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Destroy all enchantments target player controls.
Primeval Light Discussion
11 months ago
Ha! Back to Nature was actually in the first iteration of this deck with Heroic Intervention, but I replaced it with Paraselene and then just said screw it and replaced Paraselene and Heroic intervention with Primeval Light lol.
Thanks for the comment and upvote!
1 year ago
Ok, this deck has a simple problem. Rather than building win-cons, you've filled a lot of card slots with big, game-ending spells. I'm seeing four combos and big creatures.
The issue with doing this can be explained pretty quickly- Combo cards are effectively blank until you get both parts of them, and high mana cost cards are blank until you can cast them. Most of the game is how you get to your big stuff, rather than staring at them in your hand and wishing you could use them, so that should be reflected on how much of your deck is 'I win if I cast this' compared to 'I need to survive to cast this'.
This basically means that this deck consists of Predator Ooze, Heritage Druid Noble Hierarch Essence Warden and Champion of Lambholt, but your hands will only have one or two of them at most. In modern, most decks will have two removal spells and a way of winning by turn five, so you will lose against most decks unless you get very lucky.
There are some simple solutions to this. This genreally means reducing the number of combo cards while increasing your ways to make sure that they arent 'blank'. Tutors, pseudo tutors, making sure your combos are good without both halves.
You don't want to be attacking enough for Dense Canopy to reliably provide value, so its normally blank- you can replace it. Similarly, Spring Cleaning/Primeval Light takes a long time to be useful, while something like (Felidar Cub/Keening Apparition/Kami of Ancient Law or in particular Qasali Pridemage or Thrashing Brontodon can be bears and destroy all the important stuff the turn evening resolves- its still basically a wipe, its just useful prior to being a wipe.
Your only black cards are Sanguine Bond/Exquisite Blood. They end the game, but without four of each (and Vizkopa Guildmage) it is difficult for them to be in your hand and to reliably cast them. Spells like Zealous Persecution Mortify or Anguished Unmaking could play well with different gamplans but you should cut both of them, and focus more on two colours, as the mana is a lot easier to provide (as cards you can't cast are basically blank).
So, when you are looking at a card in this deck or to add to this deck, think through several things. 'How does it help me' 'When does it help me' and 'when don't I want it'. This means finding versatile cards which can destroy enchantments but are also creatures or have multiple modes (hello Austere Command/Primal Command). Try to pick cards that don't just help with one of your gamplans, but all your gameplans. Similarly. if a gamplan just isn't working out, consider cutting it for more support, or cutting something else to support it more.
I really reccomend focussing on 1 drops that help generate mana/life, and 5 drops that have a big impact the moment they are played (Thragtusk, Painful Quandary) etc. A set of 2/3 mana cards that form your combos or can search your library for them (Idyllic Tutor, Lost Auramancers etc) and a smaller number of wincons. Foccusing in on what you want to do really helps you with picking cards that help you get there.
1 year ago
- Back to Nature (all: enchantments)
- Calming Verse (opponent's/all: enchantments)
- Creeping Corrosion (all: artifacts)
- Essence Filter (all/nonwhite: enchantments)
- Hush (all: enchantments)
- Multani's Decree (all: enchantments)
- Primeval Light (single player: enchantments)
- Seeds of Innocence (all: artifacts)
- Serene Heart (all: auras)
- Tranquil Domain (all: non-auras)
- Tranquil Grove (all: enchantments)
- Tranquil Path (all: enchantments)
- Tranquility (all: enchantments)
- Wave of Vitriol (all: artifacts, enchantments, nonbasic lands)
1 year ago
JabbaJedi Thanks for the comment and suggestion! IMO Patrician's Scorn isn't as good as Paraselene, which is a card I used to have in the deck alongside Heroic Intervention to protect my own permanents in a multiplayer game. I eventually cut out Parasalene and heroic intervention to cut down on the amount of cards required to complete my combo and just stuck in Primeval Light to basically just do the job of both.. Destroying all of their permanents and keeping mine safe.. It also allowed for me to free up some spots to use for other things.
I'm definitely up for as many people testing this out and making suggestions. Thanks again!
Also, to link the card just do [] with the card's name in the middle.
1 year ago
what about Primeval Light? seems like it could work well if you don't have heroic intervention in hand.
1 year ago
"weaknesses - card advantage, oblivion stone-like effects"
I haven't played Savra in a while, however Oblivion Stone and stuff like it were excellent for my deck.
Since you're not terribly artifact/enchantment heavy and you use land ramp, you should be able to sack creatures for whatever value you can get and then blowup the board as necessary. Personally the only times I was ever winning was when the board was fairly clean and my only edge was the attrition game with a piece of recursion. My less than ideal board state was usually better than their nonexistent one.
That said Oblivion Stone and Gaze of Granite were always good to have on hand, and Plague Boiler looks like could be fun.
Tranquility was another favorite of mine, however I see there's Back to Nature and even Primeval Light which both look much better.
1 year ago
Just popped across your list while looking for ideas for a similar build I'm working on. Wanted to leave a suggestion of my own, too. Since you're running Enchanted Evening, have you considered tossing in a Primeval Light or Calming Verse? They're okay alone, but with Evening in play, they turn in to instant scoop buttons.
1 year ago
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