|Commander / EDH||Legal|
Printings View all
|Dragons of Tarkir||Common|
|Khans of Tarkir||Common|
|2012 Core Set||Common|
|2011 Core Set||Common|
|Duels of the Planeswalkers||Common|
|Rise of the Eldrazi||Common|
|2010 Core Set||Common|
|Shards of Alara||Common|
Combos Browse all
Destroy target artifact or enchantment.
Price & Acquistion Set Price Alerts
|Have (11)||pskinn01 , maR2307 , , moonmonster , NorthernCrow , Tommuz , ibraJG84 , _raeofsunlight , Mousemke , AlertKnave8075 , xpsychovampx|
11 hours ago
Naturalize hits very few things game 1, so put it in the sideboard
Cinder Glade have no reason to not be in the deck
Beastmaster Ascension is just win more, once it is online you have probabel already won or lost.
Blood Moon as a one-of fells weird go 3,4 or 0
1 day ago
Sidisi works really well with Brain Freeze, Mulch, Buried Alive, Corpse Connoisseur and Fact or Fiction. More mass reanimation like Patriarch's Bidding, Zombie Apocalypse and Balthor the Defiled would be fantastic, as well as cheap ones like Reanimate, Animate Dead, Unearth or Endless Obedience.
Since your deck is very proactive and therefore often needs a lot of mana on its own turn, 3cmc counters with small upsides like Dissolve and Scatter to the Winds seem weak here. Cheaper ones like Swan Song, Stubborn Denial, Arcane Denial, Delay or Counterspell are much better, since you can more easily keep the mana open to cast them once it matters.
Naturalize is a solid card, but with all the tokens you generate, Sundering Vitae should usually be the same effect for 0-1 mana.
2 days ago
Have you ever considered making this part blue? It would give you Fabricate for your coating and give you some counter spells to protect it as well. I would also consider Naturalize for the occasional Detention Sphere, Stony Silence, or Nevermore.
3 days ago
I think One with Nature, Whirler Rogue, Awakening Zone, Behold the Beyond, Shamanic Revelation, Bow of Nylea and Bident of Thassa would all fit your deck very well.
Sundering Vitae is similar to Naturalize, but looks a lot better in the context of your deck.
I am not sure if Downsize, Reclaim, Primal Growth and the 1/1 fliers with no other abilities are quite good enough. Also, in your low curve 2 color deck, Chromatic Lantern seems unnecessary, Simic Signet is probably better if you need the ramp at all. Dissipate is expensive at 3 mana, i would play Unified Will or Arcane Denial instead.
You might want a couple of ways to answer an opponent's creature in case it becomes too threatening. Consider Pongify, Rapid Hybridization, Reality Shift, Lignify, Control Magic or Ulvenwald Tracker.
Raime on $15 Infect
6 days ago
Glad to see Predator's Strike is useful to you.
MTGUniversity Grafted Exoskeleton is kinda useless here. Using a "spell" to give your infect creatures +2/+2 instead of the rest gives more or equal power for or will slow down the deck too much imo. Not to mention that if it gets destroyed, the creature that was equipped with it dies.
1 week ago
Freed from the Real on a Kiora's Follower with a land enchanted with Utopia Sprawl it will give you infinite untap of all permanents. Kind of a long shot, but with Arbor Elf, even without Freed Savor the Moment might be a lower CMC, viable replacement for Temporal Trespass.
1 week ago
I am particularly hard on this deck because I know the builder in person, and he has asked for some help. This is not a comment on a random deck tearing it a new one.
Samut, Voice of Dissent is not the easiest commander to build, because the deck is instantly torn between multiple possible play styles. She is strong enough to be a voltron commander, has the colors to be a general big-beast-beat-down commmander, and an ability that makes you want to play utility. Choosing what you want to focus on and sticking to it is going to be key in building her effectively.
One big problem at the moment is that your deck seems to lack focus. It has some generally good cards, like the Exert creatures, who were practically made to work with Samut, but then it has cards like Elvish Piper and Yisan Chord, while having very few creatures of particular use or great value to cheat out. (How often do you think this deck will have two high cmc creatures in hand to make use of Elvish Piper and Samut in one turn?)
Your creature choices suggest you run a big creature deck, yet you have 3 spells that copy instants and sorceries, with nothing in the deck that needs copying. You run Quicksilver Amulet, any only one creature of cmc 8 or greater. Your deck sifts through its creatures, but very few of them do anything, and a number of them reverse their effects when they leave the battlefield.
What you need to do is focus on how you want to win, not what you want to do or what would go well with your commander. Once you have the focus on that, you can find the cards in that vein that will have synergy with your commander.
There are a lot of cards in this deck that just don't need to be here. Maybe they are around from an earlier deck direction that didn't pan out, maybe some other reason, but as it is, they are generally of less value than many other cards could be.
Soul Warden and Essence Warden. This is not a particularly creature heavy deck. You currently have 30, and little to no token production. These cards do not have tap abilities, and so have no synergy with your commander, and your deck as a whole doesn't require a lot of life to function. It's two card slots for minimal life gain, which is a function separate from the deck as a whole.
Ranger of Eos. This card is strictly dedicated to fetching the two above-mentioned cards. It does not have a verity of targets, it does not benefit from untapping. It does not have significant combat value, and ultimately little value to the deck as a whole.
Banisher Priest and Fiend Hunter. These are just weak removal spells. They only target creatures, and they only temporarily remove them. They don't interact with Samut, and they can't be used for combat purposes since they return the exiled cards upon death. They also grant your opponents a stronger board state post-wipe.
Reiterate, Reverberate, and Increasing Vengeance. This is not an instant/sorcery deck. This is not a control deck. Sure, these are good for controlling blue decks, but again, not a control deck. If you want to go that direction, you have to dedicate more resources to it, otherwise, you're spreading yourself too thin and overall weakening your deck. Remember, you need to be building towards your win condition, your endgame, otherwise you end up with a deck that can delay someone else's, but without a goal of its own. (Which is essentially what this deck seems to do)
The Primordals. Not bad cards, but not that great. Not particularly on theme with the deck. Their abilities have situational uses, so they are cards that you hold in hand until needed, not cards that you cheat in early. They don't benefit from your commander's ability, nor do they contribute to her combat capabilities. They have ok bodies, but as far as big creatures are concerned, there are far better for the cost. Molten Primordial especially, since your current build isn't a rush deck, and you don't have many sac effects, his one-time swing won't be particularly game changing.
Viridian Shaman. Why? It's half a Naturalize on a weak body for more mana. I could see this in an Animar deck, where casting creatures gains you additional benefits, but this deck gains nothing from weak bodies. He neither contributes to Samut, nor does he benefit from her ability. This card is actually a prime example of why this deck doesn't work. "Too much for too little." Card slots dedicated to minor contro/removal aspects, with no advancement towards your own victory.
I'm gonna stop there. A lot of cards don't work in this deck, and as you said, this deck doesn't work. I'm not trying to be mean, I know I'm coming down hard, but hopefully these examples emphasize the core of what's wrong with this deck. I'd suggest a redesign towards a more focused approach with your end game in mind.
Better tap abilities should be included if you want to make the most of your commander's utility ability. Cards like Mother of Runes, Mangara of Corondor, and Intrepid Hero have abilities that are easy to reuse and will actually gain you value to use multiple times in a turn.
If you want to continue the cheating in mentality, big creatures that actually pose a threat, and/or empower your commander should be included. Stonehoof Chieftain is a perfect example of the cards you should be looking for for this style. By itself it's an 8/8 Indestructible with Trample. That's a threat, hard to remove. Instant boardstate. Additionally, however, it gives Indestructible and Trample to your commander, (as well as any other attacking creatures), advancing you towards a commander damage win.
Elesh Norn, Grand Cenobite buffs your commander, the rest of your field, and is a soft wipe to your opponents. And the buff synergizes well with your commander's Double Strike.
Avacyn, Angel of Hope is a fantastic cheat in. That said, you're in green. I prefer ramp to cheating in creatures as it is. But I will not deny the potential of tapping Elvish Piper twice, so long as you have useful cards to put in with her.
My point is that you need to find things that serve an ongoing purpose to your boardstate. If you're going big creatures, find some that work together, as well as stand alone. Think of them in conjunction to your commander, and ask what value they will have together, continuing, and towards the end of the game. During a match, you are always pushing towards the win. During deckbuilding, that same mentality should be applied.