Oran-Rief, the Vastwood

Oran-Rief, the Vastwood

Land

Oran-Rief, the Vastwood enters the battlefield tapped.

: Gain .

: Put a +1/+1 counter on each green creature that entered the battlefield this turn.

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Have (4) DudeMan1031 , gildan_bladeborn , CompleteWaste , metalmagic
Want (9) Hellxlucifer , kozem , GeorgeMirza , xnewnoisex33 , bi9jed , Mr.Bubbles11 , NickLamp , iggyboy456 , VioletSpirit

Printings View all

Set Rarity
Commander 2020 (C20) Rare
Duel Decks: Elves vs. Inventors (DDU) None
Commander Anthology (CM1) Rare
Commander 2015 (C15) Rare
Commander 2014 (C14) Rare
Zendikar (ZEN) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Oran-Rief, the Vastwood occurrence in decks from the last year

Commander / EDH:

All decks: 0.09%

Oran-Rief, the Vastwood Discussion

Spell_Slam on Spoidahs

1 month ago

Good start. I think Spiders can be pretty scary when they get set up. The real advantage of this tribe is the defense they offer, making it very hard to attack you.

You are really low on lands. I think 36 would be a minimum, but 37-38 might be ideal considering how slow spiders are. I would recommend Oran-Rief, the Vastwood to make your spiders bigger. Bojuka Bog could also easily make an appearance here. A few more dual and tri-lands to smooth out your mana wouldn't hurt, either.

Since you're in Green I think you should take advantage of the great ramp. Sakura-Tribe Elder, Cultivate, Kodama's Reach, Sol Ring, etc. would help you a ton.

You're missing a few spiders I would consider important, notably Silklash Spider, Spider Spawning, Arachnogenesis, Hatchery Spider, Nyx Weaver, Jungle Weaver (cycling and a fatty is nice) and Blightwidow. There are also the anti-flying spiders Oran-Rief Recluse and Stingerfling Spider that will often have good targets. In a format where Lightning Greaves is a staple, I like having access to Acid Web Spider.

In terms of synergy with Thantis, Obscuring Haze seems great, Crawlspace seems good at directing combat elsewhere, and Sight of the Scalelords gives your team vigilance and they also get pretty beefy.

In terms of cuts, I would start with the large amount of tricks you are playing. They are okay 1v1, but start to look a lot worse in multiplayer. Some number of Dark Dabbling, Undying Evil, Without Weakness, Kaya's Ghostform, and Minion's Return would be fine.

You also have a series of instants and sorceries that don't offer enough value in my opinion, such as Crash Through and Pyretic Ritual. Explore won't work too well with only 32 lands, either.

I would also think about cutting Viper's Kiss and Atarka's Command.

I don't know if you mistook her for a spider, but Xira Arien is an insect. You could be playing much better card draw instead of her.

Hope this helps!

Daedalus19876 on Hapatatra test

1 month ago

Golgari Rot Farm, Hissing Quagmire, Jungle Hollow, Khalni Garden, Oran-Rief, the Vastwood, and Temple of Malady would be immediate cuts from me. I'd run things like City of Brass, Mana Confluence, Overgrown Tomb, Forbidden Orchard, and fetches instead (if you can afford them).

skeletonkey8 on Toxic Relationship: Hapatra EDH [PRIMER]

2 months ago

If you wanted more direct counters your could add Retreat to Kazandu and maybe Oran-Rief, the Vastwood

Or even Varolz, the Scar-Striped

Monitor on Marwyn Elf Ball

3 months ago

Hey, saw your post on reddit and couldn't help but check it out. I love me some elfball, so here's what I've got for you. Everything is of course my opinion and to be taken with ample helpings of salt. Hope it helps!

Lands: Mosswort Bridge is a trap, though I haven't tried it in elves yet. Reliquary Tower is a trap, when you fire off in an elfball deck you can usually cast what you draw. I'm okay with your tapped cycling lands bc they cycle, so that's fine, and Oran-Rief, the Vastwood is sneaky good. It's the only tapland I tend to run. Your best land by far is Nykthos, Shrine to Nyx and the best way to get it is Crop Rotation. When you already have it, you'll want to use it for an instant-speed Wasteland/Strip Mine or Wirewood Lodge. I don't usually run Ancient Tomb in elves but there's nothing saying you can't, and it helps when you have plenty of things with generic costs, as you do, along with some lifegain.

Potential Cuts and Swaps: Harmonize out, Growing Rites of Itlimoc  Flip in: Harmonize is a classic, but Growing Rites never disappoints. Even if it whiffs, you probably have a gaea's cradle at end of turn.

Overwhelming Stampede out, Finale of Devastation in: You already have the Ibex, and the Finale is far more versatile than the Stampede can ever be. Can grab all sorts of things instead of being a single pump and dump. Considering it could double Marwyn's mana output for a turn could earn its keep, though.

Wrap in Vigor out, Heroic Intervention in: Strict upgrade, figured I'd mention it.

Wellwisher out, Essence Warden in: Incidental lifegain, if you want to use it, might be more reliable than being able to tap the Wellwisher for its effect reliably. Also, the Warden triggers on all creatures, including opponents.

Reliquary Tower out, Thousand-Year Elixir in: This is pretty sweet and you need fewer lands than you think you do.

Desert of the Indomitable out, Veil of Summer in: This card is just too good. Also, 33 lands is too many (I know, but you'd be surprised!) and this one ETB taps AND cycles for 2 mana instead of 1, so I'd cut it.

Llanowar Tribe out, Wirewood Channeler in: I've never liked the tribe, it always seems clunky, and in your list specifically it is competing with Marwyn at the 3CMC slot.

Doubling Season out, Asceticism in: I'm not sold on Doubling Season here, honestly, as Hardened Scales could serve the same purpose in most cases regarding the way this deck puts +1/+1 counters on things one at a time (mostly). If you REALLY want to lean in on the token doubling from Lys Alana Huntmaster, Elvish Promenade, and Imperious Perfect then it might could stay.

Genesis Wave out, Kindred Summons in: This counts tokens...it is ridiculous and casting it when you only have 3 or 4 elves out still feels great, whereas if you flip Praetor's Counsel with a nasty Genesis Wave you're a sad panda.

Dwynen's Elite needs a home here, its 2 mana for 2 counters on Marwyn, among other benefits. Not sure on what to pull out, but I've never been a big fan of Dwynen, Gilt-Leaf Daen herself, really. You don't want to stack too deep on lord effects when its so easy to tutor them out or draw them for an explosive growth instead.

The last thing I will note, is that any non-Elf REALLY needs to earn its keep. Each and every elf in your list makes it stronger, be it with more mana, more tokens, more counters, all of those things.

The reddit thread has some great recommendations on cards to check out as well, so you've got a lot to sift through. Good base though!

Rhys Up is my current GB list, there might be some ideas for you in the main and maybe boards. The deck is mostly green but plays my favorite black stuff, and most of the cost difference between these two lists lies in the manabase.

Xica on Casual Johnny's Trip to Modern

3 months ago

Nice deck!
(in the sense that its a cutthroat aggressive deck, that goes fast and wide enough to contest 5c snow piles)

You need to find a way to play around Plague Engineer, preferrably some "lord effect*", that is built on something other than a creature (thus avoids creature removal and board wipes that are going to be flung your way), or some brutal strong removal that makes it disappear and makes sure it doesn't come back from something like Unearth.

If you are worried about targeted discard, i would advise buying a playset of Leyline of Sanctity, as they are dirt cheap (at least compared to their usual price).
And beside Bxx targeted discard they are plenty useful against mill, burn, and non-gifts storm variants (as those tend to struggle to find unsummon effects in a timely manner).




Really any effect but ones dependant on the given creature is great (so no Lord of Atlantis-like effect) - as when the lord is getting blown up, the boost is gone with it.
Obelisk of Urd-esque effects should be prime consideration.
(of course even eaker stuff like Oran-Rief, the Vastwood may worth checking out)

Heliogabale on The B-Team

4 months ago

It is great that you built this for your friend, that is real commitment. I see this was months ago, but maybe my comments can help your future builds.

Your mana base raises questions; what good is a Command Tower in a mono-colored deck? It is basically a nonbasic forest. Same goes for Evolving Wilds and Terramorphic Expanse, all the add up to is a tapped forest. I would also lose Desert of the Indomitable, Slippery Karst and Warped Landscape. I would use Myriad Landscape that fetches two forests, Oran-Rief, the Vastwood, Castle Garenbrig, and Mosswort Bridge. The rest can be plain forests.

Hope this is helpful.

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