|Commander / EDH||Legal|
Printings View all
|Rivals of Ixalan (RIX)||None|
|Conspiracy: Take the Crown (CN2)||Common|
|Battle for Zendikar (BFZ)||Common|
|Magic Origins (ORI)||Common|
|Modern Masters 2015 Edition (MM2)||Common|
|Magic 2015 (M15)||Common|
|Magic 2014 (M14)||Common|
|Magic 2013 (M13)||Common|
|2012 Core Set (M12)||Common|
|2011 Core Set (M11)||Common|
Combos Browse all
Destroy target creature with flying.
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|Have (12)||Yawkcorb , , NorthernCrow , frederiklw , MythicWinter111 , _raeofsunlight , Tommuz , ironax , richardmv , Mousemke , CampbellStev , vashaclarens|
1 week ago
Samut, Voice of Dissent is out thanks to the white cost of the untapped ability.Given the cost of commander and the nature of his ability, I would go heavier on ramp spells. Namely Nature's Lore, Rampant Growth, Cultivate, Kodama's Reach, Explosive Vegetation, and Skyshroud Claim. For cuts I would either cut very narrow cards like Plummet or things that don't synergize with the commander or the token theme. Stuff like Glorybringer or the elder dinosaur. Cool cards but they seem put of place here.If the goal is to make a ton of tokens and swing for lethal combat damage Dragon Throne of Tarkir can he fun. Plop Omnath's big ol' butt in it and all your tokens get +5/+5 and trample.
3 weeks ago
1 month ago
Needs more cheap mana acceleration i think, if you can afford Utopia Sprawl that is a great one. Flying or artifact defense ain't hard to get in green. Nature's Claim is one very efficient answer for those artifacts and Plummet and Clip Wings for those fliers. Also i wonder why is that Eidolon of Blossoms in the deck, you should really consider swapping it for something else like for example Terra Stomper or Thragtusk if your trying to play this deck any competitively.. You should look to put some graveyard hate to the sideboard too, probably in the form of Ravenous Trap or Relic of Progenitus.
Hope you had any help from this :)
1 month ago
2 months ago
Yes, you will want to construct your deck preferably around multiples of certain cards. This makes the deck a lot more consistent in what it is trying to do.
Also become aware of sideboards if you arent already familiar with those. This is where outside your main deck you are permitted to have an 15 additional cards that in your 2nd or 3rd game against an opponent whether you have won/lost are allowed to swap cards out for. You will want to have your 15 card sideboard contain cards that help shore up some weaknesses that your deck may have. For example, in your first match maybe you have a deck that has an issue with dealing with artifacts/enchantments, or perhaps evasive creatures with keywords like flying and, in your second and or third rounds it would never a good idea to swap in some cards that might help you deal with this issue. So you might have cards like Nature's Claim or Manglehorn to deal with noncreature permenants, or in the example of flying creatures you might have something like Plummet.
I have 2 standard decks anyways, one is a deck based around the energy mechanic. In my sideboard I have included things such as Duress, Gifted Aetherborn, Yahenni's Expertise and Lost Legacy. If Im against a deck that plays a ton of removal and such I generally will put 3x Duress into the main deck to help protect my creatures like Verdurous Gearhulk from dying. Or if Im against decks with creatures that can get quite big, I.e. Bristling Hydra or Longtusk Cub J might consider playing Gifted Aetherborn to gain a little bit of life and kill big threats. Yahenni's Expertise I use if Im against real swarmy decks that flood the board with a lot of weak creatures. Lost Legacy I formerly have used to deal with Ulamog, the Ceaseless Hunger who use to be a big problem for this deck when it was still in standard.
Then my deck based around winning with Approach of the Second Sun, in its 15 card sideboard features Authority of the Consuls if Im against an aggressive, creature heavy deck to slow them down, and then it plays Negates if Im worried of my opponent possibly trying to countermy Approach of the Second Sun.
I think I have said enough for now, and I hope this is of help to you.
3 months ago
i have never heard of flying centaurs but a couple good cards would be Gryff's Boon or maybe even Selfless Spirit or if you want to go along with the tokens Seraph of the Masses is good. if you want to kill them than you want something like Plummet.
5 months ago
OK, here we go. I've got a lot of feedback for this deck.
First of all, it's REALLY fun to play.
I've always loved mucking around with
Be aware that this is quite "durdly". Make sure you play it at a reasonable pace: not so slow that you run out of time to complete a match, not so fast that your Opponent doesn't know what is going on.
You would run 20 lands in an EXTREMELY aggressive deck. This is not one of those decks.
I suggest you add 3x Attune with Aether to the mix which sort of acts like a land, colour fixes, and gives you extra
It also acts a little bit like Haze of Pollen in that you now have a chump blocker that you don't care about losing.
It works really well with Bristling Hydra
I would rather see a counter spell than Gift of Tusks. Much better to completely stop a Creature resolving than nerf it for one turn, or boost one of your Creatures. Again, the card is a bit too situational.
Here is a suggested upgrade:
This deck has a stronger purpose now - get as many as possible and use them to overwhelm the enemy.
I don't like Containment Membrane in the Sideboard. It doesn't tap the Creature, so if it's big enough they can just use it as a blocker.
Against a Control deck running Torrential Gearhulk it is next to useless.
You'll have to playtest any changes to see how they work.
If you update the deck tag me in these Comments and I'll take another look at it.