|Commander / EDH||Legal|
Printings View all
|Duel Decks: Mind vs Might||Common|
|Modern Masters 2015 Edition||Common|
|2012 Core Set||Common|
|Duels of the Planeswalkers||Common|
|2010 Core Set||Common|
|Beatdown Box Set||Common|
|Classic Sixth Edition||Common|
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Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
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Rampant Growth Discussion
19 hours ago
Okay, I have a flurry of cards I'm thinking I should mention, but I'm hesitant to make cut suggestions. You have this set up to be a stax build that wants to force and then dominate a long game, but are you wanting to actually attack people at that point or just get damage in while they have no defenses?
I ask because for the latter part some cards like Avenger of Zendikar and Utvara Hellkite do not work for that style as much when you could just as soon be reanimating cards to further hurt the opponent or else set up your combos instead.
One card I feel is fine to suggest here is instead of Rampant Growth I would recommend Sylvan Scrying, as while it may not put the land in play it will get you the much needed utility lands like Kher Keep or the non-basics that tap for any color. Expedition Map would accomplish the same thing.
A similarly minor adjustment could be made in dropping the guildgate lands for the "healing" lands that gain you life as they enter (tapped as well but at least with an upside).
But anyway, before I try to make any big suggestions I also wanted to know if you were specifically staying away from reanimation effects, maybe even recursion for non-creatures, or just hadn't put any in.
20 hours ago
You won't go wrong with adding a few more card draw spells, personally I run Rishkar's Expertise.
2 days ago
NV_1980 Hey, good suggestions I've considered these when building. Quick rundown of the cards:
Prismatic Omen I have tried and it might sound crazy but I would always have preferred it to be ramp like Rampant Growth or similar. Color issues are not as frequent as you'd think with so many multicolored lands.
Reflecting Pool is very nice, that's why it's in the deck !
As long as you don't have the Horde on the battlefield AND ready to activate, playing one of these does nothing to improve your situation. And if the Horde is dealt with you won't be playing with your entombed creature for a while.
The deck can be somewhat slow but it will explode in value and threats if underestimated. Putting your fatties in the GY paints a huge target on your back very early.
I don't consider the GY a zone safe enough to store elementals there on purpose, which is why I only have Jarad's Order as GY tutor. A single GY exile effect will leave you down in cards and mana.
Because the ability of the Horde is expensive you are incentivized to pick high cmc cards to "cheat" out, when you might want one of the many low cmc utility creatures. A small side effect: removing Avenger of Zendikar and such from your library makes a blind Maelstrom Wanderer worse with every fatty gone.
That's why I chose hand tutors like Eladamri's Call over these, but I agree that GY tutors can be effective to refuel late game depending on the speed and GY hate of your meta.
2 days ago
Love the theme of this deck, and its title :) +1. This deck could use an Urza's Incubator :) I'd also switch Slagwurm Armor for something else to protect Mayael, like Lightning Greaves. Also, since your deck is so overwhelmingly green, you might want to consider Nykthos, Shrine to Nyx for that extra bit of mana. Ow and don't forget Rampant Growth; a bit cheaper a ramp spell than some of the others you have.
I have a Mayael deck too, I'd appreciate you check it out. Here's the link: It's stompin' time!
4 days ago
So after playtesting it for a while, I think you need to make your ramp more efficient. I have trouble getting cards out onto the battlefield that do anything for you. I think it could be tied to how much colorless land you have. I like the colorless land that you have, but I think it should be mostly kept to one of each. If you had to have multiples of one, I'd probably stick with Cavern of Souls. The other two should just get replaced with basics or other dual colors. Drawing Mirrodin's Core, Ancient Ziggurat, and Haven of the Spirit Dragon is just a dead draw when you're still trying to ramp. You can get any of the shocklands that deal 2 damage to you if you want them to come in untapped (they're about $15-$20 depending on what colors you get). Stomping Ground, Overgrown Tomb, orHallowed Fountain is what I would get. This would really really help, but only two or three of any one will do you enough good for the harm. You can also search for those cards with your fetchlands like Bloodstained Mire or Wooded Foothills since they all have the basic land type in their sub type. I realize that it's expensive to run those kinds of solutions, but it really helps in multi colored decks.
As for everything else, I think most of it is ok at this point and would probably just need refining after you play. I would suggest increasing your Thunderbreak Regent Count to four just in case you have a hard time getting ramp out, which, honestly, shouldn't be an issue if you change your mana a little bit.
Mana fixing is the MOST important part of running multicolored decks and if you can't mana fix properly, your stuff will come out really slowly and that'll hurt you in end, regardless of how disgusting your creatures are.
Other than mana, something like Sylvan Caryatid, Dragonlord's Servant, Animist's Awakening, Rampant Growth, or Harrow might help. But I'm not REALLY suggesting any changes be made to your card pool at this point. We'll have to wait until we play it for real.
6 days ago
Here are some suggestions to make the deck more consistent and build more on it's synergy.
DRAW Inspiring Call: draws cards and protects your valuable creatures Congregation at Dawn: puts any creatures you need at the top of your library Harmonize: puts more cards into your hand Lifecrafter's Bestiary: scry and draw are great card advantage
CREATURES Ivy Lane Denizen, Sunscorch Regent, Managorger Hydra, Salt Road Quartermasters: +1/+1 counters synergy Abzan Falconer, Tuskguard Captain, Longshot Squad: give creatures with +1/+1 counters value abilities
1 week ago
Your average CMC is kinda high. You have ways to draw extra cards and even some enchantments that allow for some ramp, but it's all relative expensive. The first thing I'd do is add some cheaper ramping. Green has some great options for this. Sorceries like Rampant Growth, creatures like Sakura-Tribe Elder and enchantments like Exploration and Prismatic Omen.
1 week ago
Lightning Greaves should be in there. i would personally take out veridian longbow for it. i feel like you need some more ways to possibly pull creatures out from your grave maybe throw Meren of Clan Nel Toth tutor it and slap a greaves or swiftfoot boots on her or Palace Siege and Necromantic Summons. a really good card draw one is Deathreap Ritual. you also could really use mana ramp you can use Cultivate, Nature's Lore, Rampant Growth, Peregrination, Kodama's Reach are some. a few others that are good Tempt with Discovery and Collective Voyage. Pox is a fun one in decks like this.Liliana Vess is good for hand disruption and tutoring.Bad Moon, Gaea's Anthem, Hall of Triumph for counters , Seal of the Guildpactcheaper cost, Bow of Nylea, Caged Sun would be good also. just some things to think about. like the deck looks fun.