|Commander / EDH||Legal|
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|Commander 2017 (C17)||Common|
|Commander 2016 (C16)||Common|
|Commander 2015 (C15)||Common|
|Modern Masters (MMA)||Common|
|MTG: Commander (CMD)||Common|
|Champions of Kamigawa (CHK)||Common|
Combos Browse all
Sorcery — Arcane
Search your library for two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library.
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Kodama's Reach Discussion
18 hours ago
You should really add at least two more land and more ramp, preferably "hard" ramp such as Cultivate, Kodama's Reach, Farseek, or Hour of Promise since you're running Emeria. Given your average CMC is 3.57, you're going to want to hit your land drops or pull them from your deck with a pretty good rate of consistency.
Alternatively, you are generating a lot of tokens, maybe you should consider Cryptolith Rite, but don't skimp on the lands. :)
22 hours ago
So as the title says, I've been having issues with my accordion blocks on my decks lately. Below is an example of the coding, and you can see the end result at the deck's page: Ezuri's Unending Progress
Any help would be greatly appreciated. I would like all of my decks to end up looking nice and uniform. My other deck Karlov's Tithes is exactly how I want things to end up. Thanks in advance!
My third EDH deck, and my first non-Black EDH. I chose Ezuri, Claw of Progress because I have always liked the idea of a +1/+1 counter-based deck. Blue/Green (Simic) is an ideal color combination for such a deck, as mechanics like Evolve naturally place counters on your creatures. Coupled with the Proliferate mechanic from New Phyrexia, and you have a deck that easily turns one and two drop creatures into powerhouses.
Coiling Oracle - Mana acceleration or card draw depending on the card revealed.
Cold-Eyed Selkie - Card draw on damage. With all the counter generation in this deck, this card has potential.
Fathom Mage - Draw a card whenever she gets a counter, which in this deck should happen a lot.
Lifecrafter's Bestiary - Pay an additional whenever you cast a creature spell to draw a card.
Momir Vig, Simic Visionary - Whenever you play a blue creature, put the the top card of your library in your hand as long as it's a creature.
Nissa, Voice of Zendikar - Her ultimate ability can draw a considerable amount of cards.
Prime Speaker Zegana - With all the counter generation in this deck, she should draw you at least seven cards if not more.
Rashmi, Eternities Crafter - If the cast doesn't trigger from her ability, you can put the card in your hand.
Steady Progress - Proliferate and draw a card. Instant speed.
Tezzeret's Gambit - Draw two cards and proliferate.
Champion of Lambholt - Gets a +1/+1 counter whenever a creature enters the battlefield under your control.
Chasm Skulker - Gets a +1/+1 counter whenever you draw a card.
Doubling Season - Doubles all counters that would be placed on any permanent you control.
Ezuri, Claw of Progress - Places +1/+1 counters on a creature before each of your combat steps.
Fathom Mage - Evolve places a +1/+1 counter on a creature whenever a creature with greater power or toughness enters the battlefield under your control.
Fertilid - Enters the battlefield with two +1/+1 counters on it.
Hangarback Walker - Enters the battlefield with X +1/+1 counters on it. Pay and tap it to put a +1/+1 counter on it.
Hardened Scales - Whenever a creature you control would get a +1/+1 counter it gets an additional counter as well.
Hooded Hydra - Pay X mana to have it enter the battlefield with X +1/+1 counters on it.
Kalonian Hydra - Enters with four +1/+1 counters; however, doubles the number of +1/+1 counters on all creatures you control when it attacks.
Master Biomancer - Places +1/+1 counters equal to its power on each creature you control that enters the battlefield.
Mycoloth - Gets counters equal to twice the number of creatures sacrificed as it enters the battlefield.
Nissa, Voice of Zendikar - Her minus two ability places a +1/+1 counter on each creature you control.
Plaxcaster Frogling - Enters the battlefield with three +1/+1 counters on it. Graft allows you to transfer these counters as well.
Prime Speaker Zegana - Enters the battlefield with X +1/+1 counters, where X is the greatest power among creatures you control.
Rishkar, Peema Renegade - Allows you to distribute two +1/+1 counters when he enters the battlefield.
Sage of Hours - Place a +1/+1 counter on him whenever you cast a spell that targets him. Doesn't really happen in this deck.
Verdurous Gearhulk - Allows you to distribute four +1/+1 counters when it enters the battlefield.
Vigor - Converts damage that would be dealt to creatures you control into the same amount of +1/+1 counters.
Vorel of the Hull Clade - His activated ability doubles the number of counters on target artifact, creature, or land.
Walking Ballista - Enters the battlefield with X +1/+1 counters on it. Pay to put an additional +1/+1 counter on it.
Counterspell - As basic as counterspells get.
Disallow - Counters any spell, activated ability, or triggered ability. Potentially a lifesaver.
Fuel for the Cause - Expensive as counterspells go, but does proliferate as well.
Glen Elendra Archmage - Counters noncreature spells. Easily repeatable with the amount of +1/+1 counters the deck generates.
Plasm Capture -A little expensive for a counterspell, but gives you mana during your next precombat mainphase.
Birds of Paradise - One mana for a chump blocker that also produces mana of any color. A staple.
Coiling Oracle - You either draw a card, or get an additional land onto the battlefield.
Cultivate - Search for two basic lands, put one into play, and the other into your hand.
Devoted Druid - Basic mana dork with a twist. Reusable due to +1/+1 and -1/-1 counters negating one another.
Fertilid - Remove a counter and pay mana to search for a basic land. Highly repeatable coupled with the +1/+1 counter generation in this deck.
Gyre Sage - Potentially a massive mana source if you are able to put sufficient +1/+1 counters on it.
Nissa, Steward of Elements - Her second ability can put a land onto the battlefield from the top of your library.
Plasm Capture - Counters a spell and gets you some mana during your next precombat main phase.
Rishkar, Peema Renegade - Turns any creature with a +1/+1 counter on it into a mana source. Very powerful in this deck.
Simic Signet - Mana acceleration and fixing in one. A staple.
Sol Ring - to get . Few cards are as powerful.
As Foretold - Gives you a free spell every turn. Couples well with all of the Proliferate effects in the deck.
Cyclonic Rift - Essentially a tool to set up for the big finish by removing all of your opponents' potential blockers.
Eternal Witness - A tool for getting back cards that have been used/milled.
Herald of Secret Streams - Doesn't generate +1/+1 counters, but makes all creatures you control with counters unblockable.
Rashmi, Eternities Crafter - A source of free spells. Works well with the low average CMC of the deck.
Reliquary Tower - With as many cards as this deck draws, having no maximum hand size comes in handy.
Trygon Predator - Artifact and enchantment removal on a stick.
Vizier of the Menagerie - Allows you to play the top card of the deck if its a creature. Also allows us to use mana of any color for casting creature spells.
Contagion Clasp - A basic source of proliferate. Costs to use.
Fuel for the Cause - Counter a spell and proliferate. Pure advantage.
Inexorable Tide - Expensive, but the ability to proliferate multiple times in a turn is very powerful.
Steady Progress - Proliferate and draw a card. Simple and effective.
Tezzeret's Gambit - Draw two cards and proliferate. Almost always paid for using life.
Thrummingbird - A proliferation machine. Very reliable source if you can keep it alive.
Viral Drake - Repeatable proliferate. Reasonably priced for the effect.
Avenger of Zendikar - Creates 0/1 Plant toekns equal to the number of lands you control when it enters the battlefield.
Blade of Selves - Generates multiple temporary tokens on attack of whatever it is equipped to.
Chasm Skulker - Creates 1/1 Squid tokens equal to the number of +1/+1 counters on it upon death.
Doubling Season - Doubles the number of tokens generated by other cards I control.
Mycoloth - Produces 1/1 Saprolings at the beginning of your upkeep equal to the number of +1/+1 counters on it.
Nissa, Voice of Zendikar - Her +1 creats a 0/1 Plant token.
6 days ago
I was unable to find a tribe in your deck. There are some token generators, but few enough that a tribal card would be a dead draw most of the time. For those reasons, I'd recommend removing these:
A lot of the utility of the deck comes from being able to massacre your tokens in the name of -1/-1 counters (e.g. Blowfly Infestation and any of Flourishing Defenses, Nest of Scarabs, or Hapatra, Vizier of Poisons herself. Add Blood Artist (or similar) and it's an infinite wincon). Any creature with 2+ toughness will not be killable from a single counter, so anything that buffs toughness without a major benefit just weakens the deck. For those reasons, I'd recommend cutting these:Skullclamp.
Various other cuttables:
- Spread the Sickness - sorcery speed kill is pretty "meh".
- Shambling Swarm - the counters go away at end of turn, and it's likely he'll die in a boardwipe (so there won't be anyone to put the counters on anyway), and he has 3 devotion.
- Soulstinger - similar to Shambling Swarm, it's likely he'll die in a boardwipe (so there won't be anyone to put the counters on). Also, you're getting a weak creature in the hopes of doing something useful with it - better to just get a good creature in the first place.
- Decimator Beetle - moves one counter, once per turn, and it has to attack to trigger.
- Essence Warden - the lifegain doesn't get you anything
- Fume Spitter - insufficient recursion to really get a benefit from him
- Wicker Warcrawler - why include a creature that just gets worse?
- Tower Above - i'm on the fence on this one. The CMC is a bit high, but the benefits could be large.
- Needle Specter - Also on the fence. I like it more than the spell though.
- Rendclaw Trow - a 2/2 with wither and nothing else. 2 damage will just be ignored on attack until he dies in a wipe, or manages to block and get you (at best) 3 tokens.
You need to have a minimum of 37 lands. You're also playing , the color whose greatest strength is the massive ramp it can accomplish. If you swap all the cards noted for lands and acceleration, i would expect the deck to play significantly better. Also, don't use rocks for the ramp, unless land-wipe is common in your meta. It's easy and common for artifacts to die, but (usually) much harder to kill a land. I'd recommend the standard ramp:
- Cabal Coffers + Urborg, Tomb of Yawgmoth
- Kodama's Reach
- Skyshroud Claim
- Explosive Vegetation
1 week ago
1 week ago
Llanowar Reborn doesn't seem like it does anything here. You might just want a basic instead. If you're running Cultivate and Kodama's Reach, you should have at least 1 Island, even if it's just a splash color.
Oblivion Ring is probably good enough as another Zur target. It's nice that it deals with everything.
Courser of Kruphix seems like good value.
Luminarch Ascension gives you an actual way to win the game.
Mystic Remora is pretty broken card draw in the early game.
Rule of Law stops a lot of combos that you'd otherwise have a hard time dealing with.
Also, your land count might be a little low considering how little ramp you run. You might want to jump up to 36ish.
1 week ago
In a five-color deck, you may want to add either Prismatic Omen or Chromatic Lantern (or both) in order to always have the right types of mana available. Also I recommend you switch out your obelisks/banners for land tutoring spells (like Rampant Growth, Farseek, Cultivate and/or Kodama's Reach). These will allow you to filter through your deck faster. I'd also recommend adding Urza's Incubator, Semblance Anvil, Dragonspeaker Shaman and/or Dragonlord's Servant to make your dragon spells much cheaper. Last thing I'd recommend: Scalelord Reckoner; makes people very reluctant to destroy your dragons.
1 week ago
Since you're a green deck you might want at least 1 card that looks for land like Cultivate, Rampant Growth, or Kodama's Reach. Since you're going to have a lot of tokens, cards like Wake the Reflections, Launch the Fleet, Overrun, and Devout Invocation.
1 week ago
Too many lands. Cut it down to 40 at most, 38 at the least,. Growing Rites of Itlimoc Flip and Rampaging Ferocidon are counter intuitive. you lost one life per creature to go wide, plus you creatures are huge so going wide will take a while.Kindred Summons has the same problem. Its really good, but only if you successfully go wide and not get board wiped. I recommend replacing it with Zendikar Resurgent. It doubles mana, gives you card draw, and keeps you in budget.
14 Ramp is a good number. Take out Hierophant's Chalice for Kodama's Reach. Hitting your land drops is just as important as ramping. try to keep most of your ramp under 4 CMC so you can reliably ramp early.
Ixalli's Diviner is too inconsistent. If you wiff the land drop, giving +1/+1 to a 0/3 is pretty useless.
Flying is great, but Haste is so much better. Even better than that is both: Fleetfeather Sandals. Swiftfoot Boots and Lightning Greaves are staple equipment in EDH. But, if you want to keep a flavor, Dinos don't wear equipment
Blinding Fog is ok. The fog effect is negligible. The mass Hexproof is good, but the are very rare occasions that there is mass targeting, so hexproof for a turn isn't great. It's a little pricey, but you might like Steely Resolve. It might backfire because it gives shroud so you can't target your creatures either, but keep it in mind.
You might like Descendants' Path over Sunbird's Invocation. It's not as consistent, but you can get it out much earlier. The draw back is that you might run through all your gas quick and screw yourself over in the long run, but you might also just run through everything.
Adaptive Automaton is nice, but not needed. Your creatures are already huge, so Anthems are kind of win more; you don't really need them. Small +1/+1 is nice if the card give you something else like Vanquisher's Banner. you already have that and Rite of Passage which can get ridiculous with the Enrage engine.
If you want to grow your enrage engine, AEther Flash might be an ok include. It can kill some of your creatures, but it can slow your opponent down a little if they are running a lot of small creatures
I'm sure you have something in mind for Emergent Growth but I don't know what.
If you take out what I suggested and not add anything you will be at 102 cards with 40 lands, or 100 with 38 lands.