Peregrination

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Peregrination

Sorcery

Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Shuffle your library, then scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

EDH 0 / 0
Sol Ring feature for Adrix Tokens V.2
EDH 2 / 0
Vastwood Surge feature for Hail Hydra V.3
EDH 20 / 12
Sigarda, Font of Blessings feature for Christianity

Jerakin on Xenagos' Dudes goes Face

3 years ago

Thanks again! Awesome that you take the time out of your day to really give such an insightful comment.

I have been working on the deck after I posted it and even upgraded it a bit between your comment and me posting the deck, two of them are even cards you recommended! Bonders' Enclave and Gruul Signet. I also added Rogue's Passage to maybe sneak an attacker in.

I did actually buy quite a few cards a few days ago that just arrived and some of them are also cards you mentioned :D

The ones you mentioned that I added are Siege Behemoth, Rishkar's Expertise, Rancor, Lifecrafter's Bestiary and Greater Good!

I also added these ones, maybe you have some comments about them?

  1. God-Eternal Rhonas, it looks like it can combo quite well with Xenagos. Have you tried the cards?
  2. Mwonvuli Beast Tracker, I always find myself missing Trample so I thought this guy could help tutoring for it.
  3. Skarrg, the Rage Pits a worse Kessig Wolf Run but also a lot cheaper, and I am mainly after the trample effect (I think).
  4. Scavenging Ooze wanted a way to deal with peoples graveyard shenanigans.
  5. Mind Stone ramp! (basically added it because you mentioned it in Norin :P )
  6. Solemn Simulacrum there are other ramp cards in green but I just think he is a lot of value.
  7. I also swapped the Sedge Scorpion for a Deadly Recluse because even though I find it nice to have a early thing on the board that can deter people from attacking me before I have some of my guys out I found that a lot of attacks just went over it.

The things I will be cutting is the Scorpion and

  1. Mistcutter Hydra (I have other sources of can't be countered and it not doing anything else than that feels a bit week),
  2. Dragon Throne of Tarkir (too slow. Even though I love the prospect of being able to double the equipped creature and then have it applied to every other creather, it simply doesn't happen often enough and it doesn't provide value as soon as it lands because it would cost + mana for it to do so),
  3. Solidarity of Heroes (I have used it as a combat trick but it is too situational especially as I plan to cut some of the counter/hydra creatures),
  4. Twinflame (often when I am thinking of casting this I realize I would rather cast one of my creatures or wish it was a creature),
  5. Brash Taunter (thought it would be fun, but it is as I expected - way to slow), Flame-Wreathed Phoenix (I wanted a flying creature but and really only put this in for sentimental reasons but it just isn't doing anything, it is very unsatisfying to double it especially if it already have haste),
  6. Peregrination (don't think it's worth the cost, added other/earlier ways to ramp),
  7. Nissa's Pilgrimage (same reason as the other)

Let me know what you think about the cuts and if I could have made better ones!

Now for your recommendations!

Enchantments

  1. Added!
  2. Lurking Predators Sounds like a great idea, would love to hear what you think should be cut from the deck too.
  3. Added!

Artifacts

  1. The Great Henge Yeah I want a few of these, to go into some decks. Have on my "buy it on a bargain" list. Hopefully I can pick it up soon.
  2. Added!
  3. Added!

Sorceries

  1. Decimate and Hull Breach Looks like great cards, I have noticed that I really need to put some enchantment/artifact removal in and these two looks like great picks for it.
  2. Life's Legacy Very nice card! Will probably pick it up, but when do one have to much draw?
  3. Nature's Lore I was going to add one of these a while back as I thought i had one laying around but I couldn't find it and forgot to acquire one. Will put it on my list :)
  4. Rishkar's Expertise Added this one!
  5. Skyshroud Claim I like this card too, but I always find 4 mana ramp to be a little late. You think it's still pulling it's weight?

Instants

Beast Within Great card, will be adding this at one point

Berserk Never been a fan of killing my own creatures, but I guess the added benefit of being able to use it on an enemy is nice. I could also Berserk it and then sac it myself with any of the card draw cards. Will be looking out for one if I can find a really cheap one.

Momentous Fall Nice one! Will pick this one up for sure

Return of the Wildspeaker Will add this one too, bought a few of them already a week back but they are taking their sweet time arriving.

Lands I have already added the Bonder's Enclave and will be adding a Myriad Landscape as I have an extra one. I will also look to acquire the other ones. I am thinking of also adding Reliquary Tower as it's likely I will get more than 7 cards in hand after a sacrifice, Mishra's Factory as it's one of the only good manlands I have (doubt Kher Keep will do much here) I am also thinking of adding a Tectonic Edge to deal with other people's lands.

Creatures

Most of the dragons you mention was about to go into the deck, but then I bought a Secret Lair and built a dragon deck instead. Will be looking into getting most of the dragons you mention here.

There's so many here, hard to pick and choose which to add! I will start with the ones I know I want in Eternal Witness because there is always something that's worth casting twice, Kogla, the Titan Ape can remove a lot of stuff in one go as I can give it haste too, Ilharg, the Raze-Boar been looking to add this guy since day one! But they have always been so over priced in my local market about 7-8$! I managed to find one yesterday for $5! So hopefully it will find it's way to me tomorrow :) Reclamation Sage need more removal so this on should be a given, Sakura-Tribe Elder need a bit more ramp so I can get it out more reliable so this one a good one. Was going to add a Fierce Empath when I opened 2020, must have forgotten!

I am also looking to add Goreclaw, Terror of Qal Sisma and Lifeblood Hydra but they are hard to find in my local market. The other ones I will add to my list and pick them up if I can get them cheap, to at least switch out for some others and see what fits my play style the best!

Would love a Deflecting Swat (in Norin too), but my local market have it quite high, and I think I can find more impactful cards for cheaper. Oh I will definitely upgrade for a Vines of Vastwood and look for a Blossoming Defense, right now my biggest defense against spot removal is Archetype of Endurance but it's so expensive to cast!

There are a lot of cards here that you have mentioned that I have both already added and want to add now that you have brought them to my attention, so I will have to do a lot of cuts and would love to here your thoughts on what should be removed (and if the cuts I already did where good ones) would also love why you think I should remove some cards over others.

Thanks a lot for yet another deep look at my deck! Really appreciate it :)

NyanNijet on Genju living lands

4 years ago

My recommendation on cards to cut would be some of the awaken cards that have minor effects on game play overall. Mire's Malice , Rising Miasma , Sheer Drop are the ones that have minor impact based on casting cost (for both initial cost and awakened cost).

Peregrination is another one that would be worth a cut, as it is Cultivate / Kodama's Reach with scry 1 for one more colorless tacked on.

One other idea to help with getting down to 100, would be to cut a few lands. The few that stand out for the cut would be Rupture Spire and Transguild Promenade . Both offer mana fixing, but at the delay of a turn. One card I usually make a slot for is Chromatic Lantern for any deck over 3 colors, this gives all your lands the color fixing that may be necessary while also ramping slightly.

ZendikariWol on Zacama, Dino Control

4 years ago

My good sir, 35 lands and 7 ramp spells?! That's nothing!! You should be running ~45 combines lands and ramp cards. My recommendation would be to add 3 lands (2 mountains, a plains), Rampant Growth , Search for Tomorrow , Explore ,and replacing Circuitous Route with Peregrination or Explosive Vegetation .

Ravenrose on Unicorns! (My EDH Masterpiece)

4 years ago

This deck is amazing! Crusade might be funny. Oath of Druids could be handy. Wheel of Sun and Moon is a decent addition. Seedtime is a fun spell. I think you should have some ramp spells added; Peregrination , Explosive Vegetation and Cultivate are useful in this regard.

Raven Rose

Ravenrose on Hail Hydra, Seeking Advice

4 years ago

Rock Hydra would be fun in this deck. Rhythm of the Wild might be good in this deck as well. Vastwood Hydra may also be a good addition to this deck. Wildest Dreams is good recursion. Entreat the Dead and Living Death may also help. Explosive Vegetation , Kodama's Reach , Farseek , Peregrination and Untamed Wilds are also good ramp spells.

I hope this helps!

Raven Rose

SideBae on

4 years ago

So the main advantage of green is being able to land a dork on turn one, enabling a three-mana commander to hit the table turn two. You're already running Birds of Paradise , which is easily the best turn-one dork; you should definitely be running Llanowar Elves , Fyndhorn Elves , Arbor Elf and Elvish Mystic . One-mana ramp also includes Utopia Sprawl and Wild Growth , which are especially good in conjunction with Arbor Elf . Finally, note that turn one Green Sun's Zenith for X = 0 fetches Dryad Arbor , if you choose to run the arbor with your GSZ. Joraga Treespeaker and Priest of Titania don't land your general turn two, but are powerful all the same.

If you choose to run more dorks, then go-wide green strategies are very much on the table as win-conditions. If you have Craterhoof Behemoth , landing it with a couple dorks is usually enough to kill an opponent or two outright. Including Natural Order means that you can get the 'hoof daddy out for four mana. Running God-Eternal Rhonas is similar, and is especially good if you fetch him with Finale of Devastation with X = 10 (it'll give all your dudes at lease 20 power). Tooth and Nail and Chord of Calling are other good ways to tutor your fatties out fast. Finaly, Triumph of the Hordes is an excellent 'oops I win' card, as in EDH you still only need ten poison to die.

If you end up running a more 'go-wide' strategy than voltron, you can cut some or all of your equipments. This will allow you to run significant artifact hate. In EDH, almost all non-green decks rely heavily on artifact ramp for their mana, and running something like Collector Ouphe can be lights-out for a lot of opponents. More generally, hatebears and stax-pieces are abundant in EDH; consider Prowling Serpopard , Manglehorn , Root Maze , Hall of Gemstone , Dosan the Falling Leaf , Vorinclex, Voice of Hunger and friends as methods of hating out various decks. If you run dorks, Winter Orb is virtually asymmetric. Similarly, color-dependent cards like Carpet of Flowers or Compost can also be powerhouses. Veil of Summer or the worse Autumn's Veil are all also pretty good for fighting counters.

Land-wise, I think Ancient Tomb is much better than Temple of the False God , and that Growing Rites of Itlimoc  Flip is definitely worth including. Nykthos, Shrine to Nyx is also kinda bonkers; pairing it with Deserted Temple is good.

There're some creatures you should consider. Eternal Witness , as a creature-based Regrowth , is awesome if something you need gets countered. Beast Whisperer , Soul of the Harvest , Regal Force and Tireless Tracker are good sources of card-advantage. Fierce Empath is good for tutoring up threats, and will make your deck more consistent. Selvala, Heart of the Wilds is both a semi-reliable source of card-draw and also can close to double Omnath, Locus of Mana 's power. Wirewood Symbiote can recur ETB triggers, like Reclamation Sage or Elvish Visionary , while also generating mana.

Speaking of consistency, Worldly Tutor and Sylvan Tutor are great to finding whatever creature you need. Rishkar's Expertise and Genesis Wave are great sources of card-advantage, and that's pretty much like tutoring if you have enough of it.

Finally, you may have good luck with two-mana land-ramp (like your Rampant Growth ) rather than four-mana land-ramp (like your Peregrination ). Nature's Lore or the Portal version, Three Visits , are both great.

Good luck! That's all I got. I'm not good at playing green, but hopefully you found something worth including above.

eliakimras on First EDH deck: Naya Cheat in Updated

4 years ago
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