destruction / artifact hate / graveyard hate play a large role in this strategy. As for Razia's Purification, this card usually spells game over if the three cards that you keep are Uril with two auras on him.
Hatebears fit particularly well into this approach. You're right in pointing out that Qasali Pridemage is among the more powerful hatebears in my colors. As for Enlightened Tutor, I have mixed feelings on the matter. If you have a land-lite hand, the card sets you back, as you basically skip your draw step to tutor the card you want.
The planeswalkers are also something that I'm trying out. They are all a source of card advantage, as they act as card-draw, removal, and win conditions if not dealt with. They are generally safer in cEDH as in casual, as there are fewer creatures to ping away at their loyalty. Also, instead of Nature's Lore, I would consider Utopia Sprawl if I start to go for more of a fetch mana-base. I'll keep you updated ;-)
1 month ago
Just a couple initial thoughts. Cartouche of Zeal doesn't seem very good. I don't usually have extra mana on the same turn as casting uril and the other ability just doesn't seem worth a card slot.
It seems you play against a lot of blue decks with choke, pyroblast, and carpet of flowers.
I'd like to know how Razia's Purification works out. You have a lot of permanents that would be affected.
What is the purpose of those planeswalkers? They don't seem like they would help you win much.
The mana base has too many ETB tapped lands. Under almost all cases a Forest would be better than Khalni Garden. Cinder Glade and Canopy Vista can not enter the battlefield untapped without at least one more basic in the deck. Dual lands are a lot of money, but Naya colors are the cheapest if you ever want to make that investment. Flamekin Village could be cut too.
1 month ago
fast lands like Razorverge Thicket, Concealed Courtyard, and Blooming Marsh are options as well, although if you are bent on using Elspeth Tirel, the life loss from the fetches and shocks would be Negated pretty quickly.
maybe even Khalni Garden???
Mycoloth is just begging to get blown out by removal that is cheap and instant speed in modern. the "eggs in one basket" scenario isnt the best plan unless you're bogles, or have a way to protect him.
no one drops? no removal?
i built a similar list a while back. never actually put it together or playtested, but you are welcome to use what you want out of it:
1 month ago
Let me start by saying that you have picked a great commander. I like Momir Vig, Simic Visionary. He is so much fun, as long as you don't mind shuffling alot. Here's my Simic deck Simic Toolbox for a reference.
Momir Vig, Simic Visionary let you build a toolbox deck that has many options and deal with a wide variety of threats. Let's use that.
I'm going to start with basic strategy, then move onto what to remove, and then what to consider putting in.
Due to the likelyhood of Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre, Gaea's Blessing, or Elixir of Immortality being in an opponent's deck, the mill stategies tand to not work well in commander games. Especially multi-player games. Now, I'm not saying that you can't mill the opponents, just don't rely on that stategy too much.
Additionally, you should be in the 34 to 38 lands range. Only having 29 lands could really slow you down. Don't rely on mana creatures because opponents will target them to hinder you.
I would remove the following:
Blanchwood Armor, only sees forest, auras aren't that good in commander, and there are better options.
Curse of the Bloody Tome, only works on a sinlge opponent.
Khalni Heart Expedition, there are much moer efficient land seach methods.
Ring of Kalonia and Ring of Thune, there are better equipments and other artifacts to consider.
Gridlock, weak tap target permanent ability. Too much of a mana sink.
Gatecreeper Vine, Creatures with defender can't attack and in later parts of the game, just disappoint more often than help. The search for a gate only nets one card.
Skullwinder helps your opponents as much as it helps you.
Wood Elves only finds a forest. Borderland Ranger, Sylvan Ranger, or Farhaven Elf may be better options. And/Or add Breeding Pool.
Without haste, creatuers that have tap abilities are just targets until they lose summoning sickness. Let's minimize those.
Boreal Druid, Kiora's Follower, Llanowar Elves, Merfolk Mesmerist are all cards to consider cutting for lands or stronger creatures.
These are maybe remove or maybe keep, depends on where you want to focus:
Fertile Ground, more land would be better.
Ghostly Touch, better ways to untap a permanent
Paragon of Eternal Wilds, only sees green creatures.
Now for the toolbox creatures. Let's really expand on your +1 counters theme. In no particular order:
From my deck, look at Cytoplast Manipulator, Cytoplast Root-Kin, Cytospawn Shambler, Forgotten Ancient, Helium Squirter, Plaxcaster Frogling, Spike Feeder, Spike Weaver, Triskelion.
Additionally Armorcraft Judge, Baloth Pup, Oran-Rief Hydra, Ainok Guide, Avatar of the Resolute, Battlefront Krushok, Hooded Hydra, Experiment Kraj, Fertilid are all fun cards with abilities that capitalize on counters.
Mystic Snake gives you a repeatable counterspell when you have Roaring Primadox or a Crystal Shard on the field.
Murkfiend Liege, makes everything stronger and untaps your dudes each turn. Truly obnoxious with a Hair-Strung Koto in play.
Gilder Bairn can accelerate your creatures and planeswalkers. But to really abuse it you need a Holdout Settlement, Springleaf Drum or Hair-Strung Koto in play to tap it.
Sphinx of Magosi has been a favorite of mine in commander decks. Flyer, card draw, and keeps gettign bigger.
Omnibian is a good way to remove an opponents blocking creature by reducing it to a 3/3 after blockers are declared and before damage happens.
Simic Guildmage is good for the counters, but if you really want to run some auras then he gets better.
Other cards to consider:
Crystal Shard lets you block and then bounce a creature you control so that you can reuse the 'enters the battlefield' triggers.
Durable Handicraft give you an option to put a counter on any creatures as it enters the field.
Hardened Scales is a great card in this deck and is cheaper than Doubling Season.
Halimar Depths, Khalni Garden, Llanowar Reborn, Oran-Rief, the Vastwood, Temple of Mystery and Treetop Village have always been good to me.
Simic Growth Chamber lets you bounce the Halimar Depths, Khalni Garden or a tapped basic. Also retriggers the landfall cards.
Writing this up has made me want to get off my chair and go build my Simic commander deck. Thanks!I hope that these suggestions help you. As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.