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Instead of Steel Wall , have you thought about Wall of Roots ? You won't be able to activate Overgrown Battlement until turn three, so wouldn't it be better? Of course, this leaves you low on one-drops, in which case I'd move Lignify and Naturalize to your sideboard. That frees up 8 slots, which can be filled with Llanowar Elves and Elvish Mystic .
looks like it will lack consistency, 4 Elvish Mystic would be optimal I think, drop Satyr Wayfinder , Typhoid Rats , Wall of Mulch , xathrid skyblade, and Zof Shade for higher quality creatures (which will be determined by how the deck slants). Given you are running Garruk big green/black creatures with some ramp seems like a good start.Arbor Colossus , Reaper of the Wilds , Polukranos, World Eater , Hydra Broodmaster , Soul of New Phyrexia , Soul of Innistrad , Soul of Zendikar
The gods are really strong, but they have zero board impact the turn they come into play I personally run a split between 1 Nylea, God of the Hunt and 1 Pharika, God of Affliction . The new Garruk win's games alone left un-answereed auto include if you are ramping or stalling.
Utility is super important here to. Black give access to Sign in Blood , Read the Bones and Whip of Erebos the latter needing a place in sideboard if nothing else. Read the Bones like Sign in Blood is just amazing in a deck that can't in general draw cards. Hero's Downfall is good for removal (but seriously not a big deal if you can field the scarier creatures first)
Hope this helps, if you have any questions feel free to PM me or something like that!
If you choose to let your commander go to the graveyard, it stays there until you can play something like Artisan of Kozilek or Disentomb to bring it back. It doesn't touch the graveyard if you choose to send it to the command zone
Same with exile spells. If someone plays Oblivion Ring on your commander, you can choose to send him to the command zone instead. But but if you have a Naturalize sitting in your hand, it might be a good idea to just let it be exiled, then destroy the enchantment and bring it back. If the commander went to the command zone, destroying the enchantment does nothing
If the commander went to the graveyard before going to the command zone, people would abuse it with things like Skullclamp , so they word it very carefully to show that you have a choice in the matter, and choose wisely. You follow me?
true, Setessan Tactics is an instant and when you've collected bunch of symbols it's basicly one sided wog, by the way if you're running Scuttling Doom Engine (emphasis on the DOOM) have you considered any way to kill it? I don't think anyone wants to lose 6 life so it's just going to get exiled or bounced asap, you have Reclamation Sage but it's sitting in your SB. The way I see Scuttling Doom Engine is: run in, if you get through, great. aaaaand boom. I wouldn't want to MD Naturalize ..
Definetly add Test of Endurance and Felidar Sovereign . I like this deck, but I think it could use green for 2x Heros Reunion and 2x Ajani, Mentor of Heroes . Also, maybe add 2x Archangel of Thune . I think you could take out some enchantment removal, like Erase and add Naturalize . Anyways, +1 from me! :)
|Avg. draft pick||9.53|
|Avg. cube pick||12.43|
|Commander / EDH||Legal|
|2012 Core Set||Common|
|2011 Core Set||Common|
|Rise of the Eldrazi||Common|
|2010 Core Set||Common|
|Shards of Alara||Common|