|Commander / EDH||Legal|
Combos Browse all
Basic Land — Mountain
: Gain .
2 days ago
I recommend the following cuts:
Forest / Mountain : With more ramp, you can run fewer lands. Cutting 2 to 3 seems reasonable if you cut in a bunch of dorks. Generally, if you've a green general that does not create landfall triggers, you can run fewer than the average number of lands.
When it comes to your werewolves, you should consider when it is that you want them flipped. They are likely to be transformed by no spells only by your volition, because most players will play at least one spell on their turn. Also, your opponents will likely try to double-spell, to return your werewolves to the less powerful side. So, if you're counting on a werewolf being on the more powerful side during your turn in order for it to be good, I think that card should be cut. I think (and remember, I have no experience here, so I'm only speaking from what I rationally think) it is more likely for your guys to be flipped on your opponents' turns rather than yours. So bear that in mind during deck building.
4 days ago
Wooded Foothills actually does not tap for mana. It doesn't have a basic land type ( Plains , Island , Swamp , Mountain , or Forest ) listed in its type line, and it doesn't have an ability along the lines of ": Add ." Because of that, it only has the function of finding lands from your deck.
Additionally, it can find any land with Mountain or Forest in the type line, including Stomping Ground , Dryad Arbor , Murmuring Bosk , or Smoldering Marsh , among others. You're not restricted to digging up a basic land.
5 days ago
1 week ago
I noticed that my initial list lacked some ramp. Some cards also underperformed, so here's the changes:
Camaraderie replaces Gelatinous Genesis - I found Genesis to be a massive win more and conditional card. It gets really good IF you manage to get a lot of exp counters and put Mizzix on the table. Camaraderie is a solid card that does a lot of stuff this deck wants to achieve.
Kiora's Follower replaces Incubation Druid - Despite +1/+1 counters subtheme, I found that it's actually pretty hard to put them on Druid. I also thought it can give mana of any color. Follower is similiar to Druid, but is fetchable, can untap Gates or Deathrite Shaman when I need them or give pseudo-vigilance to creatures.
Jhoira of the Ghitu replaces Nin, the Pain Artist - I put Nin as a cheap multicolored card that can be also valuable later. But the value than Nin provides is quite expensive, and using it as removal is even worse. Old Jhoira is also cheap and cheating stuff for low cost is always great.
1 week ago
I started testing with 22 lands (+1 Mountain , +1 Swamp , +2 Woodland Cemetery ), and found that I would play all my cards and draw into lands which would lose me the game. Games where I have 2-3 lands, I would usually win.
I went down to 20 lands (-2 Woodland Cemetery to give me more T1 Mountain and Swamp ), and tried to augment the draw with +2 Light Up the Stage , but found, sometimes, I would have 2 or 3 Light Up the Stage in hand, and no way to deal the damage for Spectacle. I tried more Duress to pull the early removal, but often was a wasted cast (other than seeing their hand, but had no solutions).
Now that I am at 18 lands (-1 Mountain and -1 Swamp ), I do find I have to mulligan. If I'm on the draw, I will sometimes keep 1 land (if it's a Blood Crypt for example) and draw into the 2nd land on T2 or T3. I usually don't want to draw a 4th land (unless I have a Rekindling Phoenix or 2 in hand), 3 mana that combines for BBRRG (like Blood Crypt , Dragonskull Summit and Rootbound Crag ) in any combinations is the sweet spot.
At 18 Lands, I'm less likely to run out of gas to win. If I widened the mana curve (Remember the CMC7 on the Mana-Curve chart is actually a CMC2), would need more lands. I have lost because I didn't have a 3rd mana (for Thud ), but also won many games with only 2 lands.
I still don't think it's working how I want it, but it's definitely playing better with 18 then 20, might try 19, see if it mitigates the mulligan a bit. Still needs some work.
2 weeks ago
Yeah, backing up an heckproof's comment, you should include a playset of Arid Mesa and take out 4 Mountain s. You also could take out 3 additional Mountain s to finish a playset of Searing Blaze and add a Grim Lavamancer , but that's optional. 18 lands is generally the right amount for a burn deck, any more will decrease consistency.
2 weeks ago
Renegade Tactics -> Draw but it's a sorcery and that really hampers it
Seize the Day -> Cute, but I probably don't win with single creature combat
Flickerwisp -> Too much blink, and not enough blink targets
Gilded Lotus -> A bit expensive and lots of my spells are 1 mana, not 3
Unwinding Clock -> only useful with a handful of mana rocks
2 weeks ago
Evolving Wilds placeholder for Bloodstained Mire
Swamp placeholder for Drowned Catacomb
Swamp placeholder for Polluted Delta
Island placeholder for Soldevi Excavations
Swiftwater Cliffs placeholder for Sulfur Falls
Island placeholder for Temple of Deceit
Island placeholder for Temple of Epiphany
Mountain placeholder for Temple of Malice
Izzet Charm placeholder for Hinder
Faithless Looting placeholder for Frantic Search
Kindred Dominance placeholder for Cyclonic Rift
Docent of Perfection Flip placeholder for Kolaghan's Command
Increasing Vengeance placeholder for Reiterate
Dualcaster Mage placeholder for Spell Crumple
Suffer the Past placeholder for Exsanguinate
Clone Legion placeholder for Insurrection
Jace's Ingenuity placeholder for Mind Grind
Memory Plunder placeholder for Torment of Hailfire
Dark Ritual placeholder for Tunnel Vision
Worn Powerstone placeholder for Vandalblast
No data for this card yet.