|Commander / EDH||Legal|
Printings View all
|Commander Anthology (CM1)||None|
|Commander 2015 (C15)||Common|
|Tempest Remastered (TPR)||Common|
Combos Browse all
Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
1 week ago
Awesome, thanks for the feedback and additional insight~
I'll agree about Treefolk, and probably Sporemound. I didn't see your combo kill until you pointed it out, and at that point 'mound is too much mana for too little payoff in the combo line. And Treefolk is more cute than efficient - Tatyova is a crazy card advantage engine, and it can grind with the best of them until the end of times, or until she decks you if not careful. Treefolk helps that plan, but really, isn't needed.
Reap and Sow is expensive at 4CMC, but gets Mystic untapped. I love when land search gets me untapped stuff, so it made it into my list.
I really enjoy my suite of 1CMC blue cantrips/card advantage. I like being able to chain, to pick cards, and go from there, but it's feeling worse and worse to scry when I just shuffle anyway. Impulse, too - I like that it digs 4 deep, but since it's very common for me to tutor a land, it feels like a wasted 'dig' after I shuffle my unused stuff back. I'm considering things like Mulch , Grapple with the Past , Mental Note , Pieces of the Puzzle , or Scout the Borders . I think Taigam's Scheming / Contingency Plan seem decent. They don't draw itself, but there's always a land in-hand to pick up any card we left on top we need, or they get 5 cards out of the deck that aren't critical to the kill. Have you tried any of them? The deck is pretty graveyard based anyway, so putting stuff there isn't bad, and concentrating the deck for the brute-force tutoring we do of just drawing into the combo seems good.
Turn 3 Tatyova is feels good, and I have all of three ways to do it, between Sakura-Tribe Scout , Skyshroud Ranger , and Search for Tomorrow . Turn one land accel is the only way she comes out on turn three, so I'm going to try Arboreal Grazer (which does any land) and possibly Elvish Pioneer (only does basics, boo). Have you tried them? I'd also be happy if there were more targets for Displace out that can drop lands, just in case.
I dropped Trinket Mage for Dizzy Spell , since it costs the same, finds everything the Mage does, but also finds High Tide and Crop Rotation . I don't have the same Artifact package as you do, so having a body to flicker if need be to get more goodies makes sense, but it's still recurrable as an instant.
Thinking about it, I'm probably still more of the value-oriented deck with a combo finish, whereas you're in the hard-line combo line.
Final question - I don't get how Cloud of Faeries gets infinite mana. High Tide and Peregrine Drake , sure, but if you Flicker Mystic and Cloud, it costs 3 and you get 3 untapped lands. Is Simic Growth Chamber the final piece you need? Probably just answered my question. Good job, me.
Thanks, and awesome deck!
3 weeks ago
kamarupa how do you feel about a hippo token? I painted a custom hippo token, but it is a bit lacking. Lol
The deck is feeling pretty sweet. It feels more versatile and less dependent on getting the "combo" as everything has a nice synergy for the most part. It is not all perfect as sometimes you really have to dig to your pieces, which can be a bit clunky.
I feel like the most optimal hands, which don't just naturally have the pieces, are one's where you can sit on a reclaimer while holding up path and cycling lands. Let's you pressure their life total, while being able to deal with an Emery or an allisaurus or such.
I like the idea of Eladamri's Call . I briefly considered it, but didn't really think about it in place of an ayula slot. So since I shifted from a less all in approach I found Mulch got really bad. It got me through my library, but was always the last spell I wanted to cast in my hand. It was horrible when I still needed pieces, and a win more card when I already had them. Statistically Life from the Loam is almost always going to get me more lands anyways. I think Gift of Estates will have the same problem as mulch. I cut it for Grapple with the Past . I am not convinced it is perfect, but like Noxious Revival it is a flex spot. It is an instant, it can get something back, and it can leave more lands in the bin. I think if I was to replace either, it would be with some form of interaction but I am not sure if there are many great options. I feel like they ultimately help the deck feel less fragile and give the deck a fighting chance against adversity.
So I am figuring the most likely options people will sideboard in against this will be blood moon, surgical extraction, leyline of the void, and tormods crypt.
I am thinking we will want some life gain and leylines for burn, artifact disruption for urza, an extra ghost quarters for amulet and Tron, veil of summer for control, maybe surgical, and maybe a crypt for dredge. I am honestly not worried about mill.
I proxied this list and played it a bit at my lgs and it feels competitive even when it loses, except in the games where I got T1 neoformed. Knight just out performed my expectations.
4 months ago
I like myself some good graveyard strategy. Notably, Battle Screech saw a reprint in Modern Horizon and is really down in price. The color choice is nice since it doesnt play Tortured Existence which may be overplayed. Mulch is nice but Winding Way is strictly better, giving you some way to filter if needed. This deck benefits from the London mulligan as it is easier to get the Faithless Looting but maybe there is an argument to be had for other enablers. Maybe things like Satyr Wayfinder or Grapple with the Past . Maybe there is some fun to be had with Song of Blood and unearth/embalm creatures.
All in all still a nice idea and I am looking forward to seeing how this goes :)
4 months ago
Alright, I did a little test after some games and put every piece of ramp/fetch/land support card in one pile. I was actually surprised at just how ridiculous it was. I also realized I could use a little more balance on my removal, card draw, recursion. So, with that, I made the following updates:
Comments welcome, of course.
6 months ago
Instead of Naturalize , you could play Qasali Pridemage , fuels you graveyard, and generally more useful while in play. It's a lot more expensive though, but maindeck artifact/enchantment hate, should usually do something other than just killing those permanents.
I think you need something to get creatures in the yard with, though.
I think black will be better than white here. So many cards to sac, self mill and benefit from your graveyard. Without it Grapple with the Past , Mulch and Satyr Wayfinder are probably your best options for that.
7 months ago
Eternal Witness , Green Sun's Zenith , and Chord of Calling definitely have a place here (and ignore those that say E-Wit is overrated: your commander gives you the necessary reanimation outlet to bring it back, and your deck should be well tuned to sacrifice it for value). I'd also strongly recommend Reclamation Sage for similar reasons: mana rocks and enchantments are really good in this format.
Board wipes would be nice here. It's not like you don't have reanimation.
Bojuka Bog also belongs here.
Things that don't spark joy:
- Dark Ritual : you're not a fast combo deck. It doesn't really belong.
- The Eldest Reborn : Any normal Edict is probably better, you've got a great reanimation package already, and there are better ways of forcing discard. It's kind of win-more.
- Golgari Findbroker : E-Wit is strictly better.
- Wall of Blossoms : There are better card draw permanents in Green.
9 months ago
You may want to consider Angelic Renewal in this deck. The way it works with Evoke, you pay the Evoke cost, and by sacrificing Renewal, you get to keep the creature, as well as the ETB when returns to the battlefield. I've run the interaction in Pauper decks, and it's hilarious to do things like turn-2 Renewal, turn-3 Mulldrifter to draw 4 and get a 2/2 flier. You can do similar things by exiling the creature before it's sacrificed with Parallax Wave , Deadeye Navigator , Roon of the Hidden Realm , and Endless Sands . If you like that plan, I would include AEthersnipe and Walker of the Grove , too.
I'm also a little confused as to why you're not running Scapeshift in a Gates deck, especially one full of Landfall creatures. Other good land-fetch cards include Skyshroud Claim , Hunting Wilds , Ranger's Path , Wood Elves , Krosan Verge , Nature's Lore , and Karametra, God of Harvests , all of which fetch your Shocklands.
Path of Ancestry is fantastic in tribal decks, and it is an absolute staple in 5-color tribal decks.
The final thing I would do is include some looting effects and self mill that won't put your Gates in the yard, since your commander wants expensive Elementals to reanimate. Kiora, Master of the Depths and Mulch could be good on the mill side, and Faithless Looting , Frantic Search , Greater Good (You can sac Evoked elementals in response to the trigger! Value!), Sultai Charm , and Chart a Course are all good for looting. Also, Surveil can help to fill the yard, as well. Try Notion Rain and Price of Fame (Good for killing Commanders!).
As for cuts, I would lose Brighthearth Banneret (land ramp is just better most of the time), Fertilid (7-mana Explosive Vegetation is bad, even if it has recursion), Rubblehulk (no ability, so it'll just get chumped for days. Run Multani, Yavimaya's Avatar if you want the land-count effect), and Tyrant of Discord (too expensive for a random effect).
Mulch occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%