|Commander / EDH||Legal|
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|Iconic Masters (IMA)||Common|
|Eternal Masters (EMA)||Common|
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Destroy target artifact or enchantment. Its controller gains 4 life.
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Nature's Claim Discussion
2 days ago
Hey there! This looks like a pretty sweet Ezuri build! While I can't be certain, I would guess that you generally find yourself with just a few cards in hand, and that you usually play all of your creatures and then have a hard time recovering from a board wipe, right?
While that guess could be way off, it looks like a lot of your deck is very strong when you're ahead, but rather weak when you're behind. First of all, you appear to be a little low on ways to interact with your opponents. With Ezuri, you want a lot of creature-based interaction. Reclamation Sage, Acidic Slime, and the like can be very strong. AEther Adept, Mist Raven, Man-o'-War, Venser, Shaper Savant, and Voidmage Husher are all options to deal with your opponents' creatures, albeit temporarily.
However, not everything can be creature-based. I see that you already run Krosan Grip, which is absolutely a strong card, but I would also add in some of my favorite removal spells: Nature's Claim, Natural State, Pongify, and Reality Shift are all great ways to deal with annoying things on the cheap. Beast Within is also great.
You also want some number of board wipes. With Ezuri, bounce-based board wipes are great, as they allow you to re-trigger Ezuri's ability. Evacuation, Devastation Tide, and Curse of the Swine are all great for this.
In addition, you have ways to draw cards, but they either draw you a ton of cards (such as Fathom Mage), or don't draw you any cards. I would recommend adding in a couple of cards that just draw you cards, no matter what else you have on you board. Fact or Fiction is a great card for this, as is Opportunity.
Now, Ezuri presents a little bit of a problem with this, because Ezuri specifically cares about creatures, and your deck doesn't have a lot of ways to function if you can't play a lot of creatures. I would recommend staying away from cutting creatures as much as possible (other than the duplicate Bane of Progress), and instead start by cutting cards like Simic Charm, Journey of Discovery, Verdant Confluence, probably a land or two (I find 37 is a comfortable number for a Blue/Green deck), etc.
Finally, some general suggestions. Some of these are already on your maybeboard, but these are ones that I would highly recommend adding:
- Sakura-Tribe Elder is an amazing ramp card that also triggers Ezuri
- Coiling Oracle replaces itself or ramps you, and likewise triggers Ezuri
- Same with Solemn Simulacrum
- Mulldrifter is just amazing
- Hornet Queen triggers Ezuri five times, and also makes you annoying to attack
- Master Biomancer gives counters to everybody
- I don't think I need to explain Hardened Scales
- Finally, Sage of Hours gets you infinite turns with Ezuri out (and five experience counters), so if you want a combo finish, it doesn't get any easier than this.
In any case, I really hope this helps. If you want my help again in the future (or have any questions about what I said above), feel free to leave another comment on my profile. Enjoy!
2 days ago
3 days ago
1 week ago
The Locust God cant be your only creature. you'll have no way to block. a 6-drop is hard to cast in modern, but 26 lands is too many. cut it down to 24, and use mana ramp like Birds of Paradise and Farseek. you also need more creature removal. Dictate of Kruphix is also certainly not something you want to use in modern. giving your opponent extra draws will only help them reach their own combos faster. Logic Knot doesn't really work well unless you have a way to fuel the grave like Thought Scour. once you find good removal spells to use, Snapcaster Mage can let you re-use them. also cut the Nature's Claim. theres better enchantment/artifact removal to use, and things that are only good against enchantments/artifacts are best left in the sideboard. Beast Within is a good card to use as all-purpose removal.
1 week ago
Llanowar Reborn doesn't seem like it does anything here. You might just want a basic instead. If you're running Cultivate and Kodama's Reach, you should have at least 1 Island, even if it's just a splash color.
Oblivion Ring is probably good enough as another Zur target. It's nice that it deals with everything.
Courser of Kruphix seems like good value.
Luminarch Ascension gives you an actual way to win the game.
Mystic Remora is pretty broken card draw in the early game.
Rule of Law stops a lot of combos that you'd otherwise have a hard time dealing with.
Also, your land count might be a little low considering how little ramp you run. You might want to jump up to 36ish.
1 week ago
Needs more cheap mana acceleration i think, if you can afford Utopia Sprawl that is a great one. Flying or artifact defense ain't hard to get in green. Nature's Claim is one very efficient answer for those artifacts and Plummet and Clip Wings for those fliers. Also i wonder why is that Eidolon of Blossoms in the deck, you should really consider swapping it for something else like for example Terra Stomper or Thragtusk if your trying to play this deck any competitively.. You should look to put some graveyard hate to the sideboard too, probably in the form of Ravenous Trap or Relic of Progenitus.
Hope you had any help from this :)
1 week ago
Kasethyr, thank you so much for taking the time to write your comments. I really appreciate your feedback, and this honestly made my day.
Serra Ascendant is a card I mostly kept around in 4-player games. It's always good to have the ability to instantly pressure the less fair decks at the table, and remove threats before they become a problem. It's possible to solo a turn 4 deck before they can go off (especially because its pressure asks the player to never misstep on draws or misplay their sequencing, which punishes how low-effort combo is), but the draw required is tough. It's just my "kill target player" button. Wurmcoil Engine is 100% the card I'd recommend in its place; the deck likes to keep itself at a high life total, and fighting Purphoros, God of the Forge strategies is something I have to do every so often (Omnath, Locus of Rage was in nearly every game I played for a few months after printing).
Chandra is a lot like Marath--has a lot of options, and while she's not the best at any of those options, having all of them on one card is just really nice. She "draws", she "ramps", she "kills things", and her emblem "wins me the game". I don't blame anyone whatsoever for abstaining from her.
Goblin Sharpshooter is a card I've had trouble with for a while, as with the Karmic Guide loop set up, it's infinite ETBs with whatever Reveillark's second target is. I just feel that in some games, it's necessary to lock the board down, or else green decks run rampant. Austere Command is my recommendation for another boardwipe, as its utility is incredible, and it's fairly cheap since its recent reprint.
Marath is probably one of the format's most underrated commanders. It gets passed up so often simply because it doesn't wombo combo and outright win you games with a single other card (its combo relies on multiple others, making it trash tier on the clear and obvious holy grail of Commander insight, r / c E D H ! Therefore, Marath is obviously garbage. Obviously.) You really just have to appreciate the whole package, rather than just bottlenecking your deck to cast one card that wins you the game every time. I hate that philosophy with a passion, mostly because I used to do that myself a lot, and it's just not very fun.
A 1v1 variant would probably condense its curve and run cheaper interaction. I don't know if Wishboards are allowed, but Glittering Wish and Burning Wish are both incredible. Nature's Claim, Pyroblast, Path to Exile -- all cards I'd probably run in a 1v1 version. I believe Marath is banned in 1v1, though. I can't say I don't understand why.
1 week ago
Interesting list. Some notes:
I dislike the anti-synergy between Null Rod / Stony Silence on the one hand and Birthing Pod and your rocks on the other. I would consider doubling up on 1CMC dorks to break the symmetry - this list could use Avacyn's Pilgrim and Llanowar Elves (et al) and if you add them you can probably drop down to 31 or even 30 lands. I also think you should cut Nissa, Vital Force - it just isn't impactful enough for a 5CMC card. Missing some cheap interaction - would definitely add Mental Misstep, Swords to Plowshares and Nature's Claim. I think Rising Waters is too expensive for a Worb variant - at least you can justify Hokori since you can pod it and it gives Derevi driggers.