|Commander / EDH||Legal|
Printings View all
|Core Set 2019 (M19)||Common|
|Duel Decks: Elves vs. Inventors (DDU)||Common|
|Rivals of Ixalan (RIX)||None|
|Dragons of Tarkir (DTK)||Common|
|Khans of Tarkir (KTK)||Common|
|Magic 2015 (M15)||Common|
|Magic 2014 (M14)||Common|
|Magic 2013 (M13)||Common|
|2012 Core Set (M12)||Common|
|2011 Core Set (M11)||Common|
|Duels of the Planeswalkers (DPA)||Common|
|Rise of the Eldrazi (ROE)||Common|
|2010 Core Set (M10)||Common|
|Shards of Alara (ALA)||Common|
|Tenth Edition (10E)||Common|
|Ninth Edition (9ED)||Common|
|Ninth Edition Foreign Black Border (9EDFBB)||Common|
|Eighth Edition (8ED)||Common|
Combos Browse all
Destroy target artifact or enchantment.
Price & Acquistion Set Price Alerts
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3 days ago
I feel like your deck is begging for some more ramp. You can consider stuff like Llanowar Elves, Arbor Elf + Utopia Sprawl, Birds of Paradise etc. In modern you need to be able to have your deck either win or be in position to win by turn 4, and theres quite a few 4 and 5 drops in the deck that you wont be able to play before those turns without more consistent ramp. I also don't think Lure is necessary. Vines of Vastwood might not be necessary either as you are playing a threat nearly every turn and control decks will struggle to remove all of your threats without a board wipe regardless, which vines doesnt help with. You might want Heroic Intervention instead. I would consider adding more burn if you want to go an aggro route like Lightning Bolt. And of course for the sideboard I recommend some form of artifact removal like Naturalize, Possibly some early board control tools against aggro like Pyroclasm.
Also, i'd hardly classify this deck as a combo deck :P
3 days ago
Nice idea, but pretty difficult to build on budget.
You stated, you need ideas for your sideboard:
Maybe something to gain life to improve your game against burn decks. Budget ways I'm thinking of maybe Bottle Gnomes or Brindle Boar or even Dragon's Claw. Don't know, what you can get your hands on.
If possible, add some creatures with a nice value of cost to power/toughness, thus simply providing a second game plan to switch to, if your reanimation somehow is disabled or won't work for other reasons. I'm afraid you'll have to find those creatures yourself, for I have no idea what your budget's top level is nor what you allready got at home.
If you got any space left in your board, try to include answers to threats appeariing in your local metagame. Your playgroup/meta is full of decks running a horde of small and fast creatures? Try finding spells that kill of most/all of them at once (I'm thinking of things like Pyroclasm, Drown in Sorrow, Golden Demise and so on). Your meta features combo decks? Look for simple answers to break the combo or prevent it from even happening (=> most likely some discard spells like Duress).
I hope I provided some useful ideas.
6 days ago
many of your card choices for wincons focus on creature counts like craterhoof or having a lot of cheap spells and nonland mana sources like Paradox Engine, I'd suggest applying an elf ball into the list (the mana dorks, with maybe Priest of Titania and Elvish Archdruid). Also elves can hold big weapons too.
Now atm the deck is quite lacking in interaction, I would suggest running some amount of removal like Beast Within and Naturalize effects(not the actual naturalize, but any of the much better options), without interaction your playgroup can quickly learn they just need to answer your occasional threats as you cast them and they can assume you won't be able to stop their plans, be it a game ending combo or for the most part just hitting you with their big voltron commander.
Now for the most part it might be expensive, but I'd suggest playing the forest finding fetch lands, they give you extra triggers of landfall (at instant speed!), let you shuffle your deck so you can see a better top of deck, and they're a land intended to go to the graveyard for that excavator. Hell for these uses you could probably run Evolving Wilds, Terramorphic Expanse, and Blighted Woodland as a budget solution with only a small power down over the non budget (running them with the non budget fetches might be good too, get that critial mass). there is also the abundance of Cultivate like spells that can get you going in a similar manner.
1 week ago
You mention the pre-cons so I'm not sure if you're trying to keep it super close to the original or not - regardless, I have some suggestions.
I personally don't like the storage lands like Saltcrusted Steppe. If you've had success with it, then keep it in by all means. I dislike Opal Palace because you (hopefully) won't be recasting your commander a bunch and if you are...ouch. In a two color deck, Vivid Grove and Vivid Meadow should probably be replaced by lands like Sunpetal Grove, Bountiful Promenade, Scattered Groves, Temple of Plenty, or even just basics.
You've got a little ramp, but a Selesnya Signet would be a great addition. I adore Traverse the Outlands and am glad to see it here.
You absolutely need some more removal. Beast Within, Naturalize, Disenchant, Nature's Claim, many options exist in Green/White and they should definitely show up in this deck. The equipment focus suggests Dispatch. Vivien Reid though more expensive is also fantastic in this regard.
Shamanic Revelation is a card I enjoy in decks that go even a little bit wide, like this one. Huatli, Radiant Champion's emblem (which is fairly easy to get) can provide a lot of card draw over the course of a game.
Leonin Warleader doesn't care about equipment but he does make cats. For more equipment-y cats, consider Kemba, Kha Regent or Balan, Wandering Knight. Though not a cat, Danitha Capashen, Paragon makes your equipment cheaper.
Cards I'd Remove:
Kindred Boon just doesn't do enough in my opinion. You've got equipment that give them indestructible and someone will just Swords or Path the creature anyway. Spirit of the Hearth is expensive for what you get. Unless your meta means you NEED to be hexproof, I'd take it out. Felidar Sovereign is interesting. This isn't really a lifegain deck so I feel like it's not really a good fit. Relic Crush can easily be replaced by previously suggested removal that costs way less mana.
1 week ago
Revitalize is...not a good card, especially for EDH. It just doesn't have a big enough impact to merit a card slot. Likewise for Root Snare - fog effects aren't worthwhile unless you take advantage of them in some way which this deck does not.
Beneath the Sands could be replaced with Cultivate -two lands for the same cmc. I'd look into more ramp as well, you probably want to aim for around 10 sources and I think I count 6-7 right now.
You ABSOLUTELY need some more removal. A Day of Judgment or Rout would be great. Even a Martial Coup to rebuild your tokens. Disenchant or Naturalize for enchantments and artifacts, Beast Within for other pesky things.
You don't currently have much in the way of +1/+1 counter synergies as far as I could see so you might want to find some more sources of the counters. Hungry Lynx is a good option.
Cards I'd remove:
- Beneath the Sands
- Root Snare
- Inspired Charge
- Luxa River Shrine
- Filigree Familiar
- Longtusk Cub - no way to make more energy
- Oreskos Swiftclaw - there's better cats
- Riparian Tiger - energy dependent
Cards I'd Add:
2 weeks ago
Nice deck, this is pretty similar to one a friend of mine plays. I definitely recommend more answers for what your opponent can do - creature removal and artifact/enchantment removal is key to answer your opponents threats. Fatal Push, Murder, Naturalize can be huge for making sure your opponent cannot do things you cannot deal with and kill you before you can accomplish your plans. Ulamog, the Ceaseless Hunger is probably a pipe dream for this deck, Cryptolith Rite or Loam Dryad is highly unlikely to go off and getting to 10 mana with no ramp is very unlikely in a format like modern. From Beyond is also too slow, not only does it not come down until turn 4 but afterwards you're only getting a single token every turn. I would consider removing the top end creatures for cheaper stuff like Rot Shambler. Westvale Abbey Flip is one of my favorite cards of all time, but since exile is popular in modern it just feels bad to nuke your whole board just to get Path to Exile'd.
Hope this helps!
2 weeks ago
Personally i'd get rid of: Cloud Manta, Deep-Sea Terror, Deepglow Skate, Boundless Realms, Farseek, Genesis Storm, Nissa's Renewal, Skyshroud Claim, Giant Growth, Glissa's Scorn, Naturalize, Pulse of Murasa, Sweep Away
and replace with things like: Hedron Crab, Tidal Kraken, Serpent of the Endless Sea , Kraken of the Straits, Isleback Spawn, Grozoth, Sealock Monster, Stormsurge Kraken, Benthic Behemoth, Breaching Leviathan, Guard Gomazoa, Gomazoa, Dormant Gomazoa, Broken Bond
2 weeks ago
I strongly recommend running more ramp that is cheaper and a turn one play. Llanowar Elves, Noble Hierarch etc. You can also consider the classic ramp combo of Utopia Sprawl + Arbor Elf. I would also consider taking a look at your sideboard, I think having simple, quick answers like Naturalize over Wickerbough Elder can be alot more efficient. Since this deck is more of a mid-range one playing consistent, scaling threats, I might consider removing pump cards like Groundswell for the ramp I mentioned earlier. Finally, i'd suggest a big stompy finisher to end the game, Craterhoof Behemoth being one of the most powerful.