|Commander / EDH||Legal|
Printings View all
|Commander Anthology (CM1)||Rare|
|Planechase Anthology (PCA)||None|
|Commander 2016 (C16)||Rare|
|Commander 2015 (C15)||Rare|
|Planechase 2012 Edition (PC2)||Rare|
|Shards of Alara (ALA)||Rare|
Combos Browse all
Creature — Fungus
Devour 2 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with twice that many +1/+1 counters on it.)
At the beginning of your upkeep, create a 1/1 green Saproling creature token for each +1/+1 counter on Mycoloth.
|Have (6)||metalmagic , LordBlackblade , PTsmitty , , metljoe , mlouden03|
|Want (5)||GlubDaPhish , lordinterwebs , MountainProphet , Aragon_Neotrix , AlchemistAce|
2 weeks ago
Hey, interesting concept for your deck.
Consider Bane of Bala Ged ? It's a budget Eldrazi who has annihilator before it was a mechanic, it's annihilator 2. Consider Fierce Empath ? Tutors for an Eldrazi, or any other 6 or higher CMC creature. Consider Smothering Abomination ? It's an Eldrazi and whenever you sac an Eldrazi token for mana you draw a card. Consider Mycoloth ? Not an Eldrazi, but one of the better sources of repeatable tokens each turn for no mana cost. Devour works well with Eldrazi tokens. Consider Evolutionary Leap ? Repeatable source of getting a creature into your hand; sac an Eldrazi token to put a better creature into your hand.
If you like some of these suggestions I offer more advice about cuts and other budget options. Good luck with your deck.
4 weeks ago
So I have an idea for an roleplaying variant of EDH. I call it Dungeon.
So the idea is that you use an edh deck as the basis of the deck. The idea is that you basically have adventurers face off against the varying things your edh deck has to offer. Additionally, you should have a 20 sided dice and something to signify each player.
First, you make the map by placing all land cards in a grid. It can be placed out anyway you want EXCEPT a straight line (let's face it, that would be extremely boring). Each of the players would be set off on one side of the grid while the commander is on the other side.
Next, you divide your deck among the different card types in it (creatures, Planeswalkers, enchantments, artifacts, sorcery and instants). You may place any number of the non-instant cards face down on the map as you (the dm) choose.
Essentially, each of your players start at point one as a legendary creature of their own making. The rule for that however is that they role for power/toughness (scaled to their Mana cost) and pick the colors and race/classes of their choosing. In addition, they start on what you (the dm) deem square one.
During the players turn, they may choose to move a square, attempting to reach the commander. However, they may have findings or encounters as they go along, which result in the adventure part. Then, during the dm's turn, they may spice up the game as needed using either new encounters, events or findings.
Encounters, or Creatures/planeswalkers:
Their encounters are essentially them running into creatures. While not every square should have an encounter (and you should save some creatures as surprise encounters), encounters can go one of three ways:
Defeat: the heroes beat the monster and kill it. If this occurs, it enters a graveyard. Note: this means it can return later.
Flee: The heroes can run from the creature, and depending on a dice roll, they may lose it. If they choose to flee, they must go to a new land card other than the direction of the commander.
Befriend: This can occur in different ways as you see fit, but creatures can be persuaded to join the side of the heroes. This has a higher rate of occuring with legendaries and Planeswalkers.
Encounters can't occur unless enough lands have been revealed to allow the encounter. For example, unless the team has been on five squares, you can't have them have Mycoloth appear. If a creature can't appear at that time, it's moved into the encounter deck.
Findings, or enchantments/artifacts:
Some lands a player will land on will have enchantments and artifacts. Like encounters, unless they revealed enough lands, they can't appear. The effects of the enchantments and artifacts are automatic. Players can also take enchantment and artifact spells with them, like taking an object or being blessed. If that is the case, they carry them with them.
Events, or sorceries:
Events may happen at the during the dm's turn, and effectively affect all players. These are generally sorceries. Once again, unless you have enough lands flipped to play it, you can't cast it. Players can also initiate events, but must roll a dice to decide if they occurred.
The last kind is responses, which are only used during battle. If a creature is sentient (up to the dm), they may declare a response to a players action. Once again, this requires a role of the dice. If the dice roll is low, then an instant card is revealed and it occurs. Otherwise, it doesn't. In addition, players can learn responses if they've seen it at least once. Once again, this requires a dice roll.
The end goal is to reach and defeat the commander. The commander is like any other encounter event, except you can't flee from it. The game ends when either the commander dies or is persuaded to fix whatever problem it's causing, based on your story.
Additional note for Dms: kill spells shouldn't automatically aim for players. Also you can rename places to fit your setting as you need to (for example if you have a medieval Europe setting and Arch of Orazca doesn't work for you, rename it).
I came up with this in about 5 minutes, but does it sound like fun? Are there things I should change?
1 month ago
I personally run 34 lands with a cmc of 3.64, but sometimes have a game I wished i included one more. You have a few more rocks and dorks in your deck, so perhaps 34 is fine. But the cmc is a bit deceiving, I think your creature cmc cuts around 4, but the tutors and cheap removal you run holds it low.
On cuts, I think your deck looks in a good shape. Just quite spread with good stuff. You perhaps can narrow your focus down some more towards your wincons, especially since you run so much tutors.
E.g. Abzan Battle Priest is a good herald, but lifelink adds nothing to your strategy apart from survival.
How often do you play Necropolis Regent over other stuff? She's good, but I'd probably played something else for 6. You already adopted my Rite of Replication plan, Mirror Mockery does nearly the same thing on Reyhan attacks.
Is Tymna the Weaver the optimal choice for card draw here? It's not that you run bleed effects.
1 month ago
Skynock, Mindless Automaton looks really good. I actually had Fungal Sprouting in mind, but decided to go Mycoloth instead, something to kinda act as a way to draw removal away from Ezuri, and create a sh*t load of exp counters
1 month ago
Steiger Thanks for the upvote and suggestions. Oran-Rief is already in the deck. I didn't play as much +1/+1 counter cards as it'll dilute the token production aspects of the deck.
1 month ago
I really like your deck. I am going to borrow some ideas. Champion of Lambholt is a good wincon. I think I might add Oran-Rief, the Vastwood for more counter production. Seems Mycoloth might be worth considering in yours. Eat some tokens and add some counters then make more... lots more.
1 month ago
Great looking deck! We would probably replace Nacatl War-Pride with Mycoloth though, because the amount of tokens it generates does not depend on the amount of creatures any opponent would control. Also, since you tend to go wide a lot, and you're already using some boosters like Pathbreaker Ibex , have you considered adding Craterhoof Behemoth ? Last but not least, Umbral Mantle will often allow you to get infinite when combined with Gyre Sage , Karametra's Acolyte and Selvala, Heart of the Wilds .
Have fun playing! And as a fellow mono-green player, would you care to share your thoughts on one of our mono-green decks: enter link description here? We're very interested in your feedback.
With kind regards,
Mrs. and Mr. NV_1980
1 month ago
I hear you with the budget thing, NothingClever. If you can spare the change now, Diabolic Intent is cheeeeap now compared to what it was and will be, and in Ghave (with the cheap 1/1s) it's pretty much might as well be a Demonic Tutor . Worth the buy at this point in time.
Altars are expensive too, but what diabolic intent is to demonic tutor in Ghave, a Utopia Mycon is to a Phyrexian Altar . It's a couple bucks, yes, but far cheaper than a phyrexian altar, but once you played with it a few times you'll be very very happy you got it. Turning saproling into mana is just what you need. Gyre Sage is also a must include for Ghave - especially if it's out with a Ivy Lane Denizen , a Juniper Order Ranger , Cathars' Crusade , or any other passive counter adder. I like to have it out with some extra mana, pass the turn, then right before my next turn, create a bunch of saprolings to trigger counters onto it for a big next turn (maybe with 10 Geralf's Messenger triggers.
Both Gyre Sage and Utopia Mycon could more justify Exsanguinate in here as well. Also, they both make Mirari's Wake and Zendikar Resurgent that much better as you can take the mana doubling even further, leading into a monster turn.
I personally would remove Scute Mob for Blade of the Bloodchief as the blade can produce more counters with the combos in here for added fuel to Ghave, and it can go on creatures who's abilities use those counters: Hangarback Walker , Champion of Lambholt , Hooded Hydra , Mycoloth , Fertilid , Gyre Sage , etc........ Far more value. It also makes an Elenda, the Dusk Rose go nuts and provides tons of value in a Ghave.
Another very powerful card I've used for Ghave is Glare of Subdual . It has huge interaction potential and controls the board easily with Ghave.
Mycoloth occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%