|Commander / EDH||Legal|
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|Aether Revolt (AER)||Common|
|Conspiracy: Take the Crown (CN2)||Common|
|Eldritch Moon (EMN)||Common|
|Duel Decks: Heroes vs. Monsters (DDL)||Common|
|Magic 2013 (M13)||Common|
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Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
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Prey Upon Discussion
3 hours ago
So I've been playing a fun deck that I brewed up recently, Rhonas the Indomitable's fight club. I just fight everything on the table with Prey Upon type cards. It's been extremely fun to pilot and it's been different than most other decks I do in that it's mono color.
That being said, I've had some blue mages take control of Rhonas on more than one occasion and it's been quite difficult for me to get him back. I can use cards like Heroic Intervention or Swiftfoot Boots to stop it early but what are some cards I can use to help after it's already happened? I am currently running Homeward Path but that is only one card. I've searched for a few others and the two best I'm seeing are Primal Command (I can put Rhonas back into my library and essentially the command zone) or Lignify (gets rid of his indestructible and lets me fight it with one of my other creatures).
What are some other cards I can use in mono green to help get my general back?
21 hours ago
I haven't looked over the entire list but here are a few suggestions at first glance:
1) Ramp Spells --- Let's be real, Gishath, Sun's Avatar is a game-winner, so you want to get it out ASAP. You're going to want to ramp up to 8 mana before your opponents can get too many blockers on the board. Thunderherd Migration and Farseek are already in there, and both are definitely solid, but I'd honestly put in way more than two ramp spells. Consider Rampant Growth, Exploration, Heartbeat of Spring, et cetera. You want to be getting more than 1 land onto the field per turn if you can, and you want those lands to be producing more than 1 mana whenever possible. For this reason I have honestly no idea why you aren't running Wayward Swordtooth and Commune with Dinosaurs. Both of those cards would be incredible in this deck.
2) Mana Rocks --- With the number of ramp spells available in your colors you really don't have much use for artifacts that produce mana. While I agree that Chromatic Lantern is good for mana fixing, you don't really need it when you can very easily get all three colors online extremely quickly using cards like Farseek. I would immediately ditch Pillar of Origins, Fellwar Stone, and Worn Powerstone, but I would strongly recommend getting rid of all mana artifacts in the deck in favor of ramp spells. Remember, you just need to get to 8 mana for Ghalta. You'd be surprised how quickly you can do that when you're playing green.
3) Mana Dorks --- Drover of the Mighty is an auto-include for obvious reasons, so I'm glad to see it in this list. I also like Kinjalli's Caller more than most people do, so I'm glad to see that as well. I also know that you are trying to limit the number of non-dinosaur creatures in your deck. For that reason, I'd recommend just a few more non-dino dorks such as Otepec Huntmaster, Birds of Paradise, and Voyaging Satyr. Remember, if any of your lands is producing more than 1 mana through land enchantments such as Utopia Sprawl, you can have Voyaging Satyr untap it for incredible amounts of value.
4) Utility Spells --- One of the best pieces of advice anyone has ever given me in terms of deck building is to avoid any and all cards that don't directly contribute toward getting your win condition online. For this reason, I would ditch the majority of your utility spells. This includes instants, sorceries, enchantments, and even planeswalkers.
Cards that trade 1:1 with an opponent such as Disenchant work in 1v1 matches, but this is EDH. I'd take out anything that destroys a target enchantment or artifact in favor of mass artifact removal such as Serenity or Fracturing Gust. Just remember not to wipe your own creatures off the board with creature wipes. I would recommend throwing in a very small number of targeted removal like Path to Exile and Naturalize just to take out a key threat on an opponent's board, but your main creature removal should come from combat or the "fight" mechanic.
Speaking of, take out Hunt the Weak entirely. Prey Upon does the same thing (kills a creature and triggers enrage), but it costs 3 less. Pounce Might even make sense since it has instant speed, making it effectively a removal spell that triggers enrage. Just be careful not to kill your own creatures - damage dealt in "fight" doesn't wear off before combat.
5) Land --- With your lands you really want to be both ramping and fixing. For this reason, the guildgate cycle is way too slow, as is Stone Quarry. EDH gives you access to some pretty ridiculous lands, so I'd spend a lot of time looking at those. Personally I'd strongly recommend the Ravnica bouncelands if you have a way to play multiple lands in a turn, or otherwise shocklands. I wouldn't recommend fetchlands (unpopular opinion) because this deck doesn't need to worry too much about mana fixing (you get it all from your creatures and, ideally, the rest of your land base), but for that exact reason I might go with a painland or two. After all, at a certain point you may not need the colored mana, so it's usually worth it just to have a couple. You're running tricolor, though, so ultimately you'll want a lot of basics. Aim for about 35 lands total, since you should have ways to search for lands so you don't need the full 40.
6) Anthems --- I wouldn't worry too much about Anthem effects or Lords. You really want to be flooding the board with creatures, not buffing the ones you already have (though that's always nice as an aside). Cards like Strength of the Pack are usually just too slow and don't do very much for you.
That's all I could pick out at a glance. Hope this helps!
1 week ago
Many of those cards were present in previous versions of the deck, though I later decided to take them out in favor of something I deemed better (for example, Hunted Troll and Prey Upon for Khalni Hydra and Ulvenwald Tracker are a couple that comes to mind). I also already thought about taking out Cultivate for Nissa's Pilgrimage since the latter would be strictly better, but despite it being a very common and cheap card I just haven't been able to find it yet.
That version of Garruk is very appealing though, as are the equipment options for Ghalta (I was also considering a Sword of Vengeance). The problem is that finding a spot for these trinkets is proving hard, I don't want to make this deck too much general-centric. Anyway thanks for the suggestions!
1 week ago
A few cards for your consideration are Nissa's Pilgrimage, Basilisk Collar, Grappling Hook, Nessian Wilds Ravager, Pounce, Prey Upon, Savage Stomp, Woodland Bellower, Avatar of Might, Hunted Troll, Worldspine Wurm, Polukranos, World Eater, Garruk, Caller of Beasts, and Phyrexian Dreadnought.
1 week ago
Sweet brew, my man!
Have you considered Land Grant? Especially for mono-G, handy for thinning your deck for free.
Any plans for a sideboard?
2 weeks ago
2 weeks ago
You wrote it wrong.
I know have no idea what point you were trying to make.