Nullmage Shepherd

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Nullmage Shepherd

Creature — Elf Shaman

Tap four untapped creatures you control: Destroy target artifact or enchantment.

jarncards on Sleeping Elves Kill

3 months ago

Collected Company is one of the better cards in a deck like this.

If you run Green Sun's Zenith, I think you should run Dryad Arbor 100% of the time. Having the option to 1 mana ramp tutor as needed is the best in the game, even if it's fragile.

If you want to do the whole tap ten elves thing Benefactor's Draught, Vitalize, and Mobilize are useful. And as long as you're using mana dorks, they are good throughout the game. Birchlore Rangers is also a good mana dork for getting either color as needed if it matters. Like some of the others you have it can use creatures with summoning sickness.

Add Regal Force, you'll have the mana, and it draws infinity. Toski, Bearer of Secrets is also amazing at this.

Consider Patriarch's Bidding for when your ridiculous board state earns the response it will deserve. Also Gerrard's Hourglass Pendant

I cant build a green/black deck without Gaze of Granite and Pernicious Deed. They are great

Timberwatch Elf for the commander, or maybe Gempalm Strider might be better than Overrun. Trample isnt so important with so many creatures that will likely outnumber blockers, and the extra card from cycling and utility of another creature is worth considering. Ezuri, Renegade Leader is already in your deck and he's definitely the best option though. Beastmaster Ascension also works like a really inexpensive overun and turns on really easily.

Some of the green and black backgrounds area awesome Criminal Past, Cultist of the Absolute, Haunted One and Raised by Giants will stick around for the next cast even after your commander gets removed.

Consider Constant Mists or even instead of Fog, however I really don't think you need any of the fog effects. Honestly, you might actually need to worry about other people's fogs instead. Questing Beast is the only card that is capable of piercing though a Teferi's Protection or The One Ring in these colors. THrow in a Natural Order and you can get that, or a Craterhoof Behemoth when it matters most

Viridian Zealot, Reclamation Sage, Nullmage Shepherd, and Elvish Lyrist are useful for removal. You already have Glissa, but I dont think she's enough.

Elvish Champion might be your best lord. Pair it with Yavimaya, Cradle of Growth. Also definitely want to add Shizo, Death's Storehouse. Having lathril connect is important.

If you keep the tyvar planeswalkers, Harald Unites the Elves does a lot.

Kithkin Mourncaller might draw cards to use with your excessive mana. Leaf-Crowned Visionary, Skemfar Avenger, Miara, Thorn of the Glade do too, at a cost.

consider Crop Rotation. It can get nythkos, yavimaya.

Looking at your list you have almost nothing that turns on lathril in combat. look at Alpha Authority, Familiar Ground, Alpha Status, Gift of Doom, Rancor, Spider Umbra, Alpha Authority, Canopy Cover, Vorrac Battlehorns. Fallen Ideal is possibly my favorite with the die/sacrifce synergies you already have. Im not a fan of token doublers. I think youd be better off powering up lathril to make more tokens in the first place.

I would dump any ramp card that costs more than 3

rekkim on Darkwood Elves

1 year ago

Replace Naturalize with one or another of Reclamation Sage, Viridian Zealot or Nullmage Shepherd? Slower, but they synergize.

I'm personally of the opinion that the sage is the best option because it isn't going to remove itself from the field and does what it needs to do as long as it resolves, but you might end up with dead draw if it's the only thing you can play and there's nothing to remove. The zealot's generically good, if strictly worse than Caustic Caterpillar, but I'm wary of sacrifice in such a tribal deck.

TheVectornaut on Old Fungus Deck

1 year ago

Since you're in casual, there's a lot of heavy hitting cards you could add (budget permitting). Doubling Season improves the turnaround rate of spore counters and gets you more tokens, although it is itself expensive. Something cheaper with proliferate like Evolution Sage could accomplish a similar goal. Aura Shards is a potent alternative to single-use Naturalizes for Selesnya, with Nullmage Shepherd being a more budget pick. Skullclamp is an insane draw engine if you keep your tokens at 1 toughness. Or if you don't want to, Intangible Virtue can stack with Sporecrown Thallids to get out of hand quickly. As far as creating tokens, there's Aura Mutation, Dreampod Druid, Fungal Sprouting, Korozda Guildmage, Saproling Migration, Thelonite Hermit, and the powerful lord Tendershoot Dryad. If you want generically good Golgari removal, cards like Assassin's Trophy and Fatal Push tend to see a lot of play. Personally, I like Crippling Fear for tribal decks and Tragic Slip for decks with sacrifice synergy. Speaking of sacrifices, I know from experience in commander that both Mazirek, Kraul Death Priest and Ghave, Guru of Spores make for nasty combos with Mycoloth. Such a strategy would also make creatures like Tukatongue Thallid more valuable than spell counterparts like Sprout or Fungal Infection.

The cards I'd look to cut first would be Rending Vines, Wear Away, Wrap in Vigor, Wurm's Tooth, Mwonvuli Acid-Moss, AEther Web, and possibly Fists of Ironwood unless you add more cards like Dreampod.

Guerric on Lathril's Relentless Elves

2 years ago

As for things to cut, here is my list-

Cards to definitely cut- 1) Abomination of Llanowar he's just a big, dumb of elf with a target on his back for removal. There are better options. At least Drove of Elves has hexproof, but I wouldn't even play that. The only one I'd play is Jagged-Scar Archers, and that's because of its utility against flyers.

2) Elvish Rejuvenator He gets a land, but doesn't actually ramp you. And that is if you get a land- you might whiff. You have better options. If you really want this effect Sylvan Ranger costs one less mana and is guaranteed to not whiff.

3) Eyeblight Cullers 5cmc is just too much for something that only gives you three tokens on its death, and you have no mill synergy.

4) Golgari Findbroker This card was made for draft. It just costs too much for what it does. Its not just the four cmc, 2 and 2 is a high opportunity casting cost.

5) Harald, King of Skemfar He's basically a 3/2 with menace that replaces himself. The clause on Tyvar might seem good if you add him (which is good idea, btw- he'll be worth it even if he doesn't stick around too long), but even then you have to remember that he won't find Tyvar the majority of the time. Again, its nice he replaces himself and gives you some selection, but there are better options.

6) Jaspera Sentinel Dorks are great, but you have to tap two creatures for one mana, which is a bad rate in elves. There are better dorks suggested above.

7) Masked Admirers This is one of those cards that Wizards stuffs into every precon conceivable, even though its bad in most of them. We don't need it here.

8) Thornbow Archer He's only draining one life for each time he attacks. That isn't enough to justify his slot.

9) Voice of Many You get maybe three cards for four mana at most? He's not the worst and he does draw cards, but I've never liked him.

10) Voice of the Woods This might sound like a good use of your elves, but its better to pump your elves than to use them to summon elementals. Plus he costs five to cast.

11) Tergrid's Shadow We have a joke about this card in our playgroup, but in general it isn't what we want. Letting your opponents pick what they sacrifice means you'll rarely hit the thing you need to get rid of. You might as well just play Doom Blade or any other premium removal card in these colors. There are a lot!

12) Poison the Cup They just put this in the precon because foretell was a Kaldheim theme, but there are so many cheap (both in real world and mana cost) black removal cards that this one shouldn't make the cut.

13) Roots of Wisdom You're better off just playing Harmonize or getting one of the consistent draw pieces I suggested. This card won't do a lot for the slot in your deck.

14) Return Upon the Tide This just costs too much mana, and you have other better recursion pieces out there.

Cards to think about removing

1) Serpent's Soul-Jar This card could be good, but could also be a trap. Your graveyard is a resource, and exiling everything from it prevents mass recursion. Also, your opponents can target this with removal and you'll never get your stuff back. I'd probably just play Haunting Voyage, Patriarch's Bidding, and Living Death to get your goodies back for more fun!

2) Twinblade Assassins He does draw cards, and is probably at least as good as Phyrexian Arena while he lives. So you might keep him, but he costs 5cmc, so if you have enough card draw you might want to cut him.

3) Numa, Joraga Chieftain He can pump your stuff. But Kindred Summons, Genesis Wave, or the above mentioned Torment of Hailfire and Exsanguinate are much better ones!

4) Nullmage Shepherd This can allow us to remove problematic stuff. But tapping four elves is a bigger cost than we often want to pay. Something to think on.

5) Sylvan Messenger Again, this card does get us some draw, much like Lead the Stampede which I used to play does. I've just never found it good enough to include though. Nonetheless, you want at least ten pieces of draw, and this does count as that!

6) Eyeblight Massacre This will kill a lot of stuff, but will often leave what you most need to kill alive. Ezuri's Predation is a recently reprinted board wipe that is now more affordable and will wreck your opponents while leaving your stuff intact. In Garruk's Wake and Plague Wind cost a 25 cents each and will hose everyone but you, and because you are playing elves you can afford their cmc!

7) Ruthless Winnower Having played against this card I can attest that it is annoying, but your opponents will often kill it before it can have too much impact. If it were a lower cmc it would be a guaranteed in, at least it will take the heat off of more important cards. It is high at 5cmc though. Keeping it might be the right choice, but I'd at least consider it.

emeraude on In times of war, only death flourishes

2 years ago

Thank you, yes you are right I should run more interaction. Bane of Progress would be great also Creeping Corrosion Nullmage Shepherd is an allstar in the deck.

ShredderPM86 on Aura Shards or Nullmage Shepherd?

2 years ago

Aura Shards is so powerful in a token or creature based deck. I highly recommend not replacing Aura Shards, its ability just happens by playing, the other has a cost associated. I'd say find a place for Nullmage Shepherd and leave Aura Shards in. I have an Atla Palani, Nest Tender that I use Aura Shards in, and it puts in some serious work. Feel free to check out my Naya tokens deck for ideas if you like.

plakjekaas on Aura Shards or Nullmage Shepherd?

2 years ago

Aura Shards is the much more oppressive effect, and will be hated out of the game by the decks that rely on their artifacts and enchantments to function, for reasons stated above. Nullmage Shepherd is a more safe pick, people will respect the effort of tapping 4 creatures and not being attacked by them, just to blow up a single target, way more than just: oh another creature etb, time to destroy something!

Shards will dominate the board, Shepherd will fly more under the radar and not draw hate from all other players. If you can reliably get 4 creatures to tap, the Shepherd is a way more subtle tool, a precision knife, where the Shards are a nuke that will exterminate everything close. Choose what fits your meta better. I've lost many games for having the menacing Aura Shards-type effect on board where people killed me for that, when all I needed it for is to blow up the single Rhystic Study where even a Fragmentize would have sufficed.

Yes, Aura Shards is the most powerful of the two. No, that doesn't mean it's the better choice in your deck that leads to more enjoyable games. Choose wisely.

LordBlackblade on Aura Shards or Nullmage Shepherd?

2 years ago

Aura Shards is a serious powerhouse. I honestly don't think that Nullmage Shepherd even comes close. If you are populating enough, then Aura Shards should basically ensure that no artifact or enchantment will ever stick on an opponent's board.

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