|Commander / EDH||Legal|
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|Conspiracy: Take the Crown||Common|
|Duel Decks: Heroes vs. Monsters||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.)
Price & Acquistion Set Price Alerts
Prey Upon Discussion
3 days ago
You definitely want some spot removal. However, it needs to be efficient, otherwise you'll end up wasting mana if you need to hold up lands in order to cast your removal during an opponent's turn. If you aggressively tutor for Murasa Pyromancer, then your blink effects can act as removal, but that still requires at least 6 mana to get the creature onboard.
Here's a list of removal spells that I like:
- Snuff Out: You never need to hardcast this. Being able to tap out and still kill a threat is awesome.
- Slaughter Pact: Kill a creature now, pay mana later? Sign me up!
- Swords to Plowshares: one of the best removal spells ever printed.
- Path to Exile: a worse version of Swords to Plowshares is still insanely good.
- Vendetta: It's Doom Blade, except you pay 1-7 life instead of an extra .
- Condemn: It's worse than Swords to Plowshares, but being able to remove a creature without letting it go to your opponent's graveyard (aka, their second hand) can be crucial.
- Prey Upon: This is pretty conditional, but if you consistently have big creatures onboard, then it's pretty mana-efficient.
- Pongify/Rapid Hybridization: Giving your opponent a 3/3 isn't really a big deal. Creatures get way too big in this format, and is way less than you should probably be paying for this effect.
- Go for the Throat: Kills more relevant creatures than Doom Blade, for the same price.
- Doom Blade: Kills things dead. Not hitting black creatures is a fairly large drawback, but as long as you're careful about how many "nonblack" removal spells you play, having a couple isn't an issue.
- Victim of Night: Vampires and Werewolves are basically non-entities in this format, so you basically only need to know that this card can't hit zombies. Given that 99.99% of zombies played in EDH are black, that means Victim of Night kills more relevant creatures than Doom Blade.
- Malicious Affliction: Doom Blade, except it can kill two creatures if you time it properly.
- Terminate: It's difficult to find a better removal spell than Terminate.
- Reprisal: I don't like this card, but it is cheap to acquire, so if you're operating more on a budget, Reprisal a reasonable choice.
- Dromoka's Command: Requires you to have a reasonable creature, but it's incredibly flexible.
- Reality Shift: Given how useless a single 2/2 is in EDH, Reality Shift basically reads "Exile target creature. Its controller draws a card about 20-50% of the time".
- Seal of Doom: This card requires some explanation. While it doesn't provide card advantage and it isn't as mana-efficient as Doom Blade, being able to pay for the card in advance is a reasonable tradeoff. However, the main reason I like this card is that it often discourages people from playing good targets for this spell (namely, dangerous creatures that threaten to take over the game).
- Beast Within: As with Rapid Hybridization and Pongify, a 3/3 isn't worth much in EDH. Being able to destroy any permanent is well worth the 3 mana spent on it.
- Crosis's Charm: Not the most efficient, but it is incredibly flexible.
- Sultai Charm: See above.
- Mortify: 3 mana is more than I want to spend when killing a creature, but being able to hit enchantments makes this card much more appealing.
- Putrefy: See above, but replace "enchantment" with "artifact".
- Anguished Unmaking: Nuke a permanent for almost no downside. What's not to love?
- Reckless Spite: Kills 2 creatures.
- Unmake: It's a little on the expensive side, but sometimes exiling is important.
- Silence the Believers: Having the option to Strive to hit multiple targets makes this card much more palatable. Silence the Believers isn't great, but it's useful.
Some of these cards might not be the easiest to acquire, especially if you're on a budget, but even the less expensive options are good cards.
4 days ago
It's a good start. Removal in green is very hard to find so I like the small touches.
However, something about commander is you always want to have some sort of interaction with your general. It's certainly not necessary but with Multani, I think it's more fun. If you get some card draw in your deck, it would work really well with him.
Try Howling Mine, Font of Mythos, Collective Unconscious, Freyalise, Llanowar's Fury, Garruk, Primal Hunter, Glimpse of Nature, Heartwood Storyteller, Fecundity, Primordial Sage, Regal Force, Rites of Flourishing, Shamanic Revelation, Soul of the Harvest, Triumph of Ferocity or Zendikar Resurgent.
Another important thing in commander is a solid mana base. Running 38 Forests is not all bad but you want some more interaction with your deck. Oran-Rief, the Vastwood and Nykthos, Shrine to Nyx would go really well in your deck. You might also want to consider a Sol Ring and Gilded Lotus because those are commander staples.
Now, what to cut.
Let's start with creatures. One thing you have to think about when casting any kind of spell in a commander game is, "Is this spell worth the mana cost?" and "Does this spell have any kind of interaction in my deck?".
In my opinion, these are the creatures you need to cut. To the right of each, I will put some substitutes:
Shoe Tree ... This is illegal in commander.
A lot of the creatures you have just don't have much synergy in your deck. Cut them and try out the other recommendations I've given you thus far.
Other cards to cut with recommendations:
Call of the Herd ... Not really worth it unless you're running a token deck which you are not.
TL;DR I like your deck. It's a good first time commander deck. Try to cut some of the creatures out that don't have any synergy with it. Card draw would go well with your deck. Mono green always has ramp.
If you have any questions, feel free to ask! Welcome to the format.
1 week ago
Magma Spray is super important in the meta right now for keeping zombies dead
why no Insult? stroongest card for this deck. Double up then attack and double up your fling
1 week ago
I think this deck needs 24 or 25 lands. You need to be able to hit your first 4 or 5 land drops in order to get any use from your 1 drops. You also have some flood insurance in the form of Tormenting Voice and Bloodrage Brawler, so you can just throw away any land you don't need. Possible cuts might be Prey Upon.
1 week ago
1 week ago
Lmaokai Thanks for all the suggestions! I will certainly play Ridgescale Tusker instead of Stomper. I was splitting Natural Obsolescence w/ Dissenter's Deliverance for Indestructible\Scrapheap Scrounger, and because I'm not really familiar w/ my LGS's standard meta. I run only three Scrounging Bandar because they're dead if there are no valid target for it's ability. Then it's just a vanilla 2\2. I will consider Nature's Way instead of Prey Upon, but I'm not sure if I will switch them out. I usually just use Prey Upon on Narnam Renegade to kill a bigger creature (Deathtouch) and trigger revolt when Narnam dies. Since I can usually swing lethal on T5, I'm worried that Evolving Wilds will slow me down, but the ramp with Renegade Rallier is undeniably great.
Your suggestions are greatly appreciated!
In return, I'll +1 one of your decks
1 week ago
Canopy Vista Evolving Wilds. Wilds are for revolt trigger if you draw them for you double striker and if Scrounging Bandar are as important as you seem to be making them probably throw a 4th one in in place of the Narnam Renegade. Honestly I've been wanting to find some stupid f@#$ing reason to play Arborback because it's such a good card. Nature's Way is honestly the better Prey Upon but it does take up slots for 2 drops, but seeing how standard is more about the power of 2,3,4 drops now instead of the hella nerfed 1 drops I would recommend it. 2x Natural Obsolescence is questionable compared to 4x Dissenter's Deliverance if there's a reason please do tell. Ridgescale Tusker vs Arborback Stomper idk I think that arborbacks are best in sideboard rather than mainboard and if you run them you should run at least 2 in mainboard. Now the Tusker is a different story running one mainboard just for the super f@#$ing clutch draw that ramps the hell out of the game but doesn't make the deck drastically less consistent is a good idea. Overall I would cut outburst run 2x tusker in mainboard 2x stomper in sideboard make swap if against incredible aggro decks 4x Scrounging monkey thing, take out a herbalist believe me I've tried that idea but a 2/2 vanilla isn't all that great unless your running a shitload of board pump where you need bodies to just soak for a dickload of damage. Find some place for a couple more solemn recruits and if you have an evolving wilds on a draw with 1/2 of the out that'll be quite a tempo change when they trigger. Anyway I'm going to probably build this deck a bit differently but damn I still REALLY want to find a good place for arborback. GL in your gameday dude.
1 week ago
Phyrexian Dreadnought and Death's Shadow work great in Varolz, though they aren't the cheapest cards to acquire. Force of Savagery, Phyrexian Soulgorger, Hunted Troll, Hunted Horror, Groundbreaker, and Nyxathid are reasonable cards to scavenge, though some are harder to get into your graveyard.
You are playing a green commander that can be quite aggressive. Therefore, you should be playing Rancor.
I'd probably try to play closer to 37 lands with Varolz.
If Worldslayer has a place anywhere in the format, it's in a Varolz deck, since you can regenerate him to survive the first boardwipe (possibly more, depending on whether you make tokens or blow up the Worldslayer in response to the damage trigger).
Blood Seeker > Tresspasser's Curse, though neither card is very good (unless you're hosing a specific combo).
Fertile Ground > Gift of Paradise.
Prey Upon > Cartouche of Strength.
Polluted Mire > Cartouche of Ambition. There are hundreds of other cards I could list here, but I'd rather have a land that cycles in a format where you never stop wanting to hit land drops than this cartouche.
Silence the Believers > Edifice of Authority.
Golgari Signet > Golgari Cluestone.
Lull > Haze of Pollen, though I would advise against running either card.
Nature's Claim > Natural State.
Sword of the Animist > Explorer's Scope.
I like Inspiring Call more than Destined // Lead, but the two aren't nearly as comparable as some of the other cards listed.
Giant Growth > Shed Weakness, though I wouldn't recommend running either card.
Seal of Doom > Spidery Grasp.
Wickerbough Elder > Springsage Ritual.
You have a lot of creature slots that are due for upgrades.