|Commander / EDH||Legal|
Printings View all
|Iconic Masters (IMA)||Common|
|Eternal Masters (EMA)||Common|
Combos Browse all
Destroy target artifact or enchantment. Its controller gains 4 life.
|Have (3)||ironax , XxCataclysmiCxX , johnsongrantr|
|Want (5)||BringerOfStorms , Lotus230 , AntiheroFOREVER , libraryjoy , isleep2late|
Nature's Claim Discussion
2 hours ago
Whoa, this is sick! :D I dig it!
Would you consider adding in Nature's Claim in place of Creeping Mold ? It's instant speed and 3 mana less. I'd also consider finding room for Eternal Witness , since in a deck like this it's basically a Snapcaster Mage . Last but not least, what is Elvish Clancaller 's purpose? I may have missed something.
All around awesome!
2 days ago
looks like I was mistaken about Simian Spirit Guide PlatinumOne... i did a google search and came up empty at least as far as this ban list timeline is concerned. Nevertheless its still a good tool to be used both in and against decks out there.
3 days ago
So after thinking on it for a few hours the best I came up with was Nature's Claim and Touch of Vitae . Not sure if Nature's Claim is the best removal option, but it's cheap and perhaps I could even use it on my own Rancor in a pinch. I'm particularly proud of finding the Touch of Vitae . It's may seem like a strange choice, but it combos nicely with our Elvish Archdruid or Priest of Titania . When played on either of those cards it's almost always, at worst, a free cycling card.
4 days ago
Treachery has actually been super lit, in all the games I played with it, untapping either Serra's Sanctum , Nykthos, Shrine to Nyx , any land that is enchanted with Wild Growth / Utopia Sprawl or any conjunction with it has allowed me to reach a unbeatable board state or able to one shot any one.
Nature's Claim is there for sheer efficiency, what else spells is there with no restriction that is pure artifact/enchantment removal spell for one CMC? In regards to my meta, we are pretty degenerate. I have cEDH pods as well as "casual" pods and than the jank pods. I bring this deck to my casual pods but even then I wipe the floor with them. This is also a 75% build so I'm not expecting to take this go against like Maximum tier decks.
4 days ago
Only other cards I would really consider cutting is either Treachery since it doesn’t really fall into the whole storm strategy you want to go for, or Nature's Claim , since its a one for one “destroy” spot removal, that again, doesn’t help you storm off.
I can see why Treachery can be a spicy tech, though, since you could essentially cast it for freesies at the right moment, but idk what kind of meta you’re up against that you’d need it.
4 days ago
Oh man, okay so I can kind of see your plight. Off the bat you can take out Land Tax , trhat won't benefit you much at all in a 5C deck. You can already add in Exploration in replacement for that. Mystic Remora is another great card to add as well as Cryptolith Rite to give all your slivers the same to tap for mana. You can take out all the mana rocks with the exception of Sol Ring and Chromatic Lantern . For those slots you can actually add in the tutors to consistently get your mana fixing or card draw. So Enlightened Tutor / Vampiric Tutor / Demonic Tutor would go in for those rocks that are taken out.
As far as your reactive package, I would take out Kindred Dominance as you are going to be the threat and they should waste resources on trying to take you out not the other way around, so I would actually consider cards like Teferi's Protection or Faith's Reward . If you want a ramp package or card advantage ramp, consider running all the two and certain three drop ramp spells for the color fixing. Nature's Lore , Rampant Growth , Search for Tomorrow , Cultivate , Kodama's Reach are all great here. Tithe is also good as it can color fix for you as well as pull any shocks or duals.
For removal as well there are cheaper alternative options that you can use like Nature's Claim , Path to Exile , Assassin's Trophy , and Fire Covenant . Wargate is also a great tutor that scales throughout the game.
Hope that gives some help!
5 days ago
Inkmoth_ you are right. Cyclonic rift works in some games of cEDH; but what I neglected to mention was: some decks need this. CVT is a good example. Mass removal & win cons that work through multiple stax pieces are two things that the deck has few of.
Example 1: Laboratory Maniac . One of the most common win cons besides Aetherflux Reservoir & Flash with Protean Hulk . These win conditions generally only need to remove 0-2 stax pieces in order to win. Whether that's using Smelt on Null Rod or Chain of Vapor on Trinisphere . These win conditions are more prevalent in the format & need answers far greater than rift. Rift is a 2 mana bounce spell. Which is usually what it's used for.
Your example of Sigi's overloaded rift into a win is fair. However, my argument isn't that it's bad. Just that it's used in fewer decks BECAUSE it is too narrow & the upside doesn't get used enough that one could justifiably run it in any cEDH brew that includes blue.
Example 2: storm likes to play lots of spells. Currently in the top tiers we have 5 (I think) storm lists which are all multicoloured and which use more efficient answers ie: Nature's Claim , Winds of Rebuke . Still not saying rift is bad. Just that top tier decks don't necessarily run it.
On the contrary: stax decks like GAAIV, CVT etc are quite likely to run it! As the mass bounce is more likely to be readily available. My point was that it's not enough of a prevalent card for people to talk about banning it. Though I do agree that it is strong & works in some decks.
5 days ago
Hi , @pato_mtg . Thank you for your Question!
So the reason I do not run Crop Rotation right now is that I don't feel it is truly 100 % necessary as a must have mainboard card just for its one-time use... When used Solely for explosiveness that ultimately could still get you nowhere while it doesn't advance our lock in any way nor does it provide us with a turn 2 Derevi just seems Redundant to me... It Could also end up being a very very dead draw at some points in the game for just a "single-use-1-land-fetch" compared to Weathered Wayfarer in our longer grindy games which this deck aims for anyway or after the occasional Mass land destruction occurs ( Ravages of War ) :'( ...
But then again I've had success with it as well before by gaining quick access to Gaea's Cradle with some dudes out and a Yisan, the Wanderer Bard in play or finding me Forsaken City to fuel my Stasis -Lock... While it can also give you card draw trough Horizon Canopy or soft counter a Wasteland / Strip Mine type effect finding you a replacement... I mean there is nothing wrong with running it and sure has some uses... It's an excellent card to be sure. but my Problem with it has always been the sheer disadvantage of losing card + Land Advantage and the possibility to have it be countered instead. losing all your tempo for just explosiveness is not my playstyle as I'd rather look at plays to keep my opponents from winning at all!
I am pretty aware of most Combo creatures and threats for us that are hard to deal with. But just one effect like this doesn't feel right and Chances (%) are so slim of you having this at your disposal and it being castable as well... I do run effective removal that is also a little more grindy in the form of Ulvenwald Tracker ... I've become a huge fan of this card as you can force Derevi or other creatures heck even Dorks to smash into a Hermit Druid for example... Most of these combo creatures are very low toughness. Or the ability to keep removing Dorks and such is also very effective.
As a creature heavy deck, most combo decks won't get through to you that easily by aggro either or go for aggro at all anyway as that is mostly not their go to win condition... I mean we can eat Tymna the Weaver or Najeela, the Blade-Blossom all day unless you're facing a lot of reanimator or Toolbox threats like Yisan that you need to deal with at instant speed... Yeah, then I'd side it in too!
If you could actually share or talk about the number of times this saved you from specific things that would definitely be interesting to take in consideration for other people looking for flex slots, or talk about the cards that force you to run this?!
With a deck so packed with hate towards artifacts and enchantments, I feel this only really becomes truly necessary over something like Aura Shards if an opponent managed to slip through your Stax and resolve a crucial combo piece which surely happens from time to time... Especially after the Aetherflux Reservoir and Paradox Engine / Iso-reversal prints... It could fit in the deck instead of Aura Shards easily. The Only reason I haven't had to do so yet is because of grindy cards that allow me to take piece by piece...
Sure I've died to Aetherflux Reservoir while having Stony Silence + Null Rod in play and losing both with a bunch of other Stax in play... But I mean Nature's Claim would then still need to be just that right card at that right moment with such a low chance (%) being the card you draw or get access to every game for just its single use...
Hope that was of help and explained my thought process behind not running them in the current iteration for the time being. (Subject to Change according to meta or personal needs anyway and all of them are in my Sideboard explanation in the Primer!)
(Ya win some ya lose some :'( , But consistently wise I prefer the Grindy setup that aims to remain effective over the one time uses.)
Nature's Claim occurrence in decks from the last year
Commander / EDH:
All decks: 0.07%
G/U (Simic): 0.3%
GW (Selesnya): 0.16%
RG (Gruul): 0.1%
BRG (Jund): 0.12%
BGW (Abzan, Junk): 0.19%
GWU (Bant): 0.12%
BUG (Sultai): 0.29%
RGW (Naya): 0.08%
All decks: 0.01%
G/U (Simic): 0.0%
All decks: 0.01%