|Commander / EDH||Legal|
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Creature — Beast
When Manglehorn enters the battlefield, you may destroy target artifact.
Artifacts your opponents control enter the battlefield tapped.
Price & Acquistion Set Price Alerts
4 days ago
She'd also be able to fetch answers like Phyrexian Revoker, Scavenging Ooze, Reclamation Sage, Manglehorn and Ravenous Slime, not to mention do tricks like sacrificing creatures in response to removal.
5 days ago
Lemme see, well you dropped some untappers 3 minutes ago according to the revisions so here is what is left: Quirion Ranger, Wirewood Symbiote, Concordant Crossroads, Vitalize, Dramatic Reversal, Scryb Ranger, Kiora's Follower, Pestermite, Deceiver Exarch, Bounding Krasis, Intruder Alarm, Thousand-Year Elixir, Archaeomancer (used with Spellseeker on 3 for Vitalize or Dramatic Reversal), Breaching Hippocamp, Disciple of the Ring, Chakram Retriever, Woodland Bellower (used to fetch a Bounding Krasis), and Great Oak Guardian for untappers/haste enablers for Vannifar, that is 18, with 2 undesirable lands excluding their untapping abilities, Minamo, School at Water's Edge and Wirewood Lodge.
Otherwise, the commander-centric cards don't end there. Cards that are otherwise generally bad outside of a strategy aiming to sacrifice creatures as fodder like Dosan the Falling Leaf (does see play in Sisay because it is legendary), Manglehorn (does see play in blood pod because of Birthing Pod) or a card like Archetype of Endurance in the deck specifically to be fetched after you sacrifice Protean Hulk to Prime Speaker Vannifar are clearly bad outside of this commander centric build. This means 23 clearly commander centric cards.
2 weeks ago
3 weeks ago
Your deck seems quite well balanced and fun to play with! Would you consider adding some creatures like Manglehorn or Thrashing Brontodon for additional answers against artifacts and enchantments or Mother of Runes as a potent card in any white creature deck, or perhaps even cards like Shalai, Voice of Plenty for some late game reach? Also, Skullclamp could offer card advantage with all the creatures your deck has.
4 weeks ago
Hi, so it seems Sigi is "swamped" with work and not really focused on Cedh anymore that he is unable to give me a proper argument or even respond as a proper "Cedh player" should. (Also blocked me pretty = childish and low I'd say xD) So why an exact copy with absolutely no proof of it being even remotely better and keeping in mind that Stax can be meta dependant (So not running an autistic caterpiller is not going to make a deck more or less Cedh suitable and I'd argue it is a shit card but w/e) also it was added a year later than the list I made...
So if you could go over the reason for each card that I don't run which the copy version runs and why it is better (regardless of meta as that would not be a valid argument in Stax because not one meta is the same and it would be insanly inaccurate to base the decision on something as poor as that xD)
Caustic Caterpillar (No! Sure you're ready for fluxervoir or P-Engine, but not using your mana every turn as a Stax player is rare and the occasion you get to use this still 2 others on your table ;) )
Gilded Drake (Sure but only one target creature will be yours and this in certain matchups is dead)
Manglehorn (Sure! Good vs storm and artifacts and that's all)
Priest of Titania (Not needed, though can be useful in dork meta sure!)
Runic Armasaur (? not always as good)
Ulvenwald Tracker (Cool you curve out on this guy and no one plays dorks xD, and even if they do, chances are still there you can't afford to fight certain creatures with your creatures !!!)
Bountiful Promenade (Painland is still better)
Forsaken City (Just for Stasis locks, otherwise it does nothing 90% of the time and gives you nice card disadvantage if you want to use it outside of stasis Great really!)
Horizon Canopy (Cool! a card that's on the wantlist and is my next focus on getting for a very long time now...Nothing special here I just never wanted the FS version as it is ugly and I will probably get me an expedition soon!)
Strip Mine (Yes 100% more Cedh suitable I found the card bois X TO DOUBT...)
Crop Rotation (Cool! not necessary though as it still doesn't enable a turn 2 Derevi only works later on with cradle or nykthos sure!)
Nature's Claim (sure, try and pay for it when everything costs more or with a trinisphere or rule of law effect out, good turn!)
Negate (Sure you're going to 1v1 someone on a 4 man table while you probably can't play it yourself under certain stax, It might save you once from someone else going off but hey you forgot about the other 2!!!!)
Swan Song (Sure you're going to 1v1 someone on a 4 man table while you probably can't play it yourself under certain stax, It might save you once from someone else going off but hey you forgot about the other 2!!!!)
Swords to Plowshares (Sure you're going to 1v1 someone on a 4 man table while you probably can't play it yourself under certain stax, It might save you once from someone else going off but hey you forgot about the other 2!!!!)
Wild Growth (Yep I found the card that makes the copy more Cedh Suitable than mine x D!!!)
Sol Ring (Wauw can't cast derevi turn 2, can't play it or use it under a lot of stuff we play)
Wauw so much difference, such insane, very wauw... Change my mind why the copy is better and these cards make it the only version you show? also, sigi can't count very well ;)
1 month ago
There are some changes that you can make to your deck overall that will keep it within the budget that you are intending here.
Deathrite Shaman, Llanowar Elves,Birds of Paradise,Elves of Deep Shadow,Wall of Roots,Gyre Sage,Sakura-Tribe Elderall are amongst many that will help with consistency of mana - Deathrite Shaman and Gyre Sage provide the most use to your deck as it stands right now.
Now in terms of actual mana and consistency - You're currently at 24 lands, which way below what an average deck would contain. On average, I would start at around 35-40 lands, and then remove a land once you notice you have a lot of mana accelerants/mana rocks. I'd start with increasing the number of basic lands that you currently have. One utility land that is worth considering is Rogue's Passage as it works well with your commander.
To go off of @Amire123's comment --> for artifact hate I'd consider Manglehorn as well. In terms of Fierce Empath - It only would have 2 targets in your deck as it stands, is it really worth to run the card? unless one of it's targets is a required for a combo, then I would avoid it.
I think your priority is your land base, and finding out what cards you would consider to take out (I would personally start looking at the equipment you have, don't know if you'll be getting as much value with them as you would with other creatures)
1 month ago
Used to play Vorel back in the day for a bit, some cards I can recommend for control elements are Nature's Claim, Natural State, Delay (yes you can proliferate these counters as well), Disallow, and Voidslime.
I would advise using stax pieces as it would dilute the deck a bit more. I would say to stay in more of the control route. Although here are some stax options you can consider, Frozen AEther, Root Maze, Mana Web, Back to Basics, Mindlock Orb, Rising Waters, Squeeze, Stasis, Hall of Gemstone, Manglehorn, and Thorn of Amethyst.
Hope that helps!
1 month ago
Barbola I would say just win faster or try to destroy the ramp Narset needs to be cast that early t1/2 seems pretty unrealistic, at least not consistently. Meltdown can ruin a fast start pretty easily because the used rocks must all be cmc 0-1 so you just spend 2 mana and destroy all the acceleration. Mental Misstep is also important against such decks and Manglehorn is also strong, if cast early enough (t2 with a dork or maybe even with mana crypt on t1). Another option is to counter the most important spell(s) Narset reveals because then the whole table gains more time. usually it's in everyone's interest to prevent Narset from casting big stuff for free, so you shouldn't be alone there. This deck can exploit such a situation easily and force the opponents to deal with the visible threat while you collect the cards in hand that win the game for you.