|Commander / EDH||Legal|
Printings View all
|2011 Core Set (M11)||Uncommon|
|Duels of the Planeswalkers (DPA)||Uncommon|
|2010 Core Set (M10)||Uncommon|
Combos Browse all
Return target permanent card from your graveyard to your hand. (A permanent card is an artifact, creature, enchantment, land, or planeswalker card.)
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Nature's Spiral Discussion
6 days ago
Hmmm... It's FAST, but what's the idea? It seems to be Isochron + Dramatic Reversal/Paradox Engine into AEtherflux Reservoir. That or Big mana into draw your deck and Lab-Man win. If I'm missing something, please let me know!
Overbeing of Myth seems like a "meh" card in my opinion. It seems way out of place and slow for the deck build. I feel like another counterspell to support your very tall tower would be better suited. Voidslime and Disallow are super versatile, while Negate and Delay are cheaper, but will protect most of your pieces long enough to go off.
Now for some strictly Better replacements (for cheap!):Nature's Spiral-->Regrowth (Get ANYTHING back instead of just a permanent!) Also Consider Reclaim and/or Noxious Revival to set up a good card for Rashmi to mini-cascade into.Slight of Hand-->Preordain. Strictly better as you could possibly dig one deeper. You may run them both, though, I imagine.
Finally, A nice trick with your commander is the 0-CMC cards with suspend are cast for free without suspend! Ancestral Vision and Lotus Bloom are the big ones for your deck (I don't think Hypergenesis Really fits the build, though!). They also can be early plays when you're not ramping for value mid-game.
I hope that was of SOME value. Happy Flipping!
1 week ago
Very nice layout you have here. The only difference between your deck and the one I run (sorry I don't have it posted for comparison) is that I run a bit more of the token generation (instant/sorcery) and have Llanowar Elves in the deck to ramp the token spells faster for Song of Freyalise. I also run 1 less Slimy since he isn't a great card to play early most of the time as your board really wants to be developed more before he because potent (plus hate having hand clogged with legendary creature. I have found the extra ramp and token spells help setup Song for turn 5-6 lethal swings if they have no answers.
You may want to change out the Nature's Spiral from your side in favor of Heroic Intervention. Intervention can help save your board from various sweepers and can protect your important creatures from single target removal.
2 weeks ago
i can understand being confused why certain cards don't see more play. for example, i'd never heard of Nature's Spiral until i pulled one at the dominaria prerelease, even though it was first printed in m10 back in 2009. i've been playing since 2005. i think the card is useful, even with just fetchlands. but nobody uses it in modern. basically, it boils down to the fact that most magic players would rather copy/paste a deck they find on the internet than brew something themselves.
2 weeks ago
After looking at your deck, this aggro approach seems very doable and nasty, but theres a handful of cards I see that just shouldn't be included. Nature's Spiral is just a worse Regrowth, so that's a start. I see with all of the artifact removal that stax is an issue for you. Bane of Progress is a great addition to solve this, but i would take out one of your removal spells for Nature's Claim. You don't care about their life gain when elves can smash for 100+ damage. Another great way to give a stax deck the middle finger is Creeping Corrosion. The card rarely hurts you and gives them a hell of a time. Krosan Grip is a fantastic card that also helps in this situation. For these 3 excuses to shit on rocks, I'd at least take out Sundering Vitae and Natural End. Nullmage Shepherd is a fantastic elf to throw in your deck to solve this issue as well. Hum of the Radix is also a fun little card for artifact decks that no one will expect you to drop. If you need enchantment removal, just throw in Back to Nature and you'll be fine. If you're having a hard time with killing creatures, run Taunting Elf, or just run it anyways if you can regenerate it and hit people for free every turn. Aluren will help your elfball rolling, and running Primal Rage will help make sure that even when Ezuri is gone that you get your damage through. Talara's Battalion was a cool card I experimented with in my deck, and it did quite a bit of damage. I would definitely include Marwyn for her beefy presence and massive mana ramp. Something like Predator's Rapport is just not useful, as gaining life tends to be some of the most useless magic cards unless you're running a deck that focuses on it. Instead I would try to tutor for a card like Dwynen, Gilt-Leaf Daen, Nissa Revane, Wellwisher, or Essence Warden which help a lot more with solving this problem. Triumph of the Hordes is a great meme to drop on your opponents in a tough situation, as it gives you a nice little one shot, or at least eats through indestructibly and "prevent all damage" creatures. Most of the artifacts you run arent necessary, so I would just replace them with lands. While you have an extremely low mana curve, 28 lands is very dangerous with no rocks. Unless you add some very fancy $$$ rocks (which if you dont wanna drop 1k on artifacts), I would just run some more forests. Primal Order was a neat card I haven't seen in a while, and I think that can prove very useful in your deck if you're having a hard time getting through to other opponents running decks with multiple colors. If you want to stick with the aggro theme, I would add a Coat of Arms, since by the time you hit turn five you'll have about 4-5 elves, and this can turn 7 damage into 50. The risk of helping your opponents is worth it. Selvala, Heart of the Wilds is actually insane in this deck, and if your opponent draws a card or two off of it, nobody is gonna care. She can give you a ridiculous amount of mana with Ezuri pumps and elves like Drove of Elves. Concordant Crossroads is an absolute necessity if your goal is aggro. This card hurts sometimes, especially if your opponent has a creature-heavy deck. The payoff is huge though when you drop mana dorks with haste or drop your hand on the field, tap your Priest of Titania for a crazy amount, and have Ezuri pummel everyone with your hasty elves. As for mana doublers, you can run whatever you'd like, although I would say you don't need any of them for the deck to work: they're just a waste of a turn. Over all the others, I would run Mana Reflection so that your elves can tap for double as well as anything else. Overall, this deck is pretty solid, and with a few tweaks it could be an unstoppable force! Let me know if you need any other suggestions on anything else (:
2 weeks ago
2 weeks ago
against control decks, Abrupt Decay is a must. i would strongly suggest Naturalize over Nature's Claim, and some removal spells in the mainboard. Nature's Spiral is also very valuable for getting back things a control opponent would blow up. Blessings of Nature would also be good here. the expensive casting cost doesn't really matter since if its not in your opening hand, you'll pretty much only cast it for its miracle cost.
1 month ago
2 months ago
robngraves just like any "combo" deck if all our pieces get exiled we're just gonna sit there and cry... but it's unrealistic for any deck to have a plan for after all the pieces get exiled.
As for combat damage, you need to consider that the demon has flying and there are 3 other players to attack, we've never had a problem with getting damage through cause there is always at least one player with no flying creatures. Also the point of Proteus Staff is to activate it twice across two turns... activating it once and somehow hitting all the epic spells will just put them on the bottom anyways. The first time puts General Tazri back into the command zone and finds us our demon (the other cards revealed this way are completely irrelevant.) The second time puts the demon on the bottom and since its the only creature in the deck we would put "all cards revealed this way" (which is our whole library) on the "bottom" in any order (the bottom is also the top in this case.)
If our demon gets removed, we have Corpse Dance and Nature's Spiral to bring it back and there's also a few counterspells to prevent removal. Even Temporal Cascade and Feldon's Cane can shuffle our demon and our staff back into our library just so we can find them again. Proteus staff can also be recurred with Nature's Spiral. Also think about how we will rarely ever cast our demon so it can't actually be countered if it enters via Proteus Staff
In the scenario where our demon is taken somewhere we can't get it back, our second option is to use Proteus Staff on tazri or a man-land such as Mishra's Factory and reorganize our library in such a way that sets us up to cast Epic Experiment for X = 10 or more while the Epics are near the top. And we once again run counterspells to protect this.
We've put a lot of thought into this and there is no realistic avenue we haven't thought to build precautions against.