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Create a 3/3 green Hippo creature token.
Price & Acquistion Set Price Alerts
3 months ago
4 months ago
You need to increase the reliability of your deck, instead of jamming it with more big creatures. I imagine you'd lose a few games to not drawing enough ramp, or having dead utility cards.
My suggestions are to
1) CUT THE FOLLOWING
2) RUN THE FOLLOWING
MrBTP on UG midrange
8 months ago
1 year ago
This deck is pretty sweet, but I have some suggestions. Cult of the Waxing Moon is a really cool card, but its very slow, and in modern format werewolves you want to be as fast as possible. If I were you, I'd remove the two waxing moons and put in two more Mayor of Avabruck Flip. Mayor is essential, as he is the only werewolf lord, and his transformed ability gives you those tokens as well. Going along with the aggressive idea, I think it's important to also have one mana cost creatures, and fortunately for us werewolf lovers, one of the best one drops is Village Messenger Flip. I highly recommend him. As for cards to remove, I personally have never found much use with Rhonas's Monument, instead, I suggest using a non-basic land called Kessig Wolf Run. It has provided my creatures with so much power. I would also remove Mouth. The only part of it that is nice is the feed part, but that requires you to either have 6 mana to play both parts, or you have to wait a turn to use that effect. I'd remove that and just make room for some of the cards I've mentioned. As the person above mentioned, Huntmaster of the Fells is expensive, but he really pulls his weight. I really like the inclusion of Blossoming Defense. If you want some ideas, or want to make suggestions, check out my werewolf deck. It's called "just some cute puppies".
1 year ago
Isn't Kinjalli's Sunwing better than Territorial Hammerskull? It can have much more impact on your opponent and it's flying with 3 toughness. A flying Dino is kind of important because otherwise flying creatures, Pirates can just fly right over your Dinos and hit you. Sunwing takes away haste from your opponent while still being a Dino making it very good in the Ramunap Red matchup as well as the mirror match and not letting creatures crew the turn they're played.
I see no reason to not use Commune with Dinosaurs as a 4 of. It's only one mana making it excellent turn one or turn ten. Think of Commune as having the same utility as Attune with Aether does in green energy decks. It allows those decks to play a smaller amount of lands. Commune can find a Dino or a land in the top five which is a lot. Consider cutting 2x Prepare for two more Commune. I would choose between using Prepare or Savage Stomp you don't need both.
I would also choose between playing either Kinjalli's Caller, Otepec Huntmaster and Drover of the Mighty. I don't think you need all of them because I can foresee games where all you draw are these Dino rampers and not actual Dinos. This is another reason that Commune is good because it can help to find a Dino to use these rampers with. Currently the manabase only has six turn one possible lands to give you a white source for a turn one Caller. This is not ideal and is the reason I would cut it. Consider cutting 3x Caller for a fourth Huntmaster, a fourth Drover and a third Carnage Tyrant?
I would take a look at Shaper's Sanctuary, Mouth or Walking Ballista for some draw. Mouth gives you a creature although not a Dino and then Feed is good with quite a few Dinos especially Alpha. Sanctuary is going to surprise a lot of players, it's kind of broken in this format where creatures will rule because it's only one mana. Ramunap Red is relying on Earthshaker, Crasher or burn to kill or tap down you're Dino blockers all these interactions let you draw a card with Sanctuary.
1 year ago
Looks good, good luck at Game Day.
I recommend playing 4x Attune with Aether this gives you more energy production for Cub and more ways to get a Forest which you need only using 20x total lands which is pretty low. Druid of the Cowl is another option in place of Cub. Druid can help you ramp into turn three Hydra or turn four Flagship while also being a source of mana to use to cast Last Stand. Druid isn't affected by Last Stand's lands don't untap next upkeep restriction.
Looks like Deserts are pretty important for your deck to function to it's fullest. Both Hydra and Naga are pretty lackluster if Deserts are not active. You only have one way to get a Desert into your graveyard by cycling Indomitable and you have no way currently to dig for a Desert, consider more ways. I suggest Vessel of Nascency because it can do many things here. You can use it to potentially find a Desert while also potentially putting another Desert into the graveyard. It can potentially find Hydra or Flagship. It can help to fuel Excavator's ability to play lands from the graveyard. Eight Deserts is not a lot for how important they are, Vessel can help to essentially dig for Deserts. Vessel can also help to put Mouth into the graveyard which is my next suggestion.
Feed works with a lot of your creatures especially Hydra, Naga and the Vehicles. Gearhulk can also help make any of your creatures have 3 power. Feed is the best part of Mouth / Feed because you can cast it from the graveyard; it has potential to be pretty powerful with mass draw. Feed would give you much needed draw currently you're only getting draw from Indomitable Desert.
Consider cutting 4x Evolving Wilds for 4x more Forest. 8x Forest is a very low amount you will be mana screwed too much, especially playing five drops. Wilds has synergy with Excavator, but I don't think you need this synergy and Wilds doesn't work with Deserts. I also suggest adding 2x more Deserts giving you 10x total Deserts. I recommend 2x Hostile Desert.
You're playing some cards main deck that are better off in the sideboard such as Life Goes On, Appetite for the Unnatural and Gift of Strength. In my opinion your better off playing these cards only in the sideboard and increasing the amount of cards that are good in just about all matchups main deck like Blossoming Defense and Nature's Way. Blossoming is by far the best pump survival spell you can play for it's mana cost. Same goes with Way it's most likely the best pusedo fight spell because your opponent can't fight your creature back, it's only a one way exchange that favors you and it gives trample. It could be damn good with a 5/4 Snake or a 5/5 Hydra.
Good luck with your deck.
1 year ago
Panharmonicon would be bonkers in here.
Soul of New Phyrexia plays well with most of your guys being big and combos nicely with Boompile for a one-sided board wipe.
Eldritch Evolution could pair well mid/late game on a mana-dork to snag Reclamation Sage, etc. for a nice toolbox effect.
1 year ago
Ok, Kaledesh and up.... In my opinion, there are a couple ways to focus on a deck like this with only 3 sets to choose from: either a machanic focus, or just the good stuff build. The machanic focus would be your energy build or the -1-1 counter builds. The good stuff just jams the best stuff.
Either way, I would get a 4th Channeler Initiate in there. He is your only ramp currently, and with 10 cards in your deck that cost 5 or more, you want to see them as consistantly as possible. Plus, after a few ramps, he's a pretty good beater. You might also want to consider Druid of the Cowl or Servant of the Conduit as additional ramp. I really feel like you want to see a ramp guy on turn 2. That allows you to play your big creatures faster.
And about those big creatures- with mana dorks on 2, you'll want a few 4 drops in there because they're really good a turn early. Crocodile of the Crossing is a really good fit. Any of your mana dorks can hold the -1 counter he gives, and that allows you to start the pressure swinging for 5 on turn 3. Plus, if you used the Initiate, giving him the counter gets you an extra use of his mana ability. Other 4 drops worth of consideration are Bristling Hydra, Champion of Rhonas, Armorcraft Judge, Outland Boar (for budget), Skyship Stalker, and Vizier of the Menagerie. Obviously depending on your build type, some are better than others.
Going up the curve one more, you've got the Arborback Stomper, the Ridgescale Tusker the Riparian Tiger, and way at the top, don't forget the Verdurous Gearhulk. And you might want to consider Samut, Voice of Dissent. Giving all your creatures haste is a good thing, but if you have a channeler out (or if you went the energy build route you could have the servant or an Aether Hub available) you can use him to untap an exerted Glorybringer after combat or as an end of turn effect so he's ready to go next turn.
The last thing I would suggest is a little bit of card draw. Adding in Cathartic Reunion, Tormenting Voice, or even Mouth gives you a little bit of refueling power. It also gives you an outlet to pitch the Honored Hydra. Embalming him is way better than casting him. And pitching Mouth to the reunion or the voice gives you that as another option.
I know this isn't giving you a "this card is better than this card", but I hope it gives you a general direction for your build.