Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Destroy target artifact or enchantment.
|Have (2)||, metalmagic|
|Want (7)||Rent_A_Zilla , Instinctive , David_Nevins , SamppaSjalv , NotOnline , Grimlok893 , orkanik|
Printings View all
|Commander 2020 (C20)||Uncommon|
|Commander Anthology (CM1)||Uncommon|
|Commander 2015 (C15)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|Modern Masters (MMA)||Uncommon|
|Time Spiral (TSP)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Krosan Grip Discussion
2 days ago
Hey, nice budget version, less than $50 is impressive.
Command Tower is now less than $1 and is one of the best lands in Commander. Selesnya Sanctuary is another upgrade for a dual land. Quest for Renewal good with Emmara letting you create Soldiers or tap your tokens for other effects during each opponent's turn. Good repeatable draw with Mentor of the Meek. Glare of Subdual goes well with Renewal as opponent creature lockdown using tokens. Nullmage Shepherd can wreck opponents artifact or enchantment strategies.
Felidar Retreat is a new enchantment in Zendikar Rising for tokens. It's repeatable no mana cost Township effect or create a Cat token just by playing a land. Worth adding Evolving Wilds, Terramorphic Expanse and Myriad Landscape it adding Retreat. Champion of Lambholt can make your token army unblockable since she grows each time a token is created.
Jiang Yanggu, Wildcrafter combines well with Good-Fortune Unicorn to make each token created a mana dork. Jiang can put a counter on Emmara making it easier to tap her while also making mana. If going the Vehicle route for crew then Aethersphere Harvester and Untethered Express are some budget upgrades.
Cards to consider cutting:
- 2x Forest
- 2x Plains
- Blossoming Sands
- Anointer Priest
- Crusader of Odric
- Attended Healer
- Infiltration Lens
- Curse of Bounty
- Renegade Freighter
- Ovalchase Dragster
- Fleetwheel Cruiser
- Krosan Grip
- Entrapment Maneuver
- Collective Unconscious
Good luck with your deck.
5 days ago
Hello! Thanks for the comment on my deck! I'll see what I can do.
Ok so I see a lot in the way of aggro and not a lot of answers to problems. Don't get me wrong, dedicated aggro decks can be devastating; but they need to be quick and those cards are almost exclusively in red. This deck looks like it kicks off around turn 3-5 so we want to be able to do stuff in the early game. Bant is a color scheme that lends itself well to defensive tactics rather than harming opponents; this can take the form of protection, buffing creatures, or stalling until our game-plan can get off the ground. Now at the end of the day that game-plan is still "turn creatures sideways", so we want to make sure that the creatures we select are aggressive; but, the control colors in our deck (white and blue) can provide us with a fair amount of answers to problems that we can use both early and mid game to ensure our victory.
So what we want from the deck is:
1) Board Control/Stall Tactics 2) Protection 3) Card Advantage 4) Aggressive creatures
Often times these categories can overlap. For example: a creature with hexproof. That fills the "aggressive creature" and "protection" categories so that means we're getting more value out of just that one card, which is what we want. Variety is both the spice of life and the answer to our deck-building conundrum. So we want to make sure that our card selection is refined. So lets break each category down.
Board Control/Stall Tactics
I love the options Bant gives us for board control. Green has a lot of artifact/enchantment removal, white has a lot of good spot removal in the form of "exile" which gets around that pesky indestructible ability, and blue often bounces things off the board or counters things. So what options are best? Honestly, its up to you. But remember that the more options that a card gives you the more value you get out of it. Here are a couple of my favorite board control cards in Bant:
That should give you enough options to play with and see which ones you like best.
Protection spells are many and can come in many different forms, but ultimately it comes down to making sure our permanents stay permanent. For us this is most likely gonna be about protecting our creatures. Some of my favorite protection spells in Bant are:
The longer our creature(s) stay on the field the more likely we are to win.
This can either mean card draw, digging through our library, or just straight up tutoring. Some good options are:
By giving ourselves card advantage, we can find solutions to problems a lot faster.
And finally we get to the bread and butter of the deck, the creatures. Now the mechanic we're working with is the Exalted mechanic, which states that if the player attacks with exactly one creature, then each card with Exalted (including the attacker) will grant that lone attacker +1/+1. This aggro tactic minimizes casualties in battle but doesn't reduce the armies strength during the attack phase. So the more instances of exalted we have the more powerful our lone attacker is. Here are some cards worth looking at into for this combat style:
With these creatures at our disposal, opponents will often find it hard to outgrow our aggressive playstyle.
Now keep in mind that the exalted mechanic itself is very aggressive and simultaneously acts as the "buff" aspect of our defensive tactics that mentioned near the top. So we need little in the way actual buffing spells like Giant Growth; that leaves much more room open for including a lot more control and card advantage spells. Ultimately what you pick is up to you but try using the cards I've listed above as the basis of your card selection and go from there. Cross reference which cards fall into multiple categories for the best options possible. I don't want to just straight up give you a decklist, I want you to choose the cards yourself and make a deck that's entirely your own. I hope my longwinded advice helped LOL happy deck building.
6 days ago
1 week ago
Glad you're making progress! :^)
It wasn't my intention to get you to overhaul the cantrip aspect of your deck. I try not to recommend things that just completely conflict with what the actual maker of the deck wants to do lol. I just wanted to let you know about some nice win conditions for your commander that you can slot in along with your cantrip and token strat without warping it into a nasty cEDH Kykar storm deck or something like that.
As for infinites in EDH and whether or not people will get upset by them, there are pretty much 2 camps from my experience. Some people think that they're cheesy and/or unfair and generally frown upon them being used in their playgroup. Other people, like me and my group, just see them as another wincon. My big thing is that infinites can be stopped or shut down pretty easily if you stay prepared and you know what to look for. For example, all of your combos in this deck would involve Kykar, so people probably shouldn't let Kykar stick to the board for too long, you know? Otherwise they're risking you getting to combo off whenever you please. Or if you try and cast your Isochron and imprint Dramatic Reversal, people should definitely do their best to stop that from resolving, and if they can't do that, a Krosan Grip would shut it down. But even if you or someone else does just win right there with a big combo, you get to start a new game and have fun again. PERSONALLLLLY, I don't see a downside. ;^) Ultimately it's all up to you and how you feel about certain strategies, but there's no wrong approach. EDH is a social game, so as long as you find other like-minded people, you can make whatever rules you want.
As it stands right now what you have is looking really really nice. Overall I'd suggest trying to work in a little more control magic. If you're still wanting to make room for cards I could definitely try to help, I'm just reluctant to recommend anything in particular at this moment because I don't know what cards you're really attached to lol. I want your first deck to be your own and have some personality to it. :^)
3 weeks ago
Hey man! so far I really dig your list and it's already looking pretty good. Some suggestions I`d make are:
Adding more low CMC creatures who can sac themselves especially activated for no mana cost are good with Meren to get experience counters faster without needing a sac outlet. Especially Dawntreader Elk and Diligent Farmhand are more optimal than Yavimaya Elder or Viridian Emissary. Other options are Blood Pet or Apprentice Necromancer.
I see you're running the Mike + Trike combo, so I'd add some protection like Sylvan Safekeeper, Heroic Intervention or Veil of Summer to prevent interuption. If you're going for a more controlly attempt I'd further more add some instant speed interaction like Krosan Grip, Beast Within or Assassin's Trophy.
All in all I'd try to lower the average cmc a bit, by cutting some of the high cost cards like Butcher of Malakir to speed up overall game play.
Good luck and stay safe!
1 month ago
I decree that by running Curse of Verbosity you are encouraging your opponents to spread their germs and break social distancing regulations, and that neither very responsible of you, nor is it something a good noodle would do.
Actually now that I think about it you should just take all of your interaction out of this deck to fit the theme. No counters, no removal, no nothin. Just walls.
Now as for playable additions to this deck I'd recommend Crawlspace as an addition to your pillowfort. This is also a personal thing but I'd prefer Nature's Claim over either Krosan Grip or Return to Nature. Cheaper, negligible drawback, and it does basically the same thing. It's a preference thing though so it's all up to you.
Nice fun and fair deck. I like it. :^)
1 month ago
- Card draw:
- Sylvan Library : Card draw.
- Elvish Visionary : Cheap, cantrip, shaman.
- Mosswort Bridge : Pseudo cantrip.
- Growing Rites of Itlimoc Flip : Pseudo cantrip. Flip = better Gaea's Cradle.
- Blighted Woodland : Comes into play untapped. Ramp card mid-lategame.
- Path of Ancestry : Potential card filter.
- Strip Mine : Utility land.
- Gingerbread Cabin : Forest with minor upside. No reason not to play it in mono green.
- Fauna Shaman : Tutor, shaman.
- Noxious Revival : Manaless. Allows another shot for wincons.
- Scavenging Ooze : Manasink. graveyard disruption.
- Card draw:
- Lifecrafter's Bestiary : Card draw.
- Beast Whisperer : Green conditional card draw.
- Guardian Project : Green conditional card draw.
- Runic Armasaur : Card draw (meta dependent).
- Compost : Card draw (meta dependent).
- Sakura-Tribe Scout : Early game shaman. Mana acceleration.
- Genesis Wave : Pseudo card advantage.
- Arch of Orazca : Card draw.
- Win more:
- Myojin of Life's Web : Too expensive. Very likely that you do not have enough cards in hand to make this worthwhile lategame.
- Patron of the Orochi : Quest for Renewal is cheaper.
- Gigantomancer : Cute, but 8 mana is too much for this kind of effect.
- Archetype of Endurance : Win more card. No real synergy. Asceticism Is better (although also not recommended).
- Trolls of Tel-Jilad : This is a bad card.
- Soul of the Harvest : Beast Whisperer / Guardian Project, cheaper. Almost same effect.
- Sakiko, Mother of Summer : Too expensive. Doesn't do enough for mana cost.
- Sage of Ancient Lore Flip : Very likely that you do not have enough cards in hand to make this worthwhile mid-lategame.
- Wildheart Invoker : This is a bad card.
- Sakura-Tribe Springcaller : This is a bad card.
- Loaming Shaman : Not enough card draw that allows you to get your desired cards in you hand.
- Essence Warden : This is a bad card.
- Vines of Vastwood : Very situational card.
- Squall Line : Not very good card. Situational.
- Krosan Grip : Expensive situational removal.
- Gilded Lotus : Unnecessary ramp.
- Tranquil Grove : Unless your meta plays a lot of enchantments, not really necessary. Otherwise, recommmend Back to Nature instead.
- Beastmaster Ascension : Your creatures are not big enough for this to work consistently.
- Spidersilk Armor: No tutors, not enough card draw to obtain it. Unreliable flyer prevention. Silklash Spider Will hold off flyers with tutors.
Staple cards are cards I recommend obtaining and using, since they are almost always good cards to have in any green deck. The rest is up to preference and should be taken with a grain of salt. I hope I could be of some use to you.
1 month ago
I think you really need some enchantment hate in the sideboard because cards like Rest in Peace or Leyline of the Void will really ruin your day. Abrupt Decay can handle only some enchantments. Something like Reclamation Sage or Krosan Grip could be worth considering for the board and would also help against artifacts, too.