|Commander / EDH||Legal|
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|Duel Decks: Garruk vs. Liliana (DDD)||Common|
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Tribal Enchantment — Treefolk Aura
Enchanted creature is a 0/4 Treefolk with no abilities.
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1 week ago
The combo does work. It's a bit of a strange combo (quite fun actually), but it involves the key distinction between "attack" and "attacking" in the Magic lexicon. To attack is the process of declaring a creature an attacker. Attacking is just when the creature is attacking. It is possible for a creature to be attacking, without declaring that the creature "attack." For example, cards put into play with Kaalia of the Vast are attacking, but they never "attacked."
Simic Guildmage allows you to attach either Lignify or Darksteel Mutation to Medomai the Ageless. Medomai loses all abilities, including the prohibition on it attacking during extra turns. You can declare the 0/1 abilityless insect or 0/4 abilityless treefolk as an attacker. Using Simic Guildmage's ability, which is at instant speed, you can remove the enchantment after attackers are declared. Medomai is now "attacking" but never "attacked" while she had that pesky "cannot attack during extra turns" ability.
Since you have an untap step at the beginning of each additional turn, you can untap your lands, and continue to use Simic Guildmage's ability each extra turn.
Again, it is convoluted, but a fantastic combo. Good find.
bomb_arie, have you considered Strionic Resonator? It would provide another method of copying the extra turn ability. With artifact untap shenanigans, you could conceivably get up to eight extra turns (Double strike = 2, two combat phases = 4, Resonator on each trigger = 8). That would require fairly significant mana investment, but even one additional trigger with Resonator could prove useful.
2 weeks ago
One of my buddies built Mono-Green Treefolk and it's a great metagame call.
Just from memory (so I'm not sure if this is the exact list), he plays something like:
I'm not sure if this is his exact list or what his sideboard looks like. I don't remember if he plays much mana ramp (Search for Tomorrow and Sakura-Tribe Elder both help a lot). I think that's a decent recollection of what his sideboard looks like, but I'm not positive on that either (just that it had the usual green hatecrap found in Modern).
2 weeks ago
Hey, this looks good, great deck name. The deck description is however very hard to read. Breaking up the mass of white text by linking each card you're describing helps a lot with readability. To do this put double square brackets in front of a card name and close the double square brackets at the end of the card name. Learn more about card and other formatting here scroll down to "Tagging Cards".
This allows viewers to mouseover the blue name of card and get a rollover image of the card or click the card to get more information about it.
You've included a lot of really good cards here, but you've left out a few strong ones. Consider adding:
- Survival of the Fittest or Fauna Shaman: discard a creature to tutor for any big creature to use all the ramp with. Fauna is easier to tutor for.
- Tooth and Nail: one of the best green spells with ramp.
- Exploration or Burgeoning: play even more lands per turn.
- Ramunap Excavator: creature Crucible easy to tutor for.
- Scavenging Ooze: staple green graveyard hate.
- Song of the Dryads: better than Lignify can enchant any permanent.
- Mind's Eye: can be a great draw engine combined with ramp.
- Woodland Bellower: underrated green creature, can tutor for and put onto the battlefield one of a large number of the best support green creatures including Witness, Tracker, Ooze, Sage, Empath, Courser, Fauna, Excavator, etc.
- Concordant Crossroads: ramping into a big creature and giving it haste can be game winning.
Cards to consider cutting:
- Primal Command
- Traverse the Ulvenwald
- Winter's Grasp
- Sylvan Advocate
- Okina, Temple to the Grandfathers
- Myriad Landscape
- Haunted Fengraf
- Dark Depths
Good luck with your deck.
4 weeks ago
If you're looking for a way to effectively remove a commander, you have to do it in a way that doesn't cause it to change zone, so I believe your only real options are Darksteel Mutation, Imprisoned in the Moon or Lignify.
1 month ago
If you don't mind using an infinite combo, Palinchron would be a good add (though a little pricy, around $25). Can give you infinite mana with Deadeye Navigator, or infinite mana and Palinchron copies with Riku.
You can check out my deck if you'd like: Riku of the Infinite ETB Triggers
1 month ago
1 month ago
Crippling Blight seems weak in a deck that isn't highly aggressive.
I also question the inclusion of Doom Blade/Murder. Not only could they be replaced with Seal of Doom, most problems they solve are solved just as easily by Lignify. Since you already have a lot of targeted removal (especially if you run Blightcaster), perhaps it would be better to diversify into your favorite variant of Diabolic Edict, Geth's Verdict, or Tyrant's Choice?
I don't think it's optimal but you could also consider running Despondency as a way to keep those Constellation triggers coming.
Overall seems like a lot of fun!