|Commander / EDH||Legal|
Printings View all
|Duel Decks: Garruk vs. Liliana||Common|
|Portal Second Age||Common|
Combos Browse all
Search your library for a Forest card and put that card onto the battlefield. Then shuffle your library.
Price & Acquistion Set Price Alerts
Nature's Lore Discussion
4 days ago
This is usually my hierarchy:
- I use as many fetchlands & original dual lands I can afford.
- I then use anything that a fetchland can grab, ie shocklands.
- I fill the try to fill the rest of lands with all color producing lands, like Command Tower, Grand Coliseum, City of Brass etc.
- Artifact staples Gilded Lotus, Darksteel Ingot, Chromatic Lantern, Coalition Relic, etc
- I use some sort of green ramp package:
- Tap Creatures Bloom Tender, Birds of Paradise, Sylvan Caryatid,
- ETB / Sac creatures Wood Elves, Yavimaya Elder, Sakura-Tribe Elder, Solemn Simulacrum etc
- Fetch sorcs Nature's Lore, Cultivate, Kodama's Reach, Rampant Growth, Skyshroud Claim etc
- Extra land drop Azusa, Lost but Seeking, Explore, Oracle of Mul Daya etc
Those are usually the steps I go through to get 5 colors in to a deck. The key is to playtest it so you can tell if you are getting the ramp out or not consistently. Always start with more and then narrow it down if you get flooded with mana too often. Nothing worse than getting mana screwed in 5 colors!
1 week ago
With your description in mind, I would strongly suggest Jester's Cap. This card devistates a combo deck.
I would also suggest more land-ramp. Cards like Cultivate and Kodama's Reach both ramp (and simultaneously mana-fix), and provide card advantage. Sakura-Tribe Elder is an EDH staple, and for good reason. Even more so in a deck featuring recursion.
I like the deck, but I would seriously consider your ramp and land balance. The average land count is usually 36-38, so you're at the issue where you could run into some issues.
Hope some of this was helpful. Definitely love the anti-combo angle.
1 week ago
I would also strongly suggest fewer lands and more mana-ramp. The average EDH deck runs 36-38 lands. Cultivate and Kodama's Reach are both ramp and card advantage. Nature's Lore puts a forest into play untapped, or can fetch a dual land, provided it's also a forest. But a bit more ramp and a couple less lands would not only ensure you make land drops, it would speed up the deck, and keep you from dead-drawing into land pockets.
1 week ago
On the whole (and especially as a budget build) the deck looks really good. As for individual card choices:
Selesnya sanctuary is not great, as it slows down your turn two play. Turn two is a vet important turn as a decent chunk of your ramp (as well as your commander) are turn two plays. Tectonic Edge is a good card as it give you a bit of land and isn't too expensive to buy. I would recommend switching them.
Rampant growth is good, however if you can a Nature's Lore, do that.
Kami of false hope is a bit overkill given you have Spore Frog who is the better option as well as a bunch of ways to tutor for him.
Reclaim is ok, but Noxious Revival is so much better. It's a bit expensive for an uncommon but it's basically free and doubles as temporary graveyard hate.
I'm not a fan of persist combos in the deck. They don't work with Saffi or any other recursion combo and without access to Murderous Redcap they don't generate a win condition without Blasting Station or Altar of Dementia anyway. Plus you're hinging everything on Cathars' Crusade with redundancy on it. But adding redundancy means having potentially "dead" card in your deck.
While having additional combo in your deck is nice, the fact that they have no iteraction with your primary combo is not good and in my opinion at least, a waste of card slots. This also means that cards like Fanatical Devotion are completely useless (whooo, you can infintiely regenrate creatures, yay...).
What I did with my deck was to cut a lot of the non-core combo pieces (both creature and otherwise) and just focus on the core combo package as there is an awesome amount of interaction between the recursion pieces. Then I used all the additional card slots I had freed up to add creature tutor and raw card advantage. This in turn helps the deck find its combo pieces better.
That's why I run cards like Eidolon of Blossoms (which is a lot better than a lot of people think), Nissa, Sage Animist Flip, Stoneforge Mystic etc, as well as lands like Mikokoro, Center of the Sea, Horizon Canopy, Inventors' Fair (which you should seriously get a copy of) etc. But I appreciate that a lot of those cards are quite expensive to buy.
On that same note, I don't like Mirror Entity. It's quite complicated to get a combo with it working and while it's cute as a beatstick, you're not running Avenger of Zendikar alongside it so it loses a lot of its potency.
Anyway, I hope this has given you some iedas and insights, but feel fre to hit me up if you have more questions.
1 week ago
So one card I overlooked when building my Marath deck was Hardened Scales. I finally added it in and it ended up being one of the best decisions I've made for the deck. Not only does this enchantment add additional counters onto Marath when he enters, but it gives you the ability to increase his counters while he's in the field. With this out, you can pay , remove a counter from him, then then put it back on him, netting an extra +1/+1 counter from Scales. So if you ever have extra mana, it directly translates into extra counters on Marath, making a commander damage win that much easier.
I won't suggest other cards along this line, as that gets into combos, but these two alone are just strait up strong synergy with your commander. If you're interested in some possible combos, feel free to check out my Marath deck: Marath, Will of the Combo
Now, a bit about mana. First off is Steve. Sakura-Tribe Elder is considered an EDH staple, and you'll find him in most green EDH decks, for good reason. He's Rampant Growth on a body, allowing for early game hard-ramp (land, not mana-rock), block and sac tactics, and easier recursion. But in general, I can't overstress the benefit of early game ramp, especially hard ramp.
Cultivate and Kodama's Reach are solid turn three ramp spells, which not only put a land into the battlefield, but also one to hand, ensuring your next land drop and giving you card advantage. I'd suggest one of these instead of Map the Wastes. Marath can provide counters, but these actually give card advantage along with the ramp.
Sylvan Scrying is neither ramp nor card advantage. It is mana-fixing, but you still have to drop the land at a normal rate. Rampant Growth would be a better fit, as it actually accelerates your plays. Better yet, Nature's Lore. Same cmc, the land enters untapped, (unless it specifies otherwise), and because it says "Forest," it can be used to fetch combi-lands such as your Cinder Glade
Birds of Paradise costs a little bit of money, but is one of the best opening ramp cards you can play.
Anyhow, love the deck, but that's pretty true for most Marath decks. It is my favorite commander, after all. Hopefully some of this is helpful.
2 weeks ago
I had Uril for a bit so I'm familiar with the theme. Here are some suggestions:
Hate: Rest in Peace
One of the biggest issues that I found was dodging something like Merciless Eviction. Flickerform is really the only thing that does it. One other option is having Greater Good so at least you will benefit before your stuff dies.
A strange card that I found to do good in Uril was Mark of Fury. It gives you the haste you want and lets you replay it each turn to net a card if you have something like Argothian Enchantress in play.
2 weeks ago
2 weeks ago
If you're going for a single-out-a-player-hunt-them-down theme:
I think the curses are pretty funny:
Also, since you're removal heavy:
Going to need some card draw:
Recur some of your curses and other combo cards with:
Some other dick cards include:
Plow Under - Nothing says "Screw you" like setting them back 2 mana and 2 draw steps.
Kamahl, Fist of Krosa - Another way for you to animate lands.
Nature's Revolt - Another way for you to animate lands.
Some generally good cards:
Toxic Deluge - a scale-able board-wipe that can kill indestructible things
Maelstrom Pulse - Another removal spell that can hit walkers (as well as anything else)
Abrupt Decay - Another removal spell that can hit a ton of non-creature threats
Bane of Progress - too many artifacts and enchantments to run this guy
Burnished Hart - more for non-green decks that need ramp. The stuff you have in here is already way better.
Butcher of Malakir - Never a big fan of this guy, especially if you don't have ways to control when his trigger happens (with ways to sac guys whenever you want)
Creakwood Liege - Not a lot of 2-color creatures to take advantage of his buffs
Jarad, Golgari Lich Lord - Works best when you use dredge mechanics to fill up your Graveyard. He doesn't look at opponent's graveyards, where - hopefully - most of the creatures will be.
Necroskitter - Only have 1 other card to enable the -1/-1 counters, so this guy won't be doing much.
Pathbreaker Ibex - Is generally considered a weaker Craterhoof Behemoth, but attacking in waves will be less frequent considering you'll be spending a good amount of the game using your mana to kill things.
Seedborn Muse - Not a lot of instants or other effects to use on other people's turns to run this guy.
Explosive Vegetation - You should be good with what you have ramp-wise
See the Unwritten - Not enough 4+ power creatures to use this. I'd be totally onboard if Garruk made 4/4s instead of 3/3s
Golgari Signet - You should be good with what you have ramp-wise
Ruinous Path - Might have too much removal, considering your PW is removal as well.
Thornbite Staff - Best coupled with Deathtouch, which I'm not seeing any of in here
Attrition - The non-black clause is pretty touch to swallow, and you have better removal already
Food Chain - You have better ramp
Palace Siege - Not feeling either mode.