|Commander / EDH||Legal|
Printings View all
|Duel Decks: Heroes vs. Monsters||Common|
|Coldsnap Theme Deck||Common|
|Masters Edition II||Common|
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Creature — Orc
, Sacrifice a Forest: Add three mana in any combination of and/or to your mana pool.
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Orcish Lumberjack Discussion
3 weeks ago
All modern legal now!!
A friend got me a playset of Valakut, the Molten Pinnacle, so that's in there now. This means that sometimes it is important to have the dual lands to actually be mountains in their cardtype, thus the addition of Cinder Glade and Steam Vents.
It's too bad I had to take Titania, Protector of Argoth and Orcish Lumberjack out, to make it modern legal. The had the (very) cool effect of making use of lands as they go TO the graveyard, as apposed to only when those land come back into play. Now the deck is more landfall oriented, although not entirely. Slightly disappointing. But I have left them in the maybeboard, in case you don't care that it is modern legal, I would definitely sub them back in.
Also. Roil Elemental could be an incredible board switch. If you're opponent has a bunch of creatures and you manage to get out a Splendid Reclamation with the roil elemental on the field... All their base are belong to you.
I'm looking at replacing Mana Leak. While it is fantastic, this deck can sometimes go late game, and opponents might just pay that extra mana. There are 2 criteria: I want the spell to only cost one blue (everything in the deck only costs one colored mana, except for the doozie creatures), because then it is easy to have the right manna to play it. I also want it to be a counter-all. Just in case I'm worried about a creature, artifact or enchantment.
Finally, the deck is getting a little expensive. Still not insane, but if you want a more budget option I would cut down on the fancy lands.
3 weeks ago
Update: this deck is actually awesome. I built it, minus basically all the fancy expensive cards (No man-lands, no Titania, no Valakut, no Wurm, no Omnath), and it still came off really well.
The backbone is outlined above. It's pretty important to have a Treasure Hunt (and an island) in your opening hand, but that is basically the only requirement.
This deck could easily turn into just a "landfall" deck, but that doesn't really have the twist that I'm looking for, and Devastating Summons is super fun when you have 20+ lands on the field.
Without the man-lands, there may be dry periods where you have a bunch of mana, but nothing to play. I anticipate they will make a big difference.
You WILL at some point have enough mana to hardcast Worldspine Wurm. So it should be in the deck. Period. Cause that's awesome.
It really stinks when your opponent does something to counter (Metallic Rebuke), exile (Anguished Unmaking) or make you discard (Ravenous Rats) an important play (Splendid Reclamation) or one of your few doozies (Omnath, Locus of Rage, Titania, Protector of Argoth, etc...) so that's why there are a bunch of different options for standard counter spells (Guttural Response, Negate, Mana Leak, Dispel). It's not a control deck, but it's kinda nice to feel a certain level of security. If they are using blue control, play Guttural Response because that's what it's for. If they have Void Shatter, use one of the others. Usually you need not be worried about countering creature spells, because your creatures will be bigger and/or more plentiful, but just in case, you have Mana Leak. It may be worth exploring other counterspells (Counterspell), because late-game, which is a possibility with this deck, oppontents might be willing to just pay that extra 3 mana. Also, the Abjure, Hatching Plans combo might be worth exploring if you find you want more card draw because Treasure Hunts are too few and far between.
I have put it down as a modern deck, and I think it is, except for the Orcish Lumberjack. So if you want a modern-legal deck, just take him out. It's just a bummer because he is a really cool card. Lets you play a Splendid Reclamation on turn 2 or 3 (Soon after wiping your lands with Devastating Summons). (Oop, also Mountain Valley will need to go. That's a cool card too, but it's not great, just flavorful.)
Please, any suggestions are still welcome, and let me know what you think! +1s always appreciated!
2 months ago
Emzed Really appreciate the feedback.
Orcish Lumberjack seems way too all-in for the deck, like you said, especially when I wouldn't be able to cast many Auras the next turn.
I tried Carpet of Flowers for a little bit, and found that many people play non-basics that aren't duals/shocks, and once I played the Carpet, people didn't put down any more Islands.
The 1-mana elves are traditionally strong, but my meta runs an above-average amount of board wipes, so I wouldn't want my mana base to get wiped out along with my win condition. Treespeaker is run for obvious reasons, and Birds and Pilgrim both provide better mana fixing than the traditional dorks.
I'm not a huge fan of the fast lands, especially with as much ramp as I'm running. I'd rather run the check-lands, especially once I get the fetches I need.
Ethereal Armor was usually a win-more card in my deck. By the turn after Uril drops, he's usually an 11/11 or higher, or is able to be buffed up enough the next turn to 2-shot an opponent. Armor doesn't really help this strategy, not to mention it encourages overextending.
I'm not a huge fan of Search for Tomorrow because it's only ever good on turn 1 in my experiences, but it's a consideration.
Forbidden Orchard, like you said, seems bad since it gives them a blocker, especially when I'm usually tapping out every turn. Jungle Shrine will probably be cut once I get more fetches, but for now it works pretty well. I'll also run Reflecting Pool once I get more fetches, since it becomes another dual land.
Do you think I should run Song of the Dryads over Darksteel Mutation? Mutation is a good way to shut down creatures and costs 2, but Song is more versatile. It does ramp them, which is a concern. Should I run one, or both?
2 months ago
Since your commander costs 5, ramping twice on the first two turns allows it to land on turn 3. Of course there are a couple cards like Sol Ring and Joraga Treespeaker which can accomplish that all by themselves, but otherwise you will need to cast a ramp spell on both of the first two turns. In order to make that happen, you usually need a 1cmc ramp spell on the first turn, and you don't have many of those currently. Some of your Signets could make room for Search for Tomorrow, Orcish Lumberjack (enables turn 2 Uril by himself, but maybe that's too all-in), Llanowar Elves / Fyndhorn Elves / Elvish Mystic, or Carpet of Flowers. (Many people underestimate that card, it's incredibly good. Sure, there is always a chance it's a dead card if there are no Islands, but that's really rare in competitive EDH rounds and quite often Carpet is even better than Sol Ring.)
As for your mana base: Reflecting Pool and Tarnished Citadel are solid mana fixers, despite having some drawbacks. I would definitely play them here. Forbidden Orchard doesn't work incredibly well with your commander, but it might still be better than a basic land or Jungle Shrine. In my experience, the "fast lands" Copperline Gorge, Razorverge Thicket and Inspiring Vantage are a little more reliable than Rootbound Crag, Sunpetal Grove and Clifftop Retreat.
I was surprised not to find Ethereal Armor in your list. Do you think it's not good enough? I can't really claim to know if what's correct in that case, but assumed the card was too good not to play.
Also, you currently have zero answers to planeswalkers in your 99, and also nothing against artifacts and enchantments unless you sideboard your one Krosan Grip. That might be a justified metagame call, but are you sure you don't want access to at least Song of the Dryads or Beast Within? Especially the Song seems useful since you have so many tutors that can find it.
2 months ago
This should all be Highlander Legal
- Engines / Power Cards:
Glimpse of Nature (With all the free creatures you have atm)
Carnival of Souls (Also very nice with Free Creatures)
Ashnod's Altar (Same Reason)
Anger (Good with Bridge and as a Second wincon if reanimationg all you stuff with the angel is not enough)
Summoner's Pact (for Elvish Spirit Guide / Tinder Wall)
Dryad Arbor (Also a creature for Dread Return)
Magus of the Vineyard (You already have the Enchantment, so why not)
Green Sun's Zenith (Can search up Tinder Wall / Dryad Arbor / Magus)
Energy Tap (Looks a little silly, but could do some work)
Metamorphosis (Similar to Energy Tap)
Sacrifice (Also Similar)
Traverse the Ulvenwald (Maybe too Fancy)
Infernal Tutor (Needs more of discard outlets to work)
Diabolic Intent (Works well with 0 Mana Creatures)
- Graveyard Enabling / Discarding:
- Nice Fillers / Free Stuff:
- Reanimation / Self-Reanimating Stuff for Dread Return:
Unearth (Propably too narrow)
Timetwister (Good with fast mana, bad with gy stuff)
Day's Undoing (Same as Timetwister)
5 months ago
The only reason I am not running Lightning Greaves is budget. I do own a few copies, but with my commander gauntlet growing day by day I try to cut it from the decks that need it the least. Omnath ramps incredibly well and I tend not to play him on T7 (or whenever I first have 7 mana available) since that will allow me to play him followed by a land drop and get assured value, in that case, I'd have the mana for the equip cost of the boots. Either way, optimally, I should be running both.
I had no idea of the existence of Orcish Lumberjack and it seems awesome! But without Titania so far, I'm not to tempted to include it just for Splendid Reclamation. If it was an elemental, I would find a spot, but as it is not I'd prefer to include something like Search for Tomorrow or Sakura-Tribe Scout as the deck stands, which are generally better in any stage of the game.
Thanks a lot for your suggestions! I really appreciate it!
5 months ago
Omnath is my favorite casual commander by far. The list on my profile is pretty out of date by now. One card I have been having good success with is Orcish Lumberjack. It combos very well with Titania, Protector of Argoth and can fill the graveyard with forests for a truly massive Splendid Reclamation as well as providing a bit of ramp if it comes down early. I have found Lightning Greaves to be my protection equipment of choice. There are very few times that the difference between shroud and hexproof is relevant, but I do find the 0 equip cost is often the difference between getting Omnath down or having to wait one turn to play him and then protect him. +1 from me. I really like Chandra's Ignition and had not considered it. Might have to try that as an alternate boardwipe and potential wincon. I have won more than a few games sitting on a pack of elementals and then nuking the board with Blasphemous Act and find it deeply satisfying every time it happens.