Whenever you cast a creature spell, put a 3/3 green Beast creature token onto the battlefield.
Whenever you cast a noncreature spell, put three +1/+1 counters on target creature you control.
Whenever a land enters the battlefield under your control, you gain 3 life.
Price & Acquistion Set Price Alerts
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Primeval Bounty Discussion
6 days ago
Yea, I meant Primeval Bounty, also do you want each card in a hard case, or in sleeves, and I put the sleeved cards in a box, and the hard case's in an envelope. Up to you.
6 days ago
1 week ago
D1beast: I pretty much just went to my binders for your request for a budget version. I haven't looked for much card interaction, mostly just trying to help this deck capitalize on Mayael's ability to cheat cards while keeping the price tag low.
Unfoil Blazing Archon.
Sideboard Omnath, Locus of Rage, Akroma, Angel of Wrath, Dragonlord Atarka, Dromoka, the Eternal and Dragonlord Dromoka - put these in as you please.
Remove Avacyn, Angel of Hope, Sigarda, Host of Herons, Ulamog, the Ceaseless Hunger, Vorinclex, Voice of Hunger, Scourge of the Throne, Vigor, Sword of Feast and Famine, Thran Dynamo, Rings of Brighthearth, Defense of the Heart, and all non-basic lands except for Command Tower and Reflecting Pool.
Adjust basic lands to 15 Forest, 11 Mountain, 10 Plains.
Add Aegis Angel, Bane of Bala Ged, Elderscale Wurm, Essence of the Wild, Krond the Dawn-Clad, Scaled Behemoth, Stoneshock Giant, Tyrant of Discord, Green Sun's Zenith, Primeval Bounty.
Total Cost of Mainboard as of 5/15 (TCG): ~$169. Sideboard adjustments above total ~$16-$17.
Again, this probably isn't optimal and needs tweaking to make all the removals and additions work together, but these are some ideas to take the deck if you wanted a unified theme.
2 weeks ago
Some stuff I think I accidentally added, but wanted to actually discuss first:+Necropotence (Do we wanna go there?)+Yawgmoth's Bargain (Theres no combo pay-off that I can see. Is this card still too dangerous?)+Ancient Tomb (Fast mana is fast, but then again you do become arch enemy pretty fast)+Elesh Norn, Grand Cenobite (is this too much?)+Spellweaver Volute (this card is just weird, but seems like it could be cool. Thoughts?)
- Verduran Enchantress
- Mesa Enchantress
- Argothian Enchantress
- Eidolon of Blossoms
- Enchantress's Presence
- Aura Shards
- Mirri's Guile
- Heliod, God of the Sun
- Quarantine Field
- Prison Term
- Faith's Fetters
- Darksteel Mutation
- Aura of Silence
- Karmic Justice
- Sterling Grove
- Abundant Growth
- Wild Growth
- Utopia Sprawl
- Mirari's Wake
- Debtors' Knell
- Nyx-Fleece Ram
- Bear Umbra
- Luminarch Ascension
- Awakening Zone
- Grasp of Fate
- Suppression Field
- Holistic Wisdom
- Sacred Mesa
- Limited Resources (I realize this card is extremely oppressive)
- Fertile Ground
- Trace of Abundance
- Mana Bloom
- Dovescape (Im just curious about this card. Cant tell if its good or not. Certainly interesting!)
- Earthcraft (theres a cute combo with Squirrel Nest if we decide we wanna do that)
- Privileged Position
- Glare of Subdual (This gets pretty brutal with Seedborn Muse and Prophet of Kruphix in the format. Just something to think about.)
- Khalni Heart Expedition
- Oath of Druids (Finally a card we can break lol)
- Evolutionary Leap
- Primeval Bounty (is this good enough? Seems interesting at least.)
- Bounty of the Luxa
- As Foretold (Yeah boi)
- Golgari Germination (works across archetypes)
- Necrogenesis (a few decks might want this)
More stuff for Orzhov Drain:
- Trade Secrets (cards cards cards)
- Treasure Cruise (fuck it)
- Dig Through Time (fuck it twice)
- Metallurgic Summonings (Spells payoff that packs a punch)
- Mizzix's Mastery (without payoffs like storm or turnabout I think this is safe)
- Jori En, Ruin Diver (maybe not good enough)
- Melek, Izzet Paragon
- Kolaghan's Command (must include now that artifacts is an archetype)
Notes on Enchantress:
First, the payoffs are not super broken. There arent that many cards that REALLY reward you for having or interacting with enchantments, but once the deck comes together its highly synergistic. We could make people more interested in choosing Enchantress as an archetype by adding lots of g and gX enchantment-based mana acceleration in place of cards like llanowar elves (while still leaving the best dorks). Decks that would be interested in ramping might suddenly find themselves interested in enchantment cards like wild growths of bounty of the luxa. What do you think?
Also, Im worried that enchantress skews removal in general towards white. Since so much of the archetypes pulls are removals, we end up having more white removal in the cube.
4 weeks ago
An effort to make Saskia (not just yours, all Saskia builds) a decent commander:
Objectives: centralize the deck around a theme of infect and ways to put as many poison counters on as many players as one can in one attack.
How to accomplish objectives: pull cards that detract from the theme and add cards that support the theme.
Cards to pull: Things that just like attacking. Cards like Zurgo Helmsmasher, Savageborn Hydra and maybe even Tymna the Weaver. Things that are only good cards in their color(s) like Primeval Bounty, unfortunately you should also probably remove some ramp and some removal or cards that are borderline supporting the theme.
Cards to add: Things that have evasion or give evasion like Whispersilk Cloak, things that have infect or give infect like Phyrexian Hydra, Putrefax, or Phyresis, and things that double damage like Furnace of Wrath or Dictate of the Twin Gods or Bitter Feud.
Saskia has been performing disturbingly mediocre of late and after further investigation many of the cards have dubious interaction with each other and with their commander. This is the trouble with Saskia. I don't know if these suggestions will work or not, but they're my best effort at trying to make this a deck to look too when considering how to build Saskia.
1 month ago
I have a few suggestions that I think would help speed this deck up and make it even deadlier than it already is.
Cards I think you could live without:
My first suggestion is to add 4 or 5 more land. 31 land is very low, especially for a four color build, and missing land drops will hinder your game plan significantly.
Second suggestion is to consider more mana ramp. Having great ramp is essential to a quick, efficient start. Starting off slow will usually get you killed.
Third suggestion is cards I like for this theme. Just a few badass toys for your deck to mess around with.
Fun card suggestions:
1 month ago
Hey man, I also noticed you don't run any artifacts. This would open your deck up to utilizing Null Rod/Stony Silence, which can completely hose some opposing decks out there. Also, Primeval Bounty could fit in here really nicely too.