|Commander / EDH||Legal|
Printings View all
|Vintage Masters (VMA)||Common|
|Duel Decks: Garruk vs. Liliana (DDD)||Common|
|Masters Edition (MED)||Common|
|Starter 1999 (S99)||Common|
|Portal Second Age (P02)||Common|
|Fifth Edition (5ED)||Common|
|Ice Age (ICE)||Uncommon|
Combos Browse all
Search your library for a Forest card and put that card onto the battlefield. Then shuffle your library.
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Nature's Lore Discussion
2 hours ago
Your problem in trying to go faster is you have a four color commander. I think most of the builds that really "break" her tend to be linked superfriends builds, but I'm not completely sure.
I think what will help you the most is to run serious amounts of card draw and mana ramp, in the forms of both dorks and rocks. Your dorks need to give different colors, so the likes of Birds of Paradise and Utopia Tree are great. Quirion Elves give you the option when you play them to choose what other color you need most at the time. Land tutor spells that work really well with dual lands, like Farseek, Nature's Lore, and Skyshroud Claim give you great fixing ability, along with the fetch lands, if you can afford them. Zendikar Resurgent will give another effect like Mirari's Wake. Rishkar, Peema Renegade also makes any critter with a counter on it into a mana dork. Solid creature in this deck. Also, Cryptolith Rite. Play it.
Pir, Imaginative Rascal gives you another Atraxa-like effect. I'd consider playing with some of the old-school Spike cards to get more critters with counters on them in play.
Solid card draw options include Rhystic Study, Rishkar's Expertise, Shamanic Revelation, and Inspiring Call is a pretty awesome surprise against some board wipes (I see you have this one in your list).
Now, the main way you can speed up Atraxa is by upgrading your mana base, which is the single easiest way to drive up the price of a deck. Old-school duals are the way to go, but not everyone has that option. Barring that, get some cards like City of Brass and Reflecting Pool, and a Gemstone Mine is a card without a drawback if you have Atraxa out. Basically, the fewer lands you have that come into play tapped, then the faster and more efficiently you can utilize your mana. The cheapest way to improve Atraxa, in my opinion, is to build it like an old fashioned "5-Color Green" deck, but in this case it will be 4-Color Green. So green will be your base color, which gives you access to all the mana dorks you'd want, and the sorcery speed cards that let you fetch the lands to fix your mana. Also, you get Zendikar Resurgent, which is card draw and mana ramp in one card, and Cryptolith Rite and Rishkar, Peema Renegade. Green also has good card draw spells, like I mentioned above. So build a green shell for the deck, and sprinkle in what you need from the other colors to focus on your plan.
I hope that helps. I really like taking the precons and molding them into something more my style. They're a great spring board. I hope this helps out some. If not, there are plenty of awesome folks on here that will have some good information to offer.
5 days ago
You should run Evolving Wilds for three + colour decks imo. For two colours you do not need it. Again, mana fixing that allows you to pull a basic. You have Terramorphic Expanse already which is great.
Green is the absolute strongest colour in commander imo. The amount of mana ramp you can get and big creatures is just stupid. If you find you’re struggling for mana, add some classic ramp cards like Kodama's Reach, Rampant Growth, Nature's Lore, Skyshroud Claim, Harrow etc.
You already have Dual Taplands, and your deck cost 500$ already. Why not throw the Slow lands, Check lands, shock lands (bless guilds of Ravnica reprints) and filter lands. It’s important to have some basic lands in, so maybe remove taplands for those stronger duals.
My two cents anyways. Your average CMC is 3.7 as of this comment, which is on the higher side. So it’s important to have a solid base for your stuff.
Hope it helps!
6 days ago
Black: Phyrexian Arena
Red: Blasphemous Act
Colorless: I run a copy of Sensei's Divining Top in all ten of my EDH decks
1 week ago
1 week ago
Okay, so I understand your plan, but proper support is necessary, I would suggest making the deck more streamined, running more untapped lands, like basics, Tarnished Citadel, City of Brass, Mana Confluence, Forbidden Orchard, Reflecting Pool, etc. as well as more ramp, such as Nature's Lore/Farseek and the shock-lands/og-duals. Additionally, the shock/og-dual+fetch land landbase is a great addition. Birds of Paradise needs a spot as well.
After that, I would attempt to abuse cascade and other effects like it to build up counters on Ramos faster. Grafted Exoskeleton, Inquisitor's Flail, Duelist's Heritage, Lightning Greaves, Swiftfoot Boots, etc. will help the voltron strategy out.
1 week ago
Lhurgyof Thanks for the advice and the upvote!
Compulsive Research is in there for more card quantity in my hand for affects that benefit from having more cards in hand, but I also think Brainstorm has great synergy as well. Are there any other cards you would recommend cutting?
1 week ago
Interesting take on Maelstrom Wanderer. I never really know what to suggest for chaos decks, because generally it seems the idea is to make things as interesting as possible as opposed to necessarily winning.
I guess as far as specifics go, I would drop your dork and sakura tribe elder for a Skyshroud Claim and maybe Nature's Lore. I fell like you'd get a lot more mileage out of those with all the nonbasics you have.