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Basic Land — Plains
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4 days ago
That should increase the odds of having the mana we need, and also allow for more direct return with Emeria Shepherd.
4 days ago
Chino90 I threw in two of the Intangible Virtue instead of the two Congregation at Dawn and then removed two Forest and a Nissa's Pilgrimage then added one Plains and two Emeria Shepherd. They allow me to get back stuff like Crucible of Worlds and Avenger of Zendikar as both are likely to be targeted. It also adds to the value of Elvish Piper.
Nissa, Voice of Zendikar seems great in theory, but she seems a bit too slow somehow.
4 days ago
I made a deck with Silverfur Partisan as well some time ago, if you want to take a look at it i can link you to it, it is about 50$ as well, so it might have some budget cards you could be interested in.
I think Silverfur Partisan + Zada, Hedron Grinder is an amazing combo and should be considered if you try to pump out wolf token for good.If you dont want/have Zada, i think a neat option is to incorporate Strive spells into the deck. Cards like Twinflame, Colossal Heroics, Nature's Panoply, Setessan Tactics, Harness by Force and Rouse the Mob come to mind if you want to get more than one trigger out of one card.
Warriors' Lesson also gives you more than one trigger, and draws you cards as well, so i think that might be interesting to you as well.
The other option i see is to splash white by adding Jungle Shrine instead of Rugged Highlands and perhaps one more Evolving Wilds and 1 Plains instead of 1 Forest/Mountain each, to gain access to cards like Watchwolf, Reap What Is Sown, Seeds of Strength and Travel Preparations and powerful sideboard options like Condemn or Feat of Resistance
I hope some of my rambling was of help to you =)
4 days ago
Hi Naksu. Personally I prefer the deck without the ramp, the deck as it stands generates huge amounts of value and wins many wars of attrition (which it needs to as it has a tough match up against control). What you find with the deck is that because it doesn't look to run in quickly, the mana to let your guys attack isn't really an issue, and you aren't too bothered if they can't all attack either.
However, the ramp is crazy useful if looking to play more aggressively. If that was the road I was going down then I'd take out 3x Tree of Redemption, 3x Brave the Sands, 2x Plains, and 1x Forest, and add in 4x Overgrown Battlement, 4x Axebane Guardian, and 1x Assault Formation.
It just comes down to taste really, and what you want from the deck. And you'll always be able to find some space Wakestone Gargoyle of course.
4 days ago
So.... sleeved up some of the new cards & played a quick game of solitaire. Most ridiculous play I've had, wish it'd happen during an actual game. Have to share!!
5 days ago
1 week ago
Let me start by saying that I think you have a great theme and you've done a great job of sticking to your theme elements.After going over your list, here's the recommendations that I think might help you.
Cards to take out (to get down to 100):
Golem Foundry is just a weak card. It is kinda nice getting a golem token for casting 3 artifacts, but I've never been happy playing that card. It always ends up feeling like a waste of board space.
Metalwork Colossus is really nice, but with all of the vehicles and other creatures, it seems kinda mana intensive and you're not really working on a sacrificing artifact theme.
Blinkmoth Urn is symetrical, meaning it helps you opponents as much as it helps you. Yes, you may have more artifacts than them, but do you really want to give your opponents free mana? And they get that free mana before you do.
Darksteel Juggernaut is a great card in a draft, or in another deck where you're primarily focused on attacking each turn. But the requirement of attacking each turn makes this card feel like it doesn't fit.
Sram's Expertise is cute, and I understand why it is in the deck but a few 1/1 tokens seems kinda weak for this deck.
Chief of the Foundry helps out the vehicles, but not the dwarves.
Those initial cuts gets you down to the 100 cards for Commander. Now to make the deck a bit stonger.
These changes might help make your deck more resilient againt various opponents. Obviously, you'll need to temper these recommendations with your collection, budget, and local metagame.
I'll start with lands. Nine (9) out, Nine (9) in.
Spinerock Knoll, Better in a combo deck.
Shinka, the Bloodsoaked Keep, Not enough legends
Wind-Scarred Crag, Boros Guildgate, and Stone Quarry come into play tapped. You have too many lands that come into play tapped and it slows you down.
Drifting Meadow, Forgotten Cave, Secluded Steppe, Smoldering Crater, the cycle lands are nice in a deck with lots of graveyard recursion or when you're focused on cycling cards. But you're deck isn't set up for those things and these are just more lands that enter the battlefield tapped and slow you down.
Kabira Crossroads for it. The 2 life usually isn't enough in Commander games to make a big different.
Sejiri Steppe is something to consider. And the Boros Garrison makes it better.
Move the Rugged Prairie and Sacred Foundry to the mainboard from your maybe board.
Don't ignore the plain old basic lands. Even if you just use a couple of each. You never know when an opponet will play a "Every seach for a basic land" card and you're left out of the party.
I would also consider Holdout Settlement and Springleaf Drum to help take advantage of Depala, Pilot Exemplar's ability to load your hand with creatures and vehicles. Remember that you can tap a creature with summoning sickness to activate the Settlement or the Drum since you aren't activating the creature's ability.
Lightning Greaves is a tough card to consider. Yes, it is a great card. But does it really help that much? You aren't themed around equipment. I would drop in in favor of something that helps more often.
One-shot effects like Built to Last and Built to Smash are not really good in a multiplayer game.
I hope these suggestions help give you some ideas. Let me know what you think. Feel free to look over my decks and let me know what you think of the suggestions.
1 week ago
CoreGon, these are the very early stages of the newest version. Black may be added back in :) Energy alone can just about support the fourth color of black, but I'm finding consistency issues. I'm in the process of trying to make the fourth color work better using Four-Color Saheeli as a template, that deck is four colors and relies on energy and it's using both Attune with Aether and Oath of Nissa to get and find the lands it needs. I'm mimicking this with a version of Dark Bant.
You're right using the fourth color will make it easier to max out on converge, five colors for both Skyrider Elf and Woodland Wanderer, but we still have to worry about consistency of the manabase which three color Bant is much better at. Bant is better mana consistency while still giving us the ability to converage Skyrider and Wanderer, maybe not with five colors as easily, but four yes.
Here's my new idea for Dark Bant, using Four-Color Saheeli as a template. Here's the list so far:
- 4x Servant of the Conduit
- 4x Skyrider Elf
- 4x Woodland Wanderer
- 4x Sylvan Advocate
- 3x Rhonas the Indomitable
- 4x Attune with Aether
- 3x Oath of Nissa
- 4x Cast Out
- 4x Aether Hub
- 4x Forest
- 2x Plains
- 1x Island
- 1x Swamp
- 4x Botanical Sanctum
- 3x Concealed Courtyard
- 2x Lumbering Falls
This leaves room for 9x more cards, some combination of Rishkar, Peema Renegade, Verdurous Gearhulk, Tireless Tracker, Fatal Push and Tamiyo, Field Researcher. This is too many different cards something is going to be left out, but I'm not sure what yet.
It's also possible that we only splash black as a fourth color to better converge and just play a Swamp which Attune can get or Oath can find.