|Commander / EDH||Legal|
Printings View all
|Welcome Deck 2017 (W17)||Common|
|Welcome Deck 2016 (W16)||Common|
|2010 Core Set (M10)||Common|
Combos Browse all
Enchantment — Aura
Enchanted creature gets +3/+3.
Price & Acquistion Set Price Alerts
1 month ago
Absolutely! My pleasure
If you're having two creatures fight, and you Momentous Fall yours; theirs lives? Fight is a neat mechanic, but I'd go with just the few low cmc ones. Chandra's Ignition is a good way to wipe out some creatures. As is Balefire Dragon and it's lil homie Cyclops Gladiator
Maybe consider streamlining the deck with more creatures to make sure you're out gunning opponents. Borborygmos is asking for "go wide" strategy, where Xenagos, God of Revels focuses on one creature at a time n "go tall". Btw if you can play something like Might of Oaks on your commander with xenagod out it's gg lol. Heroic Intervention might save you in a pinch
The infect idea is neat too. I like seeing that in all dif colors. Cheers
2 months ago
Hi and thanks for commenting.I made some tweaks after playing Magic 2014 on my PS3 and getting into some challenges but I think I may have made the deck a little bit worse. Oakenform on a Deadly Recluse is cool, though.
Ambush Viper stays because I think of it as blue's "Counter target creature spell."I added the Young Wolf because I got frustrated not having any creatures able to block until I had more mana (in the VG at least).
3 months ago
First thing to work on is to identify which cards you have that are the weakest and strongest. Try to take note of which cards are good in your opening hand, and which cards you are happy to topdeck later in the game. If you find a card that isn't good in either situation, you should probably cut it.
Once you have found out which cards are the weakest, cut them out and try to get more of the good ones. Your deck has a lot of 1 and 2 of's, you should try to run four of all the best cards! 2-3 of good but more situational cards (stuff that is terrible in multiples, situational removal etc).
First problem I can identify with your deck is that you only have green sources outside of Lifespring Druid and Karametra's Favor, yet you play cards that require non-green mana. Khenra Charioteer, and Armadillo Cloak are both good cards, but not so good if you can never cast them! Pride Sovereign also requires white mana to activate.
Currently I'd remove the cards completely, as having 1 card of those colors each isn't a good idea. If you want to add white or red to the deck (I recommend only one for starters), then you should add a few more (Just a few), and also basic lands of those type.
Traverse the Ulvenwald isn't that good in your deck as it is currently, but it's also a $4.5 card. You should try to trade it away for a pile of $0.2-0.5 green rares to increase your available card pool.
Many of the cards are very sub-par, but I assume that is only because of your limited card pool, so I'll only point out the most egregious.
Incremental Growth is a decent card in a deck with +1/+1 counter synergy, but yours doesn't have a lot. It also requires you to have 3 creatures on the board at the same time, way too restrictive. I'd try to get something like Overrun instead.
Oakenform is just really bad!
Blisterpod is a cool card but doesn't really do enough on its own without added synergy.
You should probably try to get a few more removal spells in the deck, and a few better mana dorks. Golden Hind and Lifespring Druid are pretty bad in comparison to the really cheap and easily available Llanowar Druid. Some also amazing ramp creatures are Somberwald Sage and Sylvan Caryatid.
Wild Pair is also a great card, see if you can't build around synergizing with it further, for instance adding more cards with similar P/T that can tutor for your best creatures, like Soul of the Harvest and Pride Sovereign (If you stick with white).
Good luck with magic!
4 months ago
I have some notes.
I think you could remove:
The thing with Auras is, because they are attached to a Creature and go to the Graveyard if that Creature dies, you get "2 for 1ed" by your Opponent.
What that means is that they only have to play one card, Murder for example, to get rid of two of your cards - your Creature plus the Aura on it.
The only time you'd use Auras is if they have a couple of really amazing effects.
See if you have any cards you can use instead that kill, or Exile Creatures, or that Counter spells.
You have a healthy amount of draw.
Prophetic Prism did a good job of preventing you from being colored screwed. That is when you don't have the right coloured mana to play cards in your hand.
You have 15 Creature spells that cost 4CMC or higher. That is too many.
I would try to have four 4CMC Creature spells and two or three 5CMC or above Creature spells. Choose the ones you think will help you win and cut the rest.
In their place you can put more Creature spells that cost 1, 2, and 3CMC.
Look for Creatures that have 2 or 3 toughness (or even more than that), good evasion like Flying, or Menace, or Creatures that do something amazing in the late game.
When you've made some adjustments tag me in these Comments, and I'll take another look at your deck.
It would also be useful for you to let us know how it has been working, thus far.
4 months ago
Oloro makes some decent points, get the deck to 60 totals cards... right away. I would suggest increase your land. Depending on which way you take this deck, you'll need at least 22, maybe even 24 if you put some of the bigger casting cost spells. I don't know what kind of budget you're working with, but Canopy Vista and Fortified Village are legal through September 29 of this year, and Scattered Groves is good for the next 2 years. They are some good options for your mana base.
Cast Out is a great removal spell- I agree and think you should you run them.
The stuff about the energy is ok, but it could change your deck configuration substantially. Green has some great energy cards like Bristling Hydra, but then you would ned to add the energy support cards like Attune with Aether, not just the land.
Cards that just give you life aren't very good. The better approach are cards that give you life AND present other options. For example, Blessed Alliance gives you the option to get 4 life (to flip your rider), or act as some removal to make them sack a guy, or even a surprise combat trick to untap 2 of your guys (one of which could be the Glory-Bound Initiate mentioned earlier)... OR you could mix and match them as you need. It's a versatile card that is way better than the Chaplain's Blessing.
Also, Oakenform and Dusk is a nom-bo. Your going to kill whatever you enchant if you have to cast it... If you're looking to play ramp spells, it's probably better the instant\ sorcery type. If you do want to play the board wipes in the main deck, then you'll want some recurring creatures- any with the embalm mechanic or the new eternalize would be good.
I think what you have listed here is several deck ideas tossed together. And in order for you to be successful, you need to focus the deck to do 1 or 2 things really well. I know you want to play with life gain, so you could do an energy theme and look for some life gain cards there... or you could focus on the cards that have life link and just use pump spells on them, or you could go heavy tokens with Anointed Procession and Anointer Priest.
Either way, good luck with it.
4 months ago
Mighty Leap is bad because it takes up space that can devoted to removal but I too have used it for simple evasion so that is why people are telling you it is bad. First things first get to 60 cards it makes your deck so much more consistent, I know you like Oakenform but it can go. Lifegain isn't really a thing in standard now outside of abzan tokens but this is an interesting deck. First off, the most important thing for a deck to be competitive is to have some form of removal. Cast Out is currently the best option available to you as it has the versatility of being able to cycle when you don't need it. Aethersphere Harvester is another card that could be interesting in your deck but then you also need 4 Aether Hub and probably Servant of the Conduit. I would get rid of Long Road Home for Anointer Priest as that would trigger when you embalm Sacred Cat You could also look at the Glory-Bound Initiate + Always Watching interaction; swinging for 5 lifelink each turn can really gain you a lot of life. If you have any questions let me know.
5 months ago
Also noticed Oakenform doesn't have the option for set 2017 either.
8 months ago
In my opinion you have very few creatures, so your infect possibilities are really low as of now. If you're willing to splash some blue, you can also add Thrummingbird, Tezzeret's Gambit, Viral Drake and Blighted Agent. Proliferate can help you add one counter when the opponent least suspects, so it can be useful.
But if you want to keep it mono-green I suggest getting better buffs, trading Battlegrowth, Forced Adaptation and Oakenform for bigger ones, like Giant Growth, Titanic Growth and/or Might of Oaks (which is a bit more expensive, but a very good surprise). Maybe some other forms of Fog too, like Defend the Hearth and Commencement of Festivities. The strategy being waiting for a Lure to come, so you can swing hard with everything else you got. Considering you just need 10 poison counters to win, it shouldn't be hard. Other cards with similar effects are Prized Unicorn and Noble Quarry.