|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
26 minutes 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:
3 weeks 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.
1 month ago
Thanks for all the feedback. These are really good suggestions and I'm incorporating them into the deck...
- I'll add in all the lands you suggest. I'm taking out mountains, and I am also taking out mountains for dual producing lands to mitigate the hit on my green mana. This makes some of my ramp spells less usefull.
- Earthcraft is insane and is going straight into the deck. I don't want to go infinite in this deck, so I'll pass on the Squirrel Nest (at least for now).
- I have a preference towards not playing Craterhoof Behemoth, but it is a great addition to the deck.
- I'll have to think about Eldrazi Monument. It would have to push out one of my other anthems, and I'm not sure I want to do that.
- Awakening Zone and From Beyond fits the deck very nicely. I'll replace Skyshroud Claim and Chancellor of the Forge for those. Better curve, better ramp, and more creatures.
- Ivy Lane Denizen is a pretty nice combo with Ulasht, but is also quite usefull with the doublers and the theme. He'll get a spot.
- I should probably just build an Marath, Will of the Wild deck, just to compare before I purchase ;)
- Mountain --> Fire-Lit Thicket. Ensure the right mana
- Mountain --> Command Tower. Ensure the right mana
- Mountain --> Mossfire Valley. Ensure the right mana
- Mountain --> Skarrg, the Rage Pits. More trample for Ulasht
- Mountain --> Khalni Garden. Extra token
- Mountain --> Dryad Arbor. Counts as a creature for Ulasht
- Mountain --> Opal Palace. Makes Ulasht stronger later on
- Hornet Nest --> Earthcraft. Mana tricks for the win
- Chancellor of the Forge --> Ivy Lane Denizen
- Skyshroud Claim --> From Beyond. More allround for my needs (tokens and mana)
- Verdant Force --> Awakening Zone. More allorund for this deck (tokens and mana)
Cheers, and thanks again :)
1 month ago
Hey man just taking a look over this deck since its about my favorite commander :) A few recommendations when it comes to lands, Skarrg, the Rage Pits is one that I recommend since you look to be wanting to do a little more voltron with Ulasht and giving him another way to gain trample is never a bad thing. Opal Palace is a hidden gem that I personally love in my Ulasht deck since I find myself killing him off a few times to make tokens and to just have him come back that much more beefy is such value. Khalni Garden makes a dude and dudes are value in this deck! Dryad Arbor Idk about budget but this land is a dude and a land that is just nuts for this deck. That is all the cards I will litter your comment section with. If you have any thoughts or need suggestions check out my deck Army of Mushrooms and Friends on Mushrooms. Enjoy :)
1 month ago
I see where you are coming from with Dryad Arbor and Khalni Garden, but in my meta, people would snipe the Dryad Arbor just for kicks. Khalni Garden isn't bad by comparison; however, if I'm going to have a land come in tapped, I'd rather have a dual land. The lands you mentioned have been on my chopping block for awhile. I'll be cutting Llanowar Reborn, Vivid Creek, and Vivid Grove for dual lands, i.e. Temple of Mystery, Thornwood Falls, Yavimaya Coast, etc.
1 month ago
Great deck overall. Close to the list I'm playing. But I think Llanowar Reborn and the 2 Vivid lands are not worth it. According to your description, you have 8 cards that proliferate. That's only 8% of your deck. By the time you start proliferating, you have all your colors and a single +1/+1 don't make a huge difference. Instead, Dryad Arbor and Khalni Garden can give you experience counters, more useful in the long games. Blinkmoth Nexus fly, and Lumbering Falls gets hexproof and is a great target for Ezuri's Ability. Add Sakura-Tribe Elder, maybe Green Sun's Zenith or Mulldrifter ?
Green fetchlands and zenith can get you the Dryad Arbor too.
1 month ago
WootWoot57 thanks for the info. I was unaware of Khalni Garden and I've included 3,but I've already considered the rest. Unfortunately a lot of those are too slow to be played in modern. Actually I just removed Ant Queen and replaced her with Nightshade Peddler for that reason. I'm able to play them earlier and it gives me some stall time. I'm probably going to be using 2 Parallel Lives and 1 Doubling Season (I already have one) for now until I see how the deck compares to other modern decks. Thanks for the advice!
1 month ago
great deck idea. I would suggest to add Khalni Garden as it gives you a free plant token. Good cards to include, Sakura-Tribe Elder, Howl of the Night Pack, Craterhoof Behemoth, Avenger of Zendikar, Growing Ranks, Thragtusk, or Sprout Swarm. Also a budget doubling season you could use is Parallel Lives