Mossfire Valley

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Odyssey (ODY) Rare

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Mossfire Valley

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Mossfire Valley Discussion

Mmyoo on Xenagos, God of Ramp then Trample

4 months ago

Sweet deck! A few suggestions would be to eliminate the lands the enter the battle field tapped, they slow the deck down. Kazandu Refuge and Rugged Highlands aren't worth the gaining of one life to enter tapped. I'd run Fire-Lit Thicket and Mossfire Valley instead.

Savage Beating, Lurking Predators, and Birthing Pod could be fun cards to add in too.

MrHighscore on The Hated Tokens of Ulasht

4 months ago

Thanks for all the feedback. These are really good suggestions and I'm incorporating them into the deck...

@flluid

  • I'll add in all the lands you suggest. I'm taking out mountains, and I am also taking out mountains for dual producing lands to mitigate the hit on my green mana. This makes some of my ramp spells less usefull.

@Garhan

@JaysomeDecks

  • Ivy Lane Denizen is a pretty nice combo with Ulasht, but is also quite usefull with the doublers and the theme. He'll get a spot.
  • I should probably just build an Marath, Will of the Wild deck, just to compare before I purchase ;)

Change List

Cheers, and thanks again :)

PlutoniumWedding on Rosheen the XXX Parody

7 months ago

I've playtested your deck against a couple of mine, which I think are generally fairly close on the casual-hardcode scale. Here are my random thoughts and suggestions.

Lands:

Out:

In:

Specific replacements:

More general suggestions:

Out:

  • Might of Old Krosa One-off buffs aren't that great when you have three opponents you need to get down from 40 life. It's certainly not reliable as removal, either.
  • Increasing Savagery Your many X-creatures turn mana into power and toughness. No need to have a separate card that does the same.
  • Solidarity of Heroes Very powerful at the right time, but it's a one-off effect that requires some setup.
  • Feral Incarnation - Three 3/3 beasts isn't worth the mana, and you don't have enough token generation to make it "free".
  • Skarrg Guildmage - There are better trample-givers, like Nylea, God of the Hunt.

In:

  • Genesis In this type of deck with low-count high-value creatures I'd try to sneak this in, but it depends on how graveyard-hatey your meta is.
  • Asceticism Again, high-value creatures that respond poorly to single-target removal. Keep your hydras safe!
  • Death's Presence Even if your hydras die you get to keep most of their value.
  • In the Web of War, Fires of Yavimaya or Xenagos, God of Revels - Haste on large creatures is huge, you can swing and kill someone without them getting the time to set up defence.
  • Gyre Sage - Makes each hydra larger than the previous one, which makes him larger, which makes the next hydra larger... :o
  • Elemental Bond - Card draw when you play creatures keeps the creatures coming.
  • Soul of the Harvest - As above.
  • Aggravated Assault - The plan is to make lots of mana and huge creatures. Letting them work double shifts the next turn might secure a kill (or two).

Slightly out of budget suggestions:

To make room for this I'd personally cut all the treefolk. They're better in mono-green.

It depends on your meta, but I'd also cut all planeswalkers except maybe Xenagos. They just tend to die so quickly in EDH. Xenagos generally at least pays for himself, though.

You could also consider multi-mana dorks, like Bloom Tender, Fyndhorn Elder, Greenweaver Druid, Nantuko Elder, Priest of Titania, Shaman of Forgotten Ways, Somberwald Sage, Whisperer of the Wilds, Wirewood Channeler, Karametra's Acolyte and dubiously Frontier Siege.

If your big creatures are getting countered, consider Dosan the Falling Leaf, Gaea's Herald, Vexing Shusher.

Finally, you could consider the staples Exploration, Burgeoning and Oracle of Mul Daya for early game ramp and Zendikar Resurgent for big mana (Mana Reflection being out of budget).

I hope you can take at least something from this.

dana.roach on Werewolf EDH

8 months ago

You need more ramp. It's a creature aggro deck and you'll need to get more of them out than your opponents. You've got a Sol Ring, and I'd add Skyshroud Claim, Cultivate, Kodama's Reach, Nature's Lore, and Rampant Growth, maybe even Nissa's Pilgrimage. I wouldn't have less than five ramp cards in this deck, and probably be closer to seven.

More draw or you're gonna run out of gas. Harmonize is easy, so is Outpost Siege. Someone suggested Temple Bell; that person isn't your friend and hates you. Bell draws you 1 card for every 3-4 it draws your opponents. Unless you're running hugs or Nekusar that's terrible math. Life's Legacy and Momentous Fall can do work, as can Shamanic Revelation. As with ramp, I wouldn't go with less than 5 draw sources, and seven is better.

Ways to deal with back-breaking problems. Chaos Warp deals with anything, so does Beast Within. Find room for both.

Broaden your land base. Taiga and Stomping Grounds are great but expensive, but Cinder Glade, Command Tower, Game Trail, Rootbound Crag, Karplusan Forest, and Mossfire Valley are all relatively cheap.

No reason not to run Hanweir Battlements. A few colorless sources never hurt, and having haste on a land can win games.

DuTogira on

9 months ago

Feels like it needs Ancient Tomb, World Breaker, Rapacious One, and a fleet of filter lands like Mossfire Valley, Fire-Lit Thicket (which can produce colorless mana), and then some subset of Graven Cairns, Wooded Bastion, Cascade Bluffs, Twilight Mire, Rugged Prairie, and Flooded Grove (or all of them if dom has the money for that) again because they basically act as colorless dual lands which can turn other colorless lands into colored mana producers.
I'd cut Gruul War Chant (Eldrazi attacking with annihilator usually means they don't need menace, and you already have both Bedlam and Nylea anyway), Price of Glory (this deck is more of a face beater than land destroyer; your other eldrazi can handle land destruction if needed), Map the Wastes (you have plenty of ramp; MtW just feels like bad ramp over-extending), and then Vesuva, Wasteland, Strip Mine, Nephalia Academy, and some sub-set of basic lands to be replaced with the filter fleet (as lands which you sacrifice for land destruction in a ramp deck is a hell of a double edged sword; the eldrazi themselves can take care of necessary L-D; Forced discard also isnt a big thing in commander unless you play against a leovold player, so the academy is largely an unnecessary tech card)

KingMathoro on

9 months ago

Urza's Incubator is great for any tribal deck and so is Door of Destinies and I agree with the above that ramp is necessary for Dragons. maybe upping the land count to 36-37 because 34 is super light for dragons. And maybe things like Cultivate and Kodama's Reach and lastly a Harrow for some more ramp spells. If you are willing to spend another $15 though picking up a Thran Dynamo and a Gilded Lotus would be great for the deck. Warstorm Surge is great for Dragons because they come out doing damage! Speaking of Dragons have you met Dragonstorm which is a late game bomb. Also I am not entirely sure why you are running Valakut, the Molten Pinnacle in the deck. It seems to slow and completely pointless for early and mid game(sorry don't mean to sound rude). Also I would take out Garruk for one of the Sarkhans if you really want another Planewalker to replace him. for your land base you can also run the more budget friendly r/g lands things like Rugged Highlands,Kazandu Refuge,Temple of Abandon,Temple of the False God, Game Trail, Timber Gorge,Mossfire Valley and lastly Karplusan Forest. There's also the two best budget fetches Terramorphic Expanse, and Evolving Wilds to help you get the colors you need. My final recommendations for you are Dragonlord Atarka, Dragonmaster Outcast, maybe a Skyline Despot and Fires of Yavimaya I hope this may have been helpful to you!

SwappletheAppleMasta9000 on Riku of Redirection

9 months ago

Here's what I'd change

CUTS

Evolving Wilds
Terramorphic Expanse
Flamekin Village
Mossfire Valley
Kessig Wolf Run
Rogue's Passage
Spinerock Knoll
Mimic Vat
Pyromancer's Goggles
Body Double
Izzet Guildmage
Mischievous Quanar
Perplexing Chimera
Sakashima's Student
Insurrection
Chord of Calling
Asceticism
Cloven Casting

PACKAGES

Here is a list of cards that I would probably play. They are grouped into package's to help understand their function.
Morph Package
Brine Elemental and maybe Stratus Dancer
Blink Package
Because you can, and should enable your Deadeye Navigator Archaeomancer
Trinket Mage
Mulldrifter
Mnemonic Wall
Sower of Temptation
If you wanted to get a little meaner.
Peregrine Drake
Palinchron
Great Whale
Land Package
Dryad Arbor to go with your Green Sun's Zenith
Desolate Lighthouse
Seat of the Synod
Great Furnace
Tree of Tales
Hall of the Bandit Lord
Reliquary Tower
Arcane Lighthouse
Boseiju, Who Shelters All
Tinket Mage Package
Seat of the Synod
Great Furnace
Tree of Tales
Sensei's Divining Top
Tormod's Crypt
Relic of Progenitus
Draw Package
Blue Sun's Zenith
Stroke of Genius
Mulldrifter
Thoughtflare
Jace's Ingenuity
Its yours, not mine Package
Twinflame
Cackling Counterpart
Heat Shimmer
Talent of the Telepath
Bribery
Acquire
Ramp Package
Rampant Growth
Fellwar Stone
Commander's Sphere
Mana Crypt
Grim Monolith
Sakura-Tribe Elder
Three Visits
Lotus Cobra This is only if you plan on getting more fetchlands, because this makes the fetches into dark rituals.
Zendikar Resurgent
Mana Reflection

Wizno on AR AR AROOOOOO!!!!!!!!!

11 months ago

This deck looks a solid starting point for a werewolf tribal deck. I run one as well and have a few suggestions for you based on my own play-testing experience. I'm not sure what your budget constraints may be so please feel free to only focus on the cards that fit your budget.

Okay, so starting with your creatures, I think you're running too many at this moment. If you had Ruric Thar, the Unbowed as your commander it would work better but if you still with Ulrich, then I would cut some out. Think about which wolves/werewolves you would be happy top-decking and which ones you would not. That's how I made my early cuts. Basically if a werewolf doesn't have an effect on the back, I would cut it. Most of the recent wolves printed aren't going to scale with other decks for long so I would look at only the top tier wolves.

Some creatures that are worth a look may be:

Xenagos, God of Revels
Nylea, God of the Hunt
Yisan, the Wanderer Bard
Yeva, Nature's Herald

The latter two are especially good because they can help your werewolves flip more consistently. You can also replace some of the more vanilla werewolves with the Eldrazi werewolves from Eldritch Moon. They are great mana sinks later in a game.

Many of your instants aren't going to be great in a multiplayer format beyond those which support werewolves. I would add Waxing Moon in for sure. Chaos Warp is also a form of removal. Hunter's Insight is quite nice and helps gain you card advantage which is something Gruul deck have a hard time with. Other solid card draw sources are Harmonize, Shamanic Revelation, Sylvan Library. Red offers up Wheel effects but a cheap one is Magus of the Wheel.

Smoothing out flips is probably the biggest challenge in multiplayer EDH so that should be a big focus of your deck. It's a two-fold approach: controlling when you play cards and de-incentivizing other players from casting cards.

To help you get flips easier you can play the following:

Winding Canyons
Belbe's Portal
Cryptic Gateway
Quicksilver Amulet
Selvala's Stampede
Lurking Predators
Descendants' Path
Hibernation's End
Vedalken Orrery
Yisan, the Wanderer Bard
Yeva, Nature's Herald

Cards to punish opponents playing spells:

Price of Glory
Manabarbs
Dosan the Falling Leaf
Ruric Thar, the Unbowed
Dragonlair Spider
Lurking Predators

Despite all of this, your werewolves are going to be on their human side more often than not so consider some ways to boost your team when they're weaker.

Shared Animosity
Door of Destinies
Obelisk of Urd
Coat of Arms
Boartusk Liege
Adaptive Automaton

Lastly, your manabase will need some improving over time. It'll help speed you up and make your games more consistent. I would look at the following lands:

Cinder Glade
Oran-Rief, the Vastwood
Temple of Abandon
Karplusan Forest
Raging Ravine
Fire-Lit Thicket
Mossfire Valley
Gruul Turf

Also, 30 lands is way too low for EDH. You should be running 37-40 lands. In this case, 37-38 is probably fine. Some mana rocks wouldn't be bad either. Cards like Sol Ring, Gruul Signet, etc.

Lastly, Domri Rade and Xenagos, the Reveler wouldn't be bad additions either.

Best of luck to you!

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