|Commander / EDH||Legal|
Printings View all
|Duel Decks: Elves vs. Inventors (DDU)||None|
|Commander Anthology (CM1)||Rare|
|Commander 2015 (C15)||Rare|
|Commander 2014 (C14)||Rare|
Combos Browse all
Oran-Rief, the Vastwood
Oran-Rief, the Vastwood enters the battlefield tapped.
: Add to your mana pool.
: Put a +1/+1 counter on each green creature that entered the battlefield this turn.
Oran-Rief, the Vastwood Discussion
1 week ago
Made some minor adjustmants-
Living Wish was removed to be more compliant with the general EDH rules - even though my playgroup uses "Open Wishes" and lets it grab from our collection, I wanted this deck to be more 'pure' and so I could potentially play it in a LGS without issue. Oran-Rief and Mirrorpool - were replaced with the fifth fetch, and a more useful utility land - neither of which come into play tapped, which will hopefully improve performance slightly.
I cannot stress how good fetchlands are in this deck - if I could, I would run closer to 8. But alas, monocolor only has 5 to work with.
Finale of Devastation is curious - I'm not quite sure whether it will be worse or better than Green Sun's Zenith yet. It's one mana more, but it can grab from graveyard, and if I have enough mana (12 or more) act as a finisher - potentially a 22/22 Kozilek haste-swing plus massive buffs to whatever else I have. Time will tell, but there's no reason to not just run both.
2 weeks ago
You meat want to include the Ezuri, Renegade Leader from the inventors deck, with the warcaller you only need to use ezuri once and the trample does the job. Beast Whisperer is another elf I auto include because he's really great. Oran-Rief, the Vastwood is another wolf vs inventors card to consider. Ivy Lane Denizen actually works really well with the warcaller, and Bow of Nylea as well. Lys Alana Huntmaster can help make those tokens for ya. There's a literal Ton of non-budget options as well, but I've avoided mentioning them because you're on a budget. Oh and don't forget Lead the Stampede as it is a great budget option
3 weeks ago
1x Oran-Rief, the Vastwood 1x Okina, Temple to the Grandfathers 1x Mosswort Bridge 1x Adaptive Automaton 1x Obelisk of Urd 1x Emerald Medallion 1x Forebear's Blade 1x Konda's Banner 1x Guardian Project 1x Shamanic Revelation 1x Overwhelming Stampede 1x Konda's Banner 1x Vanquisher's Banner 1x Vivien Reid 1x Vivien, Champion of the Wilds 1x Selvala, Heart of the Wilds 1x Cultivate 1x Kodama's Reach 1x Zendikar Resurgent 1x Seedborn Muse 1x Chord of Calling 1x Garruk Wildspeaker 1x Thunderfoot Baloth 1x Vizier of the Menagerie 1x Prowling Serpopard 1x Beast Whisperer 1x Shaman of Forgotten Ways 1x Eldritch Evolution
4 weeks ago
This is the first deck I ever built dating back to the 2015 prerelease. It's evolved a ton since then, clearly, with all the cards from later sets in it. That's kinda why the cards are so seemingly random. I haven't purchased cards for this deck yet. Everything I have was either pulled or traded for.
There's currently 69 cards because to be honest, I really struggle with deciding what to remove to meet 60 cards. I feel like they are all pretty good and serve a distinct purpose in the deck.
I definitely want those lands. I don't really like Fertile Thicket either. Probably remove the Selesnya Guildgate s because they're too slow too, huh? I like Oran-Rief, the Vastwood , Sunpetal Grove , and Temple of Plenty . I love the combo of Canopy Vista + Windswept Heath , but that seems like a lot of money for land, although I might justify it if I could see it's worth. What are the most important things I'm looking for when choosing land?
The Wanderer , Suspension Field , Wanderer's Strike , Hunt the Weak , and Prison Realm all help with protecting from creatures that I otherwise wouldn't be able to deal with, and Dragonscale Boon and Stony Strength surprise my opponent when they're attacking or try to mess with tapped creatures. What I really need are a couple cards that exile permanents rather than creatures, though. I have a couple of Generous Gift s in another deck that I could pull out and put into here.
If I cut The Wanderer , all instants, sorceries, and enchantments and dropped down to 24 creatures, I could have space for 8 cards if I kept 23 lands. What do you think the best would be the best 8 cards to have? Right now I'm thinking: 2x Generous Gift , Bow of Nylea , Nissa, Voice of Zendikar , 2x Blessed Alliance , Oblivion Ring , maybe Hardened Scales (how bad is it really if you play it first turn, considering all I would have to play other than that would be a hexdrinker, and it benefits massively from it if I can beef him before he gets protection from everything?) or Harvest Season ? (but that wouldn't that only be good with some landfall stuff or Vinelasher Kudzu , like you had said?)
Would that provide me with enough board removal to be consistently successful?
4 weeks ago
These are your best creatures: Evolution Sage, Hexdrinker, Huatli's Raptor, Managorger Hydra, Mistcutter Hydra, Tuskguard Captain. I suggest you increase most of those creatures to a full set (4x each) and cut the rest.
You currently have 69 cards included. That number should be reduced to 60. I suggest cutting all the Instants, Sorceries, and Enchantments except Pledge of Unity. If after all the cutting there is room left over, I've outlined a number of spells that will add dynamism and range both with the creatures above and with other spells below.
I believe good lands are more important than Planeswalkers. Llanowar Reborn and Oran-Rief, the Vastwood are perhaps valuable enough to consider. Sunpetal Grove , Canopy Vista , Temple of Plenty , Fortified Village , Temple Garden , Windswept Heath are all worth considering, depending on your budget. Swapping out your slow lands for those listed above will improve both speed and reliability.
My thoughts on +1/+1 counters decks: Hardened Scales is overkill, over-rated, and slow. It's a very powerful card that doesn't necessarily speed decks to a win. The best +1/+1 counter decks include only low CMC creatures that can repeatedly provide their own counters. Creatures, especially any that get really big, will get removed pretty consistently. So getting lots of creatures down and swinging quickly and consistently is essential. This is all, of course, just my 2 cents.
I'll point out that there are enough creatures and spells that it's very possible to build solid mono-white or mono-green +1/+1 creature decks. I actually think it's easier to build a solid deck staying mono-colored - it's possible to go mono-color tribal with Humans, Soldiers, Elves, Allies, Oozes etc. The advantage to going tribal is more than just synergy - it's also a handy framework to round out a deck with advantages while also keeping the deck focused. Going tribal also opens the door to Cavern of Souls and Unclaimed Territory . I'd go so far as to say there are so many really solid +1/+1 counter spells, one of the hardest things about building a deck is narrowing it down to a well-honed point. I'm not saying I think you need to go mono-colored and/or tribal here, just pointing out ways to help focus the deck.
1 month ago
So a lot of what you’re doing is solid, there is a pretty great synergy level here, and no real problematic cards though there are some cards that are less than optimal.
For example Ichor Wellspring spring and the Guild Globe . Being in blue means there are just better options for drawing. Card draw can come from Cold-Eyed Selkie , Tatyova, Benthic Druid , Seafloor Oracle or Fallowsage who has synergies with your commander, also Prime Speaker Zegana who is just super good with +1+1. There are also spells which are just super good in blue like Ponder
You also have some room to improve your synergies with +1+1 and proliferate. Jiang Yanggu, Wildcrafter for example while not a merfolk is just great for the deck.
And there are some amazing lords (creatures that give all of a creature type +1/+1) in the merfolk tribe Like Merrow Reejerey and Merfolk Sovereign which are the inexpensive ones that you aren't already using.
A card that goes super well with your commander is Merrow Commerce .
Tutoring (searching for a specific merfolk from your deck) can increase consistency substantially so Seahunter despite the price tag is incredible, cheaper versions include Tidal Courier and Merrow Harbinger
Ramp is important and there are a couple cards that are used in most green decks, like Cultivate and Kodama's Reach . There is also a handful of cards that speed you up as well like Stonybrook Banneret , and I might consider some artifact acceleration like Simic Signet or Commander's Sphere
Shaper of Nature is a solid mana dump (a card that lets you spend excess mana at will
Beast Within is super strong removal cause it’s in green and blue which don’t have great answers for problem creatures
On the wish list is Hardened Scales cause its so good with +1 +1 and proliferate
1 month ago
Buddy of mine played Ghave all the time and it was always a threat, so good commander choice! +1
Your explanation for a lot of pieces is very deep and thorough so I get it if some of these suggestions I give you don’t make your version of the deck.
I’d think Forgotten Ancient is an auto-include. People play spells, he gets big with counters and then you even have the option of moving them onto Ghave or another creature on the board. A good counter-engine if you will.
Opal Palace is a dope budget land and a rather great pump spell late game while at the same time providing mana of your commander’s colors if you’re having trouble in certain scenarios. There’s also Llanowar Reborn and Oran-Rief, the Vastwood for other land choices.
Rishkar, Peema Renegade is another version of your planeswalker you already have. Not sure if you’d want another?
And last but not least, you can always run more Dictate of Erebos with something like Grave Pact but I dont know if you are on a budget or not. I personally like running both enchantments in any of my sacrifice decks, but maybe not everyone does!
Hope some of that helps! And again, awesome list!
2 months ago
With Phyresis already in the deck, you might also consider Glistening Oil . Skullbriar's ability won't keep the -1/-1 counters and unlike Phyresis, Glistening Oil can be reused. Rancor would also give you reusable trample.
Hope you find something you can use in all that text. :)
Oran-Rief, the Vastwood occurrence in decks from the last year
Commander / EDH:
All decks: 0.05%
GU (Simic): 0.54%