|Commander / EDH||Legal|
Printings View all
|Commander 2013 (C13)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
Creature — Beast
Beast spells you cast cost less to cast.
: Regenerate target Beast.
Krosan warchief Discussion
1 month ago
Love the concept! gota couple suggestions, figured I'll accordian them to keep from filling up the whole page.
Predator, Flagship is costly, but lets be honest - mono-green doesn't care about that. giving flight for troops to evade or block, anti-aircraft cannons, and the tractor beam to lift up enemy ground-pounders, this colorless removal engine is worth evey mana spent on it.
Arena + Combat step: Declare attackers. Before blockers, activate arena, Choosing one of your tapped attacking creatures. the creature picks a fight before blockers, potentially giving a 2-1 for you if they block afterwards, but otherwise taking out a blocker and still getting all their damage through.
Genesis is amazing for recusion, if that's your thing (I know it's mine, but not everyone elses), and it's a 3 drop if you hard cast it with Her fluffiness on the field.
Trolls of Tel-Jilad offers regen for your forces (or allies, in exchange for favors...)
Krosan warchief acts like a mini trolls of T-J for beasts, and reduces their cost as well. more a niche card, but worth mentioning if you end up going that route.
Weatherseed Treefolk is fragile, but returns to hand when killed.
Phytotitan is even more fragile, but returns for free
Masked Admirers is a card drawing chump blocker. while it doesn't get the cost reduction, it definatly will dish out the damage over a game with trades. and the card draw for ETB is icing on the cake.
Gurzigost is a wierd huge guy that smashes face, all for the low low cost of ... recycling your graveyard. oh no... /endsarcasm
Ulvenwald Hydra grows based on your land base, and fetches a land as an etb trigger. added bonus: has reach to deal with fliers.
Oran-Reif Hydra grows to monstrous sizes as the game progresses. not all that exciting, but cheap ($ wise)
Dungrove Elder is completely worth the G mana cost once you hit 4 lands, and will only get bigger as the game goes on.
Terra Stomper , Carnage Tyrant , Chameleon Colossus , Kodama of the North Tree , Kalonian Behemoth , Gaea's Revenge , and Ancient Ooze just do what they normally do with efficiency: smash. they aren't pretty or fancy, but they are cost efficient before your general's discount, so they smash hard for cheap.
Skysnare Spider has the two most important keywords for green multiplayer: vilgilance and reach
Hydra Omnivore lets you get damage through defenses of players by ignoring that player entirely and focusing elswhere.
Indrik Stomphowler and Conclave Naturalists might be good replacements for reclaimation sage, with you commander out they cost the same. Destructor Dragon acts the same on death, but hits planeswalkers and lands as well.
Woodfall Primus is a solid (abet later game) removal that returns to work again.
World Breaker acts as an exile, and is colorless to boot. added benefits are reach and recurrable.
Wickerbough Elder gets the cost reduction, despite being a 3/3 base when cast.
Wolfbriar Elemental lets you dump green into a token army of 2/2s if you need to spread out the love or create some chump blockers. quantity has it's own quality sometimes.
Vorapede is a undying buggy with vigilance for 3 when your general is out
Thornling is a solid all-round stomper that is hard to deal with, via indistructable and increasable toughness.
Thrun, the Last Troll is another hard to deal with threat: hexproof, uncounterable, and regenerate means not a whole lot can touch him.
Spearbreaker Behemoth can act as a duribility booster by giving indistructibility
Krosan Drover is a good card for the really expensive creatures, giving another cost reduction.
Ulvenwald Observer is a solid card-draw engine for the deck when things die
Nessian Game Warden lets you sift through your deck based on forests in play
Brooding Saurian is typically just a sideboard card against control matchups, but worth mentioning all the same.
Stone-Tongue Basilisk is a cheap ($ wise) little guy that can field-wipe an opponent if you time a swing right.
Kamahl, Fist of Krosa should go in every green deck that he can. this goes double for mono-green. Overrun as an repeatable instant? check. wrath countermeasures? Living Plane that only hits opponents for G per land. totally worth it.
2 months ago
Wow those cards were never on my radar. They are all really good cards. Vizkopa Guildmage is not that fast.
Valduk, Keeper of the Flame is fast. Voltron with Enchantment cards ones that care about power mostly.
I don't remember seeing a Viridian Longbow he uses lots of fight style cards.
Stinging Shot is in there because there are a few flying decks running around and it has cycling.
Ulamog's Crusher is so good I should put it in every deck.
I like the first strike idea but he uses combat tricks with Vine Mare as well. Vine Mare is probably the hardest one to beat. The ways I've beaten him when he has Vine Mare was outlasting him until he was top decking.
I'm gonna add the ramp cards you suggested including some of the removal you suggested. Do you have any other suggestions?
Also what's your thoughts on blood rush effects like Rubblebelt Maaka
2 months ago
I've got a small update for you all!
- updated the introduction
- added Veteran section
A little late but I hope everyone enjoyed their Winter and any festivities. As always, thank you all for your submissions and support!
I really shouldn't let these submissions build up...
3 months ago
Podkomorka, I got another good one for ya.
Beast tribal with Krosan Warchief as the general.
10 months ago
Hey so overall the first impressions haven't been too good, the deck sometimes works and gets off to an explosive start but its draws are always a guess to say the least, mulling into oblivion is a problem I faced repeatedly. There is much too much variation at this juncture in the way the deck feels and plays, in other words we need to streamline this a bit. And to do that one needs decide which route the deck is going to be taken, and personally i feel a mono-green stompy or devotion list would best suit what is already here.
So firstly lets get over what should be removed:
Pretty much everything, I'll save a bit of time by just saying that a lot of the one-of's and two-of's have better alternatives, the only creatures i would keep are Llanowar Elves, Kalonian Tusker, and Obstinate Baloth (and even then Obstinate is better in a sideboard); the most important cut is Krosan Warchief it just isn't modern legal unfortunately. In addition to these creature cuts I would cut all the pump spells as well as Ring of Kalonia, and i know you have built this deck around it but also Primeval Bounty, I never once resolved this card in testing, I never even wanted to.
With all these cuts in mind we have a pretty blank slate to work with: lets start with the mana a deck like this wants 24 lands in my opinion, 4 of those (if financially viable) should be Nykthos, Shrine to Nyx to generate copious amounts of mana, there is also an argument for something like Treetop Village. This leave us 46 slots in the mainboard, the vast majority of which will be creatures:
So here the decision really is yours 2 of these sets should be in the deck, you want 8 accelerators in my opinion, these are the most budget friendly options; note however that if you choose to play Arbor Elf then you also want Utopia Sprawl.
One or the other both may be too much.
In my opinion you want both of these, they provide great curving threats whilst also fueling the devotion gameplan. These are your best threats.
- 1-3x of Thrun, the Last Troll
A resilient threat that works well with the devotion plan.
The big payoff, a huge threat that hits the board and makes an immediate impact.
The rest of the creature slots can be devoted to silver bullets so to speak, things like Scavenging Ooze or Reclamation Sage to have some mainboard hate, Courser of Kruphix for more acceleration, Tireless Tracker as just a great card.
As for non-creature spells, a few come to mind as worth it (left entirely to your discretion):
Provides much needed flexibility in combat as you can focus on curving out whilst still being able to pump.
- 1- 3x Heroic Intervention
Protection as you will go wide, this is usually a sidebaord card but can see play in the main as a one-of depending on meta.
- 1-3x Dismember
Our removal of choice, flexible and efficient, great for getting those last points of damage in.
A must if you play Arbor Elf, with that combination of cards it is possible to make 4 mana on turn two.
- 1-4x Garruk Wildspeaker
I personally believe he is good enough to see play, he is flexible enough that i can see him being quite effective.
This would require lowering the curve and removing anything above 3 mana but company is an incredible tempo play in a deck like this, providing some much needed acceleration, however you sacrifice the devotion plan in favor of it, and likely play Eternal Witness to recur company.
In the end the deck is yours so these are all just suggestions, i hope they help, I really see this more as a stompy list in need of a focus, hopefully the above provides some inspiration. If i have completely missed the mark however in what you are trying to do then let me know and I'll adjust. I'd also be more than happy to help with a sideboard.
11 months ago
love the theme
Good luck brewing, hope this helps
1 year ago
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