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Mouth / Feed
Create a 3/3 green Hippo creature token.
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Draw a card for each creature you control with power 3 or greater.
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Mouth / Feed Discussion
2 weeks ago
Any Tribal deck with high cost creatures is begging for Cryptic Gateway. Best thing about Cryptic Gateway over cards like Elvish Piper or Quicksilver Amulet (which are also good cards for the deck) is that you can activate it as soon as it enters the battlefield after only paying 5 mana and you can activate it many times. Champion of Rhonas and Deathrender are more options to consider for te task if you like some redundancy in your deck.
Wave of Reckoning, a boardwipe that can affect you the least if you have creatures with higher toughness and enables Enrage.
The deck is heavily lacking on card draw, I always try to run at least eight card draw engines. My recomendations are Elemental Bond, Shamanic Revelation, Mouth / Feed, Rishkar's Expertise, Life's Legacy, Garruk, Primal Hunter, Soul's Majesty, Hunter's Prowess and maybe even Vanquisher's Banner. Also Seasons Past for recursion.
Path of Discovery has been workking amazingly for me in many decks.
Forerunner of the Empire is another no-brainer here. You tutor for a dino and get another enrage enabler while you devastate token based decks.
Needletooth Raptor this little guy have been an overperformer for me.
To make room for this recomendations I'd remove:
Warstorm Surge Good card, but high cost and slow, I'm trying also to lower the costs here.
Rage Reflection not as good as True Conviction and not as important as card draw.
Gratuitous Violence The triple red cost may be a problem, I still to much damage support and card draw is still needed badly.
Kindred Boon I've been using this card and it's not as good as it looks like, it's really slow and opponents see its on the battlefield and can play around it, I would change it for Boros Charm or Heroic Intervention.
Radiant Destiny Anthem cards are better with smaller creatures, in fact it's a bit weak.
Quest for Renewal You don't have enough abilities for this to be deserving a slot.
Earnest Fellowship Messes with some interaction of the deck, mainly Enrage and may benefit more your opponents than yourself, nice card choice though.
Ajani Vengeant The first two abilities are not really that good in commander, and you can't really count on using its ultimate.
Coat of Arms better use in smaller token decks, you'd probable be helping more your opponents than yourself.
Titanic Ultimatum super expensive and super conditional.
Armageddon You're the guy with supper high costs, It can be a game ender in the right circunstances but most of the time it will be a dead card in your hand.
Selvala's Stampede I've used it and it was bad for me. You'll be the only one voting wild and your opponents seeing you have few cards in hand by then will vote free and the effect will be a bit disappointing.
2 weeks ago
I like the deck. Capitalizing on being the only player with several cards of the same name is great. I would remove some of the higher costs (like Deadbridge Chant, Ratcatcher Doubling Chant) to get some card draw Elemental Bond, Mouth / Feed, Shamanic Revelation, Life's Legacy, Deathreap Ritual...
Maybe Meren of Clan Nel Toth would be a better commander in this deck than Jarad.
Another nice card here can be Soul Foundry
3 weeks ago
Burgeoning and Exploration (and others like them) are not really that good unlest your deck draws a lot of cards consistently. If you have one them in your opening hand together with a lot of lands, then they are super flashy, but they stop providing value really soon and they don't do anything else on their own. You can make a case for Exploration synergizing with Courser of Kruphix, but I still bet that most of the time they're a dead card.
Allow me to demonstrate. In this example im naming Burgeoning, but the same is true for all the other cards that just give you additional land drops from your hand and do nothing else.
Let's say your opening hand with Burgeoning looks like this.
L, L, L, L, B, X, X. and in the first three draws are X, X, L. (L= Land, B= Burgeoning, X= Some other spell)
This would be a really good opening hand for Burgeoning, maybe optimal.
In the first turn you play Burgeoning and by the second turn you have four lands on the battlefield and four cards in your hand. At this point the Burgeoning will basically stop working. On turn three you'll have five lands and four cards.
If instead of the burgeoning you had something like Llanowar Elves you'd be one mana behind on turn two and three, by turn four you'd have the same amount of mana, but by turn five and later you would have one additional mana from the elves that you wouldn't be getting from Burgeoning.
That is the best case scenario for burgeoning, if you get it mid game is mostly useless, the elves will still give mana and be able to chump block in the mid and late game.
So, does Burgeoning really deserves the spot in the deck so you can be one mana ahead in turn two and three if you happen to get it in your opening hand with the right amount of lands? (comparing to a cost one mana dork) Taking in consideration that two or more players will have to lose 40 lifes for you to win, it doesn't earn the spot. But you can get enough value out of it if your deck is made to draw a lot of cards consistenly all the time or your deck revolves around land mechanics.
At this point, the way I see it, you have three options: Jumping with both feet into the land theme, adding as much card draw as possible or removing them in favor of other ways of mana ramp. You can also do a bit of the three options if you want.
If you really want to go all in with the land theme, you could keep all the "additional land drop cards" (not Burgeoning) and add Oracle of Mul Daya for more land from top of library and Ramunap Excavator to reuse your fetchlands from the graveyard over and over and then your additional land drops would always be spent. If you were to add the Ramunap Excavator then I would also add Evolving Wilds and Terramorphic Expanse or other lands that enter untapped and you can sacrifice without paying mana like Ghost Quarter. Everything I said about the Ramunap Excavator is also true for the Crucible of Worlds, which I don't like to recomend because it's way too pricy for me.
Even if you decide to remove the land drop pack, your deck could benefit a lot from more card draw. Commander games most of the times are an endurance race and the guy who ends up running out of cards and is relegated to one draw each turn, is the most likely to lose. Currently you have as reliable card engines Garruk's Packleader, Elemental Bond, Garruk, Primal Hunter and Lifecrafter's Bestiary. I'm not counting Selvala, Heart of the Wilds, Vizier of the Menagerie, Courser of Kruphix, Zendikar Resurgent and Freyalise, Llanowar's Fury because I don't think they are reliable enough or in the case of Zendikar Resurgent it's too late-game, more like a finisher by itself (you kinda enter in god mode) than a mean to get to an end and if you get to put it on the battlefield but your hand is empty, it will be of little help to you. I'm not saying these cards should go out, I like all of them and I run them in several decks, it's just I can't count them as card draw.
I would add about four to chose among these (I find that at eight card draw engines the decks starts drawing cards consistently) Hunter's Insight, Life's Legacy, Greater Good, Momentous Fall, Hunter's Prowess, Soul's Majesty, Rishkar's Expertise, Mouth / Feed, Shamanic Revelation, Regal Force (I'm not really a big fan of this last one but maybe in a mono green works fine).
If you decide to remove some or all of the land drop cards you can add instead Overgrowth, Worn Powerstone or Thran Dynamo as a bit heavy but efficient mana rocks and Birds of Paradise, Wild Growth or Utopia Sprawl as first turn rampers.
Instead of (or maybe together with) Elvish Piper and Quicksilver Amulet you could use Champion of Rhonas (bigger body matters) and Deathrender (it's actually doing something useful while you don't have big creatures in your hand and also, mitigates the damage caused by board wipes).
Sorry for not formulating the proposed the changes as "card-A for card-B" like you wanted, but it's not always that simple. Maybe I see a card more useful than you do (or the other way around) because our respective metas are different.
3 weeks ago
You definitely need more card draw Elemental Bond, Mouth / Feed, Skullclamp, Deathreap Ritual and Culling Dais would be my card engines of choice. With eight of them in the deck you should be able to have one most of the time.
1 month ago
Omnath is completely commander dependant, after all the goal of the deck is to combo off with him, so there is not much you can do, so you have to work around it. You need to protect him better and get a bit more recursion because Omnath at 7 CMC is expensive enough.
Against removals you can use Sylvan Safekeeper and Heroic Intervention and there is always Asceticism which is a bit more expensive both money and mana wise.
For recursion Seasons Past is one of my favorite cards lately, easilly you get five to seven cards out of it. Greenwarden of Murasa is another no brainer because of the tribal theme. Deadwood Treefolk works similarly, it sacrifices itself and you don't have to exile it, but only brings back creatures. Paleoloth is another creature I though about, the creature by itself is kinda bad, but with Omnath you can trigger it the same turn you cast it.
Some creatures are too big to be killed with damage or plainly indestructible, so I run stuff like Scour from Existence and Brittle Effigy. Spitebellows is a damage based removal but you can get a lotta triggers for just three mana.
You should cut Door of Destinies and Vanquisher's Banner, you only have 14 elemental spells (counting Omnath) so you won't be getting enough triggers out of them to make them worth their spot in the deck.
Animist's Awakening is just bad, keep in mind you will be getting about one land for every three mana you spend on the X (there are many other effects taking lands out of the deck). It would be good if were producing limitless mana, but if you already have infinite mana you don't really need so many lands, anyway it's a worse Genesis Wave. Better options are Traverse the Outlands and Boundless Realms or the Genesis Wave.
Stuff like Exploration and Wayward Swordtooth work amazingly in these decks, specially when you combine it with the Oracle of Mul Daya and Courser of Kruphix you already run and Ramunap Excavator if you were to include it (feels like a cheat with cards like Evolving Wilds).
1 month ago
Building and testing my Omnath, Locus of Rage deck I realized that 2 mana for fetching a basic land is good, 4 mana for fetching two lands is great, but 6 mana for fetching three lands is a terrible deal. If you are casting such an expensive sorcery you should get a way bigger effect on its own before adding any synergies. Boundless Realms is a great card but Nissa's Renewal and Verdant Confluence are lacking heavily.
Getting three cards form graveyard from Verdant Confluence instead is okayish, but for that end is way better Seasons Past it usually gets me five to seven cards form the graveyard.
Traverse the Outlands is just a lower cost sorcery that in this deck will usually fetch you at least five lands.
I'd also add some sacrifice outlets such as Goblin Bombardment, Ashnod's Altar, Altar of Dementia, Breeding Pit, High Market, maybe even Skullmulcher, three of them should be good enough. Being able to kill your elementals on command in order to trigger Omanth is crucial.
You may have troubles with flyers so I'd swap Molten Disaster for Chain Reaction, in multiplayer it will be like a second Blasphemous Act.
Ulvenwald Hydra will also be a nice response to flyers. It isn't an elemental but it still synergizes greatly with the deck mechanics. I also like Cloudthresher and Tornado Elemental to fight those pesky flyers.
Spitebellows is a good removal for an Omnath deck, when yopu evoke it you can get a lot of triggers for just three mana.
1 month ago
You could focus it a bit more to Enrage, there are still many enrage dinos you could use: Ranging Raptors, Bellowing Aegisaur, Needletooth Raptor, Raptor Hatchling, Siegehorn Ceratops, Silverclad Ferocidons, Trapjaw Tyrant and use enraging cards like AEther Flash, Pyrohemia, Powerstone Minefield, Lightmine Field, Reckless Rage, Savage Stomp, Subterranean Spirit, Wave of Reckoning. The best part of the enrager cards is they also work on their own stopping token mechanics and many other decks. Just the AEther Flash on its own stops so many decks.
Other cards that may prove usefull are Path of Discovery, Thunderherd Migration and you will also need a ton of card advantage to keep the stomping going Elemental Bond, Harmonize, Hunter's Prowess, Mouth / Feed, Seasons Past, Shamanic Revelation, Soul's Majesty...
1 month ago
Damm, I can't resist a good primer!
I'm a big fan of Deathtouch and I love to capitalize on it.
Deathtouch is amazing with Trample and with First Strike, but Rhonas is already Indestructible, so there is no need for First Strike unless you want to make Deathtouch a deck wide theme.
Give trample to a deathtoucher and it will only need to deal 1 damage to each blocker and trample the rest to the opponent, you can easily kill by commander damage. You don't need flashy finishers when your commander is cheap, big, unstoppable and unkillable.
Rancor is definitely a must, Vow of Wildness is efficient, Fists of Ironwood it's nice because the saprolings are great to protect Rhonas agains sacrifices, Berserk a bit expensive but absolutely OP for Rhonas, Ring of Kalonia, O-Naginata low costs and amazing, Loxodon Warhammer all time classic.
Ranged damage and provoking blockers: Nature's Way, Enlarge, Revenge of the Hunted, Tower Above, Nemesis Mask, maybe Seton's Desire. I'm not naming Fight effects because I guess you know them all already.
Pariah's Shield on rhonas and you will never be attacked again.
Rhonas biggest problem may be targeted spells that will usually exile him, bounce him or control him. Blossoming Defense, Ranger's Guile and Vines of Vastwood best thing for only one green mana, Hapatra's Mark is not as good but if you want a fourth one, it exists. Also Homeward Path is always good if you are not the one stealing creatures or animating them from graveyards. Brooding Saurian same effect just in case your meta is full of blue and black decks.
I'd say the amount of card draw you have is OK, but in my deck I would make some changes (personal preferences):
Regal Force out because it has a high cost and it is a "win more" card, If you are losing it won't help you much. You are not going to cheat it onto the battlefield so you most likely won't be able to do anything else in the turn and you'll have to discard many of them. You're not getting any extra juice from it either, no flickering in your deck.
Soul of the Harvest I actually like a lot this card, I put it in many decks, but it never stays long, it always goes back to the album.
Four cards you're considering are better options Elemental Bond, Garruk's Packleader (Lower cost and can trigger from tokens). Hunter's Insight is great, yes. Drumhunter perfectly on curve with Rhonas. I'd add to the list Life's Legacy: I know you don't like to sacrifice your creatures, but getting four or five ccards out of a creature for just two mana is a really good deal. Mouth / Feed I'm liking this card a lot, it gives you a 3/3 body in the early game and a slightly worse Shamanic Revelation from the graveyard. Also Garruk, Primal Hunter fits perfectly here.
Don't forget to include a Reliquary Tower and maybe even Thought Vessel if you feel you're having problems to hold you hand.
I wouldn't bother with the one drop mana dorks, you need a lot of them to be sure you get one in your opening hand, but they are kinda useless after that. It is not so important to have a second turn Rhonas, if they have a Path to Exile, Swords to Plowshares or Reality Shift they will be able to use it anyway.
I would however swap Cultivate, Kodama's Reach and Arbor Elf for Sakura-Tribe Elder, Nature's Lore, Rampant Growth and Emerald Medallion. Arbor elf is one of those one drop mana dorks, Sakura-tribe elder in the late game will be able to block and fulfill his duty of bringing a land. Cultivate and Kodama's Reach are great but they have the same mana as Rhonas, so you will have to delay Rhonas or cast them in the fourth turn instead of a power 4 creature.
Using CMC2 mana ramps will allow you to play Rhonas on the third turn and have a mana open for reactions (remember Blossoming Defense and the other instants to give hexproof I mentioned before?).
Personally, I'd cut all the CMC6 and higher except for Rishkar's Expertise, Seasons Past, Pathbreaker Ibex, Ghalta, Primal Hunger and maybe Zendikar Resurgent and Sandwurm Convergence. Using good lower CMC spells to activate and protect Rhonas making the deck lighter. Keep in mind that rhonas is also a mana dump for the late game and if you are using his activated ability during your turn you won't have mana available for big spells.