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Creature — Human Druid
Tap: Untap target land.
Threshold - Tap: Untap up to three target lands. Play this ability only if seven or more cards are in your graveyard.
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Krosan Restorer Discussion
2 weeks ago
Yep! Attack with Sakura-Tribe Scout, tap Maze of Ith to untap scout, tap scout to drop Sunscorched Desert, simultaneously triggering Stone-Seeder Hierophant and Cloudstone Curio, tap hierophant in response to her own trigger to untap maze before she untaps from the trigger and bounce literally any other land, repeat at untapping scout with the maze because its still technically an attacking creature even though it will neither deal or receive damage. Could technically be done with any two lands for infinite mana during the combat step * , but the method with the desert is much more direct and generates infinite mana anyways. For just infinite mana could also use the Magus of the Candelabra with big mana lands or Krosan Restorer at threshold * ...
*the goal of just infinite mana would probably be to kessig up other attackers, or to pump up the avenger army, or if the geopede was still in the deck proper...
The deck does have other more efficient infinite combo's by a card or two, so this wouldnt be a primary way to win. It would be a happy accident, and in the mean time the maze could protect from voltron commanders in a similar fashion that Glacial Chasm does. But the chasm also stops creature swarm or fireballs/laser beams so I'm not too sure I'd want to swap there. Perhaps it would be a meta consideration card. Sideboard worthy at the very least (instead of just a maybe), but given its a single card that lets me assemble my engine another way I do want to find a place for it in the deck proper.
2 weeks ago
As a more detailed comment from the one I made the other day-
Part I) Cards to remove and why:
A) Angler Drake- You have this in here mainly so you can abuse your "enter the battlefield" effects. There are plenty of cheaper options to do this.
B) Storm Sculptor- Basically the same reason as Angler Drake.
C) Sylvan Primordial-Depending on who you ask, this card may or may not be banned. Might as well play it safe and take it out.
Part II) Cards to consider removing and why:
A) Emperor's Vanguard- It's a decently powerful creature for its cost and can help you get land, but there are some more reliable ways to get card advantage. If you add more ways to get through opponents defenses (i.e. unblockable effects) then I guess this can stay.
B) Blossom Dryad- It's good because it can untap the lands that tap for two mana, but you might want to go for a more reliable, cheaper mana source (i.e. Birds of Paradise, Curse of Bounty, Deserted Temple, Krosan Restorer, Bloom Tender, Elvish Mystic, Gyre Sage, Llanowar Elves, Quirion Elves, Rofellos, Llanowar Emissary, Sylvan Caryatid
C) Carnage Tyrant- It's a powerful creature, and it's hard to get rid of, but other than that, it doesn't offer much. Considering you have other power creatures in your deck (i.e. Vorinclex, Voice of Hunger), you might want to consider replacing the tyrant with something just as big that can offer more synergy with the rest of your deck. Consider: Sphinx Ambassador or Colossal Whale, among others.
D) Last Thoughts- Gives you a single card with the promise of more cards later, which is nice, but for 4 mana you could probably reliably get more card draw than this card offers.
E) Growing Rites of Itlimoc- In many decks this card is very powerful, but for your deck, in playtesting it turns out you rarely have 4 creatures out at a time, making this card not really worth having in your deck. You have plenty of other ways to get loads of mana, so you can probably remove this one without problem.
F) Jace's Erasure- It's nice to mil cards especially since you're drawing cards anyway, but mil is an unreliable way to debilitate your opponent unless your whole deck is built around the strategy. You might be able to remove a good card or two, but it's a gamble that often doesn't pay off in the long run.
G) Loxodon Warhammer- Good card, not much synergy with your deck. There are better cards that you can use to combo things.
Part III) Small creatures to consider:After playtesting a bunch, it seems your deck likely needs a few more small creatures so you have a better chance of defending yourself or making a dent in your opponent early on. Here are a few suggestions:
A) Invisible Stalker- Small dude, unblockable and hexproof. It's pretty neat and you can combo with those cards that let you draw if you deal damage to an opponent.
B) Ohran Viper- Smallish creature, gets you early card advantage. Deathtouch is a nice touch.
C) Slith Predator- Smaller than Ohran Viper but it gets bigger the more often you poke an opponent with it.
D) Slith Strider- The best of both Ohran Viper and Slith Predator. You might draw a card, you might make the little guy bigger, either way, you get a good early-game bonus.
E) Thada Adel, Acquisitor- Smallish creature, and chances are your opponent as a good artifact or two you can abuse. Early on you can exile cards you don't want your opponent to use, and later on you can just summon that shit for yourself.
F) Zhuge Jin, Wu Strategist- Smallish creature, makes one of your other creatures unblockable every turn. Early game helps with the little dudes like the Slith bros or Thada Adel, late game helps with your big guys to deal big damage to your opponents.
G) Stealer of Secrets- Another small dude that gets you card advantage early on.
Part IV) Removal to consider:The other big thing I noticed when playtesting with your deck is you don't have much removal for when your opponent sneaks past your counter spells. Here are a few suggestions to remedy that.
A) Cyclonic Rift- If you would put any of my suggestions in your deck, you should definitely put this one in. Reacts effectively to early-game threats as well as late-game ones (Plus it hilariously screws with token decks since tokens die instead of going into a hand). When you overload it, it bypasses both hexproof and indestructible. Very few cards can resist it at that point.
B) Wash Out- Can be pretty helpful, especially if your opponent doesn't play blue or green. Works as cyclonic rift in regards to bypassing defenses.
C) Dissolve- Yeah it's another counter spell but this one lets you scry.
D) Voyage's End- Removes a threat and lets you scry.
E) Duplicant- You probably remember this one from my karador EDH. It's not as good here, but it's still good removal. Exiles an enemy while getting yourself a decent creature in the process.
F) Phyrexian Ingester- Blue Duplicant.
G) Brittle Effigy- Exiles a threat and puts your opponent on edge because WHO WILL YOU EXILE OH GOD!
H) Heartseeker- Somewhat reliable destroy effect for creatures, which is uncommon in blue.
I) Curse of the Swine- Exiles multiple creatures and replaces them with cute lil piggies (I love Theros lore, it's just straight-up greek mythology)
J) Reality Shift- Cheap exile effect with an insignificant drawback.
K) Pongify- Cheap destroy effect with a drawback that's only a big deal in the early game.
L) Rapid Hybridization- Same as Pongify.
M) Lux Cannon- Pretty decent late-game removal, but it takes time to set up.
N) Ugin, the Spirit Dragon- Pretty neat planeswalker addition with removal and card draw.
O) Steel Hellkite- Pretty neat creature that removes stuff, easy to hit opponent with your unblockable shenanigans.
P) Krosan Grip- Good cheap removal.
Q) Acidic Slime- Good mid-game creature. Removal and deathtouch.
R) Song of the Dryads- Can hilariously be used on commanders without sending them to the command zone.
S) Evacuation- The blue version of a board wipe.
Part V) Abusing "Enter the Battlefield" effects, aka "Flicker" effects.You probably want a few more of these.
A) Deadeye Navigator- Flicker whatever you want as many times as you want, provided you have the mana for it. You can change soulbonds every time you flicker.
B) Ghostly Flicker- Flicker two different things and you can do it in response to an opponent targeting something to prevent it from succeeding.
C) Archaeomancer- You want this almost as much as you want eternal witness.
D) Eternal Witness- Bring back any card into your hand. Wanna use any of your instants/sorceries again? Cuz ya can. Want a creature back? Revive that shit.
E) Equilibrium- Works on both your creatures and your opponent's.
F) Mulldrifter- For three mana, it's basically a sorcery that draws you a couple cards. For five mana, it's a creature that can be flickered.
G) Palinchron- Considering the lands you have that provide double mana, you may end up with an infinite mana combo here.
H) Nephalia Smuggler- Reliable flicker effect.
I) Augury Owl- Small flickerable creature, plus you can get an early-game scry which is nice.
J) Omenspeaker- Same as the owl.
G) Cryptic Annelid- More scrying.
H) Fool's Demise- Keep your big guys alive while abusing their "enter the battlefield" effect.
I) Mystic Snake- Since you love countering so much, why don't you flicker to get even more countering?
J) Prime Speaker Zegana- Hey this looks kinda like your commander, doesn't it?
K) Strionic Resonator- This works on any trigger effect, which includes every one of your "enter the battlefield" effects.
Part VI) Land ShenanigansYou can always use more land shenanigans. It's pretty easy to replace a basic land with one of these options.
A) Hinterland Harbor-Good dual land. Chances are you can get it out untapped, and it's not even a big deal if it comes in tapped.
B) Rogue's Passage- Why is this not already in here?
C) Breeding Pool- Another good dual land option. It also counts as a "forest" or "island" for effects that specify those words (i.e. Hinterland Harbor).
Part VII) Other cards to consider and why:A) Prophet of Kruphix- Really synergizes with your counter spells. Feel free to tap out all your land to play a creature, cuz at the beginning of your opponent's untap step (even before their upkeep), all your land is free to use again to counter stuff (and use other instant-speed effects).
B) Genesis- Bringing back your dead creatures is usually a good thing.
C) Sphinx Ambassador- Fun big card.
D) Colossal Whale- Another fun big card.
E) Hunter's Insight- Easy way to get a good amount of card advantage.
F) Veil of Secrecy- Creature gets hexproof and unblockable for a turn, which is neat.
G) Artful Dodge- More unblockable.
H) Boundless Realms- ALL THE RAMP
I) Protective Bubble- The blue whispersilk cloak.
J) Aqueous Form-Unblockable AND scry
K) Into the Wilds- More ramp is nice.
The problem with EDH is you ONLY get 100 cards, which always sounds like a lot more than it is. At one point it just becomes a question of what do yo personally like the most. Have fun narrowing this list down.
2 months ago
too many big spalshy cards. in no particular order, cut these:
Reya Dawnbringer (Maaaaaybe keep?)
Godsire (Could be cool with untappers)
start there. i have a cloudstone i can trade you. Aggrvated Ass is worth it, you should buy that card. Kiki i think you have.
3 months ago
Dismiss into Dream, Devoted Druid goes infinite with some stuff like Hardened Scales, Krosan Restorer, Knacksaw Clique can untap your Kraj but with upside and more utility than cards like Simic Ragworm, same with Pili-Pala, Sage of Fables.
3 months ago
This deck is awesome, I always love the big-creature-beatdown theme! I think there's definitely some room for improvement to make it more competitive. In my opinion, the most important adjustments that should be made are 1) Bigger mana rocks 2) More efficient mana dorks 3) Card draw 4) Eliminating cards that have 0 support.
1) I would suggest Thran Dynamo, Basalt Monolith, Grim Monolith and Mana Vault. Weaker mana rocks aren't going to hold up when you're consistently casting 6, 7, 8+cmc spells. This will make the deck a lot faster.
2) The only two mana creatures you have now are Sacellum Godspeaker and Smokebraider. I think you should replace both because Godspeaker makes you reveal your hand and could possibly produce 0 mana, and Smokebraider is only useful for elementals; and there's only a handful of them in the deck. I would suggest cards like Krosan Restorer, Whisperer of the Wilds, Somberwald Sage and maybe even Shaman of Forgotten Ways and Circle of Elders.
4) Parallel Lives, Feed the Clan, Rakka Mar, stuff like that. I would also suggest replacing Concordant Crossroads with either Fervor or Fires of Yavimaya. CC gives haste to all creatures, including opponent's.
I hope this helps! Happy deck building.
3 months ago
@hosshughes: Yeah guess I should have checked Reddit first. I'm glad you still found some uses for it though; that combo with Contested War Zone + Mirrorweave is hilarious. I had another thought (sorry my suggestions are so spread out, I comment them when I think of them). I think Diluvian Primordial might be good, since it casts an instant or sorcery for each of your opponents, possibly triggering your commander multiple times. I guess you could add Luminate Primordial if you really needed to. He doesn't really synergize in any way with the deck, he's basically just a Swords to Plowshares for each of your opponents. I think most of the Ravnica Primordials have good effects and are fairly budget, so I guess they're more of a general suggestion for any of your budget decks you make. Also, if you are taking deck suggestions, I would love to see you make a commander deck for Experiment Kraj. Messing around with activated abilities can be really fun, especially with things like Horseshoe Crab and Krosan Restorer. I currently run a Kraj deck and would be able to offer more suggestions if you'd like.
5 months ago
Have you thought of running Voyaging Satyr over Arbor Elf? I would think being able to untap Cabal Coffers and utility lands would be worth the 1 extra CmC. I'd suggest going with Krosan Restorer over both of those if you were running more utility lands.
5 months ago
Nice work! Got some card ideas...Champion of the Parish, Selfless Squire, Collective Blessing, Steward of Valeron, Harabaz Druid, Shaman of Forgotten Ways, Eternal Witness, Krosan Restorer, Increasing Devotion, Angel of Glory's Rise. Happy gathering!