|Commander / EDH||Legal|
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|Modern Masters 2017 Edition (MM3)||Rare|
|Duel Decks: Zendikar vs Eldrazi (DDP)||Rare|
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Choose two —
- Target player gains 7 life.
- Put target noncreature permanent on top of its owner's library.
- Target player shuffles his or her graveyard into his or her library.
- Search your library for a creature card, reveal it, put it into your hand, then shuffle your library.
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Primal Command Discussion
5 days ago
Morning gents (and ladies!), I've been playing around with a mono-green ramp/land-destruction deck which I really love in concept, but can't seem to quite get optimized, so I figured I'd come to the experts...
This is the deck as it stands now:
- 3x Acidic Slime
- 4x Arbor Elf
- 3x Elvish Mystic
- 4x Eternal Witness
- 1x Hornet Queen
- 3x Sakura-Tribe Elder
- 2x Stampeding Serow
- 1x Cloudthresher
- 3x Beast Within
Apart from ramping up to destroy my opponent's land and then pounding on him, there is also a soft-lock win con using Eternal Witness, Stampeding Serow and Primal Command which comes up more than you'd think.
While I'm open to any thoughts or suggestions, the primary things I'm struggling with right now are twofold:
1) It never feels smooth. It always seems that I either end up with way too much ramp in my hand or none at all. Is that just bad luck up to this point? I replaced Plow Under, great as it is, with Beast Within to smooth out my mana curve a little.
2) I've got slots for two big creatures in this deck, preferably ones with utility that have effects when they come into play. Right now I'm using Cloudthresher and Hornet Queen - I figure that they give me a nice bit of flexibility and I can hunt for whichever I need in the moment, but they also don't synergize particularly well (not that they need to). I'm considering Thragtusk as well and I've been bouncing back and forth between the three for a while now. I'm also completely open to another option here that I might not have considered.
So far, this deck has been incredibly fun to play, but incredibly frustrating at times as well, and I'd really like to see if I can make it legitimately competitive. I've also considered a more control-tilted version of it, splashing blue for 4x Remand and 4x Mana Leak which synergizes well, but seems to leave me a little thin, trying to ramp OR land destruct OR counter, so for right now that's on the back burner.
6 days ago
There's a great creature synergy between Avenger of Zendikar and Ulvenwald Hydra that your commander would especially work well with. It's pretty obnoxious when people only leave negative criticism, so here's some stuff you could add!
Having a ton of enchantments will activate your commander into a creature, which will make her vulnerable to Swords to Plowshares or Tragic Slip. Instead of some of your ramp enchantments you might consider Rampant Growth, Explosive Vegetation, and Krosan Grip.
Hope some of these have helped you out!
1 week ago
First of all, thanks for the feedbacks, Emzed!so first: Obstinate Baloth is not necessary in the sideboard because I've played against jund a lot, and Lili have never been a problem against this deck as we have a lot of mmana dudes that we can sac to it's -2 ability and we have Sorcerous Spyglass in the sideboard too. Now with the life gain ability, we have 3 Primal Command and 1 Scavenging Ooze in the mainboard and 1 Courser of Kruphix in the sideboard, I'm sure it's enough.as for the Nykthos, Shrine to Nyx, we must run four of those for a few reasons:-It have a big target on his back, with all the fields pf ruins and the ghost quarters running around;-You can still play it even if you have already have one on the battlefield the turn where you cast a huge Gwave for example, it generates crazy amounts of mana and you can make some kind of loop if you get a nyktohs, an Ewitness and a few lands out of your Gwave a play Gwave again for a billion;-it's just so good !Now the EWitness are essential, because your hand usually get ripped apart in the beggining, so nice there, and most importantly, you can lock your opponent with it and the Primal commands.
1 week ago
My other suggestion - looking at this list, it looks like a converted deck. I went Merfolk tribal with my build with this commander. I think a deck heavy with Landfall effects would be cool. Maybe go lifegain heavy with Lifegift, Primal Command, Aetherflux Reservoir.
Oh yeah, and Alhammarret's Archive basically mirrors this commander's triggered abilities. I think it's a must in pretty much any deck with with Tatyova.
1 week ago
Thanks TONS for the "generally cheerful Internet person" moniker. I sure try to be :-)
I like UR Control, but not sure UW is for me. Though I've been eyeing UW Death and Taxes ...
1 week ago
No problem, clayperce. Whenever my will is weak and I contemplate buying into Modern, the most seductive options are UW Control (because my soul practically has an Azorius seal on it)...and Ponza.
I love Primal Command and the toolbox it enables so much, and being able to do a twisted version of RG Control is just so beautiful.
Anyways, thanks for being the resident expert on Ponza and a generally cheerful Internet person!
1 week ago
I would have thought that the Oath of Druids would be on-theme -community-style play, allowing nature to flourish. And speaking of, what about Rites of Flourishing? Maybe that's a whole 'nother deck idea, Pagan Group Hug!
Also, would you critique my Rubinia Soulsinger deck? I made it for St. Patrick's Day despite there being only one Leprechaun in Magic.
Commander / EDH
SCORE: 2 | 38 VIEWS | IN 2 FOLDERS
2 weeks ago
Alright so initial thoughts: needs more ramp, needs more card draw and needs more interaction.
Ramp: You are in green so there is a lot of really good and cheep ramp you should add. You have the three two mana rampent growths which are good, but you should have at least 10 pieces of ramp in your deck, generally I like the higher mana ones that get two lands. The two mana ones are better in faster playgroups, but with how slow our games usually are, card efficiency and advantage is more important in my opinion. Cards I suggest: Cultivate, Explosive Vegetation, Kodama's Reach. You might also consider running all the signets though you may not need them. Also a note on mana, I'd say you should still run at least 36 lands, 34 is a bit low. For budget reasons you can probably cut the scry lands too. Look at: Kazandu Refuge, Highland Lake, Simic Guildgate, Timber Gorge, Woodland Stream. You also need to add some Mountains to your deck, at least 4 I'd say. You can also try to reduce the number of tap lands but yeah.
Card draw: One note first, make sure you add Ancestral Statue. Honestly your card draw isn't to to bad. I'd include Fierce Empath to for tutors, Skullclamp is always great card draw too. Secret Plans is cheap and goes with your deck. Trail of Mystery is also a good card, remember you can unmorph inside of combat too. Salt Road Ambushers is also a morph card that goes really well with other morph creatures. Remember megamorph is the same thing as morph, except when it flips it gets an extra +1/+1 counter. Whisperwood Elemental is crazy good card advantage too. Ixidor, Reality Sculptor is really crazy good when you can turn expensive un-morph creatures face up for only 3 mana too. Master of the Veil is also really good to rebuy some of the unmorph effects.
Interaction: This is one you could use some more work on. Most of your interaction will come from creatures but you still need to have some. For artifact and enchantment destruction you should be running a few of these: Acidic Slime, Nantuko Vigilante And a few ways to interact with creatures: Thousand Winds And maybe some spell removal: Beast Within, Primal Command, Shatterstorm.
Cards I dont think are pulling their weight: Recurring Insight is bad imo, if you want Fact or Fiction is better I'd say. Ashcloud Phoenix really slow and probably not going to recur. Broodhatch Nantuko interesting if you block a big creature and unmoroh it but even then I dont think its that good. Dawntreader Elk unless you are returning it from the graveyard I like other ramp more. Desolation Twin only good when you are ahead and even then questionable. Fathom Seer good card, but may not always have two islands, or just needs to be a consideration when you are ramping. Protean Hulk really good for combos and sometimes ok for value. In your deck of high cmc creatures though not as good. Unless he's a combo piece I'd say you can cut him. Thelonite Hermit dont think its worth it. Thought Harvester good if you are comboing it with Ancestral Statue or the like for a game winning combo, so probably fine, doesn't do much if you are not comboing though. Tishana, Voice of Thunder probably only good if you are already winning, may be fine but also cuttable for budget reasons. Flash really doesnt need to be here. Swan Song is a great card but can also probably be cut.
On other notes, your curve is looking pretty good, and overall it looks like a good deck. You can move a few cards around for budget reasons, but really your almost as low as you can go. Cards you can probably cut for budget reasons: Solemn Simulacrum, Voidmage Prodigy, Shaman of Forgotten Ways, Rootbound Crag, Protean Hulk, Cinder Glade, and Swan Song. Other than that it gets iffy I'd say. Let me know if you have any further questions.