|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Common|
|Planechase Anthology (PCA)||None|
|Duel Decks: Nissa vs. Ob Nixilis (DDR)||Common|
|Commander 2013 (C13)||Common|
|Planechase 2012 Edition (PC2)||Common|
Combos Browse all
Khalni Garden enters the battlefield tapped.
When Khalni Garden enters the battlefield, create a 0/1 green Plant creature token.
: Gain .
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Khalni Garden Discussion
1 month ago
Hi, I'm the anon from /edhg/ who was gonna take a look at this deck.
In my playtests with the deck, I've found that the early turns can be a little slow. You have too many lands that EtB tapped, in my opinion. I would recommend removing Khalni Garden in favor of a basic land. I would also recommend adding some more lands. You don't have a ton of mana rocks, and your average CMC is pretty high. I found myself being mana screwed more than once.
An important thing to note is that Karametra's ability does not specific basic Forest or Plains, so you can run Scattered Groves and Canopy Vista and fetch them with Karametra. This will help with some of your color fixing.
Lastly, there is a lack of draw power in the deck. You can ramp really hard, but if you can't refill your hand, you'll have nothing to spend the ramp on. Mesa Enchantress and Solemn Simulacrum are the only two cards that say "draw a card", and Solemn Simulacrum needs to be sacrificed to get the one card.
If you have any questions, feel free to ask me.
2 months ago
Thanks for the feedback. I get what you’re saying.
Another option I’ve considered on the ramp side is Cryptolith Rite
I’d consider Utopia Sprawl - I quite like enchantment tamp, there’s a lot of enchantments in here already and it’s not often you come across a lot of enchantment removal.
2 months ago
I'm not sure how many things I can recommend that will make the gimmick easier, but I can recommend things to make it more absurd.
Back in Alara/Zendikar standard, I ran a Jund-colored control and sacrifice deck that used Ooze Garden. I would take their creatures, and sacrifice them to keep their power on the battlefield under my control. I also ran cards like Zektar Shrine Expedition to make a 7/1, and I'd attack, and sac it to make an untapped 7/7 ooze. This strategy can be almost modern fast with fetchlands.
Jinxed Idol was my sideboard choice for control matchups, since they couldn't stop Khalni Garden from passing it back to them, and they cared far more about their creatures then I cared about mine (if any stuck). This might work in modern, since Death's Shadow decks thrive on dealing damage to themselves, you could hold/pass the Idol as needed.
I would say Culling Dais and Spawning Pit are the best sacrifice outlets that let you control an opponent's critter when you cast Mark of Mutiny on turn 3. Also, Wrangle hits a fair number of modern creatures.
3 months ago
Rhonas's Last Stand is the newest interesting thing for the archetype, giving some much needed early power.
Then we get to the janky stuff. Call of the Herd or Mouth // Feed, perhaps, Pulse of the Tangle or Cobra Trap. Things to stop you dying to early creature drops. Giantbaiting into Second Harvest is a fun option. It of the Horrid Swarm or Miming Slime exist. Mitotic Slime is obnoxious if you can proc it. Ooze Garden can be a lot of fun. Slime Molding seems interesting alongside song/ Spore Swarm/Sprout Swarm
There are also weird rebuild options like Prototype Portal/Soul Foundry with artifact creatures and golem tokens, elf tribal, Khalni Garden/land token generation builds. Lots of cards, nothing that has shaken the world recently. Good luck with the build.
4 months ago
How exactly is Khalni Garden supposed to help you get to four mana quicker, when all it does is slow you down a turn? You can't exactly sacrifice the token for mana, since it's a Plant and not a Saproling, so unless I'm missing something, it's really not that great a fit for the deck.
That said, it's a fun deck. I like how you have all these ways of taking advantage of the infinite Saprolings once the combo gets going, and to use that to end the combo.
The only thing I worry about is how reliably you can get the combo going on time. You have ways to find the pieces, but the pieces themselves cost a lot of mana, and even Utopia Mycon can't help much, as you aren't really reliably making Saprolings before the combo goes off. It might be nice to look into better ways to ramp, to make sure you can do the thing before the opponent has a chance to win. Even something simple like Rampant Growth or Cultivate might be useful, since you're not doing that much on turns 2-3.
4 months ago
Khalni Garden would seem like a good idea. Also maybe something like From Beyond as a ramp and a token source would make sense. I run The Great Aurora as a win-con in my saproling deck - not saying its the best, but if u have a lot of tokens its basically a free win :)
5 months ago
You'll want some faster card draw and creatures, and more go-wide pay offs. Disciple of Bolas, Zulaport Cutthroat, Falkenrath Noble, Blood Artist, Grim Backwoods, Sangromancer, Rogue's Passage, Whip of Erebos are all good cards to add.
Midnight Banshee is a major nonbo in your deck. It kills all of your snakes that you get from it, as well as many of your other creatures.
For lands you'll want to avoid tapped lands that dont further your game plan some how. Replace with basics or fast-duals: Foul Orchard, Golgari Guildgate, Golgari RotFarm, Jungle Hollow, Khalni Garden, Mortuary Mire, Oran-Rief, the Vastwood, Cabal Stronghold. Manabasecrafter.com provides a very helpful list of every mana source you can play given your commander.