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Creature — Orc
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Orcish Lumberjack Discussion
5 days ago
No worries! I understand finals are a thing haha, no need to rush. I appreciate the time you take to do a well thought out response, besides I only play once to twice a week. Wish it was more but life is also a thing :P
Yes I do wish Bloom Tender can tap for so much things but that is also what Expropriate is for and when they let me take their permanents lol! I feel the same with you on that point, most of the decks that I build with red becomes a splash with your same exact reasoning. My friend made a good point on decks with red in them, they either overtakes the deck to build around them or they only provide slight help to the other colors.
I like the pun you did with the s(t)eal, quite witty good sir.
You are right on the Precognition Field it provides a good engine and since this is a spellslinger deck that extra reach does help quite a bit which thus lead me to keep more of the spell ramp over rocks for now. I was trying to fit in Preordain before, but yes the advantage for digging deep is helps tremendously.
I'm going to consider running Orcish Lumberjack and Imperial Recruiter as what SynergyBuild had suggested before. The burst is quite strong, as well as losing lands isn't as troubling. What I want a perspective on though is that if Ramunap Excavator or Crucible of Worlds worth running as well now.
I'll do some changes and when I collect the cards I'll give you another link to check it out.
So far cards I'm going to pick up is Mana Vault as well as Precognition Field, I have all the other cards and going to do some deck modifications. Thanks again for your insight, I'm excited to try these changes out in a couple days at my LGS!
5 days ago
Sorry for taking my time, exams are a thing.
I completely agree that red is meh compared to those 2. IMHO green and blue are the strongest colors in EDH, while red leaves much to be desired here. Every deck containing red I ever tried to theorycraft/build ended up having red as a splash for artifact removal, a wheel or two and a few looters (Mizzix, Kess, even Daretti was more colorless than he was red). It's just that the moment I saw Bloom Tender I started drooling over a potential t3 Intet. And just as that thought make me happy, it made me just as sad to realize that it often "just" provides .
Even if it cannot go toe to toe with Zur, Teferi and similar decks, it can at least make itself relevant there. Thus both becoming a more important deck at the table, instead of being that deck that's 2 turns slower than the rest of the table, and increasing the possibility of surviving long enough to drop Intet and s(t)eal the win here and there.
Bring to Light - I love that rainbow lands interaction. I'm tepmpted to put it in the next semi-casual UGx deck I'll build (this might never happen, but let's keep up the good vibes). Still, we agree that id doesn't pull its weight as it is now.
Dack - nothing to add here
Nissa - I see your point. However IMO at 5 mana you should be making preparations to drop Intet instead. Also, she taps you out without providing any card advantage right away, thus opening a hefty interaction window which opponents can use to set you back more than Nissa was worth. In my experience you need a healthy amount of draw and filtering to reach 5 mana, and after that relying on her to draw cards for every land drop might not give you as many cards as you'd want/"deserve" from such an investment. Precognition Field is no Necropotence, but if you're looking for a draw engine this might be it. You're constantly a card ahead and you immediately get the chance to interact with the board/stack just as if it has drawn you a card right away. I wouldn't recommend it as an optimal choice, but I'd play it over Nissa, at least as a draw engine.
Heroic Intervention - I tested it briefly in Edric. And though they aren't that similar, it never did anything that a counter wouldn't be able to. But I often wanted it to be a bit more useful when opponents took the initiative and tried to push for a win.
red counters - as I stressed out, and we agree here, it's a meta call. We also agree on Swan Song and the reason I didn't mention it. It's one of the best counters in the format, but in a deck where you depend on your creature(s) getting through, giving anyone flying blockers isn't a good idea.
Krosan Grip - leave it in then. I myself kept it in my Tasigur for a long time and now I'm pointing it out whenever I see it in a deck fast/optimized enough that such cmc might be a problem.
I'd leave in Natural State depending on your meta. If you need multiple pieces of artifact/enchantment removal, this one is very underestimated IMO, and it even gets better the more competitive your meta is. However if you want/can remove a removal bc you have too much or you often use it to remove things you'd rather counter, sure.
Also Ponder is very valuable IMO. Digging 3 cards deep is quite good, and the ability to reshuffle and get a random card is also useful. At the low low price of , even sorcery speed can't diminish its usefulness IMO. I've only just noticed that you aren't playing Preordain either BTW.
Dack -> Delay, Bring to light -> Pact and Heroic intervention -> Negate are all tremendous upgrades IMO. I'd just like you to think about Nature's claim, Ponder and Nissa once more. But if you end up doing it your way, it's cool. The pilot and the builder surely knows his deck better than me, I'm just giving suggestions here.
I'm glad that my comments and advice are of help to you.
1) this is a tricky one. Good thing about KReach/Cultivate with high-cmc generals is that they both ramp you and their fix your next land drop. This is important bc high-cmc generals demand a land drop or two more than cheap ones (unless there is some insane artifact ramping going on, but that is too glass cannon for my taste), and this way you can manage to pull off those land drops elegantly while doing additional ramping. This 2 for 1 use makes it possible to have the perks of lower land count while still hitting your drops well. Of course this works best with cmc 5 generals (my best friend is playing Sigarda, Host of Herons this way and it's doing wonders for him. Hate seeing her t3/4 consistently just as much as I'm proud to have helped). However cmc of 6 would require another land drop or more ramp. And what's the point of playing ramp if it just ramps you halfway into something you want? It's about designing a good curve so your spells can work off one another. In this case, it would mind optimizing your ramp package to reach 6 mana consistently (maybe 7-8 with the new interaction package in case your meta has plenty of removal, this one is a tactical decision more than anything else). So if we say you hit your first 3 land drops, for the sake of simplicity, the question should be what can get you from that to 6 mana the fastest. With manabase as finely crafted as yours, KReach/Cultivate don't get you further than a Sol Ring or a Fellwar Stone, and by no means farther than a Mana Vault/Mana Crypt since their ensured 5 mana with raw ramping for 1 immediately isn't worth to you more than ramping for 1 cheaper ramp spells do (since your target spell, your general, has cmc of 6, not 5), but they do it on earlier turns so you can play Intet faster on occasion and they give mana without the need for green or for 3 mana already available to you.
In short; IMO cheaper ramp, be it in the form of spells, dorks or rocks, wouldn't serve you any worse than these do. But cheaper ramp would be more useful on early turns and could help you get away with a bit greedy hands. And though this covers my point, I wanted to explore it a bit more to make a wider point about ramp in general. Why those 3cmc spells are kicking ass in my friend's Sigarda, Host of Herons, why I'm planning to fill my Grand Arbiter Augustin IV with 2 cmc rocks and why Edric decks play even Boreal Druid over things like Fellwar Stone. It's about your curve, about key spells you're looking to cast and about how those two influence the card choices you make.
2) Sadly, again, red has so few excellent cards that IDK if I even could recommend many. Synergy build gave you some awesome suggestions, Orcish Lumberjack and Imperial Recruiter might indeed be what you're looking for. Apart from that, I don't think I can be of help. :-/
Sorry for all the spelling mistakes I (might) have made. As you can imagine this took me some time to get down and I'm at least 4h behind on sleep. Thank you in advance.
6 days ago
Haha thanks for checking out again buddy, I already used to run Aggravated Assault. It was cut out in this current version when streamlining Intet. I am a bit iffy on Imperial Recruiter at the moment, a 3 cmc tutor that can only grab me an E-Wit, Oracle, Snapcaster, Bloom, or Shusher. Two are ramp and I would rarely go for them, it would mainly be for the Vexing Shusher if I were to add it in. Spellseeker on other hand seems more viable once I add in a counter spell suite, so I'll keep that in mind.
Orcish Lumberjack I love him in a fast combo deck that can win on the spot or be able to reuse lands but I would have to test him out and see if the extra burst is worth the loss of land and if I flip into lumberjack. Sylvan Tutor is still a flex and I'm going to have to test it out once I get one. Jin-Gitaxias, Core Augur didn't make the cut, too clunky in hand, even if I have it out via Intet's cheat, it will get removed. The only thing great about it was the refill when I played it. Never got around more than one whole turn, too vulnerable to be stolen in grave, as well as doesn't win me the game when used in Season Past. Vorinclex, Voice of Hunger doesn't do much for me as well, I'm not running a goodstuff.deck as it's much slower than focusing on comboing out into extra turns.
6 days ago
Upping the red goodstuff is easy, Aggravated Assault is top notch with Intet, Bear Umbra, and Nature's Will. Also given you have 5 good options, Imperial Recruiter could work too, especially supported by Spellseeker, if you don't mind the addition of more tutors, they could work wonders. If you want explosive mana, Orcish Lumberjack is absurd!
1 week ago
Hey welcome to EDH!!!
You are right in adding in a lot more ramp cards to trigger more land fall effects, cards I can think right off the top of my head that can accelerate you are Exploration, Burgeoning, Oracle of Mul Daya, Wayward Swordtooth, Mina and Denn, Wildborn, The Gitrog Monster, and Azusa, Lost but Seeking.
Mana dorks are efficient as well, and I would highly recommend Orcish Lumberjack as it pairs super well with your commander! Aside from that I would also incluse the efficient land ramp cards like Nature's Lore, Farseek, Rampant Growth, and Kodama's Reach. For some more triggers that can be amazing for a finisher would be Titania, Protector of Argoth. There are some cards that would synergize well with her and your deck such as Lotus Cobra!, Sylvan Safekeeper, Crop Rotation, Scapeshift, and Natural Balance.
One last card I would definitely recommend for your land package would be Realms Uncharted super amazing card for a land deck! Hope that helps and feel free to ask for more help if ya like!
2 weeks ago
Hey welcome to EDH!
Lord Windgrace is a fun commander to start out with. There are a couple ways you can go in building him, but since you are just starting I would recommend to abuse the ability of playing as much lands as possible and use cards that can benefit from playing a lot of lands!
Here are some budget cards that should be under $5 to help you refine your deck a bit more!
Crop Rotation, Courser of Kruphix, Wayward Swordtooth, Regrowth, Sylvan Safekeeper, Underrealm Lich, Deathrite Shaman, Orcish Lumberjack, Genesis Wave, Bane of Progress, Dragonmaster Outcast, Realms Uncharted, Krosan Grip, Nature's Claim, Chaos Warp, Torment of Hailfire, Sylvan Scrying, and Retreat to Hagra.
Hope that helps!
3 months ago
I like this deck a lot. I found a Lathliss, Dragon Queen in the most recent pack I opened, and it made me want to make a Commander deck out of it. I mostly play 60 card Casual, though, and this looks a lot like the deck I had in mind, translated to Casual. You seem to have covered the bases well.
As to suggestions, check out my Ruric Thar, May I? deck. It operates on a nearly all creature basis, but it's Green-Red like this one and runs Forgestoker Dragon, which would fit well here. Inferno Titan is a major player too. They combo soooo well with Nightshade Peddler to clear a path to victory or just remove the creatures that are hurting you. Ogre Battledriver can help with Haste. Orcish Lumberjack is awesome ramp, though you'd want to shift to a few more Forests if you run that.
4 months ago
+1! Love the decklist!