Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle your library.
Cycling (, Discard this card: Draw a card.)
Printings View all
|Ikoria: Lair of Behemoths (IKO)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Migration Path Discussion
2 days ago
Let’s go through each one by one.
Fiery Emancipation is the most viable recommendation. It would be a welcome addition, were it one-sided. Unfortunately, with a deck as slow and cumbersome as this, we don’t want to give any resource that doesn’t break parity to the opponent. He or she will certainly outclass us with it.
Oracle of Mul Daya is the second most viable addition, however this deck only runs 34 lands. It is less-likely to top deck a land or have extra lands in hand than those decks that benefit most from her. This deck would be more likely to run more immediate land acceleration such as Farseek or Migration Path (which is strictly better than Explosive Vegetation, which we already run). Another mana dork would also be in order.
Beast Whisperer is a house that dominates builds that pump out creature spells. This deck, however, pumps out creature tokens and sparse creature spells. The average CMC is 4-5, so we can only expect to cast a beefy boi every couple of turns. As a result, we won’t be drawing much off of it.
Guardian Project, again, focuses on non-token creatures.
I do really appreciate all of your recommendations. The deck just needs a different treatment. That said, if you have any more recommendations, I am grateful to hear them.
2 days ago
I love this! We could safely go down to 34 lands and include Nature's Lore, Rampant Growth, and Migration Path / Explosive Vegetation. We may want to find a spot for Ash Barrens, and more cycling lands. Exploration is better for decks that look to win on turn 3, but it fizzles in the long game. We could replace it with more immediate acceleration. We probably don’t need Overwhelming Stampede since We have Craterhoof Behemoth, so we could replace it with Finale of Devastation. This deck shares a lot of themes with my Stangg deck (which is optimized), so if you’re looking for any ideas feel free to mine it. Good work!
1 week ago
LimbicCircus: Thanks for taking a look!
I hadn't put Explosive Vegetation in here because of the high CMC. I might consider the new Migration Path, since it can be cycled if I draw it in the later game. Ideally I want to be done ramping after turn 3 at the latest, though this deck could potentially cast it as early as turn 2. It would be great if I did.
I have been thinking about Song of Creation. It looks really great. I just get nervous about discarding my hand. The deck runs so many instants that I usually want to have ready on opponents' turns, and recurring cards at instant speed is a lot harder than sorcery (since most of these cards are sorceries like Regrowth. I'll give it a try and see how it goes!
2 weeks ago
Every card needs to be at 1. You have 5 cards listed twice. Cut those duplicates. Also you need to be running about 36-38 lands. That is your main issue with getting lands out, you do not play enough of them. Run more sorcery land ramp also. There are functional reprints of Exploding Vegetation such as Migration Path, Cultivate and Kodama's Reach are options also. Skyshroud Claim is also good. So is Nature's Lore.
3 weeks ago
Thornwood Falls > Evolving Wilds
Golgari Guildgate > Terramorphic Expanse
Fetid Pools > Zagoth Triome
Simic Guildgate > Yavimaya Coast
Dismal Backwater > Underground River
Sunken Hollow > Gemstone Mine
Jungle Hollow > Hall of the Bandit Lord
1 Swamp > Shizo, Death's Storehouse
1 month ago
Here are some ideas!
Creatures I would add: Thassa, Deep-Dwelling (She will probably be cheaper when she rotates out of Standard, but she's a natural fit for the deck).
Purphoros, God of the Forge (This card won me so many games with my Riku creatures deck)
Avenger of Zendikar (Also a win con)
Solemn Simulacrum (For repeatable ramp and the bonus draw)
Prime Speaker Zegana (Draw. Even if if you copy and her and sacrifice one she's great)
For instants and sorceries, I would cut your extra turn stuff if it is causing issues with your play group. The untap stuff like Early Harvest can be a stand-in for these, as they practically do the same thing but aren't technically extra turns. Nevertheless they can bother people.
Epic Experiment is hit or miss even in a deck with a lot more instants and sorceries. If you're going for more creatures, this should definitely be cut.
Clone Legion costs a lot and is not consistent. I love this card, but for 9 mana, I want to win the game with some degree of certainty.
Brass's Bounty can probably go. You should be able to ramp in other ways, and this isn't an artifact deck.
As for Spitting Image, it's fine, but it is going to be on the high end of your ideal mana curve. I'd put in some cheaper clone effects first.
Let me know what you think. It might be time do a revision to the deck and see how things are looking, to get a clearer picture of the direction it's going and what it still needs.
1 month ago
Here are the changes I'm about to post, FYI:
Memorial will be missed, but this deck has been leaning heavy into the burn side of things for a while. Both cards close out games, but we slots for finishers are limited in any good deck list.
Traverse is another spicy card, but adding in more Surge to the deck is just nuts.
Reclaimer was just to slow. I'll keep my copy handy though, in case I add more utility lands.
Easiest upgrade in ever.
The times this deck would lose is because my hand was empty. This will help fix that, while al
I really like Tempt... but the deck needs for draw! Return is likely the weakest draw in the deck, but it helps that is can also be used to kill someone.
The main pull here is being able to tutor the effect. It also help that this deck runs several sack-outlets.
More fetch is always good.
I made this change a few months back, but now its official (Finally got my hands on an EXPO Tomb!)
1 month ago
Personally, I'd swap out some of the mana rocks for Cultivate, Kodama's Reach, Ranger's Path, Migration Path, Explosive Vegetation, Grow from the Ashes, and the like. 2 CMC mana rocks are definitely awesome, but in this deck you're really gunning for that 7-CMC stuff. Land-based ramp will be safer in the long run, not being susceptible to mass bounce or Vandalblast, etc.
There is the argument for getting Arixmethes out on turn 3, so you have 6 mana on turn 4, but you have to weigh that vs. long-term ramp and getting past 6 mana. YMMV!