|Commander / EDH||Legal|
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Target creature you control gets +1/+1 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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Ranger's Guile Discussion
5 days ago
Hey there, interesting build. I like obscure stuff like this. I do have some ides for you, too.
First of all, with an average CMC of just over 2.0, 25 lands seems way high. Do you draw too many lands if games go to 10-15+ turns? I would try 20, maybe 21 lands in this deck, personally.
Also, I would only do 3-of Simic Growth Chamber & Thornwood Falls each. Full playsets (4-ofs) are for cards you don't mind seeing in your opening hand, 3-of is for when you want to draw into it every game, but don't want it clogging up your opener. You seem to know this, but I'm just being clear. You don't want slow-lands on T1-T3.
Wings of Velis Vel seems like an under-performer here. All your creatures are already aurochs, so you don't need the second part. I think you'd be better off with the classic Giant Growth. it costs less, and if you use it on an Aurochs Herd, it'll become a 7/7, not remain a 4/4.
EDIT: Also, you should add the "Aggro" and "Tribal" hubs to your deck's categories for maximum exposure. As well as "U/G Simic."
1 week ago
Here are my 2 cents on the topic of infect decks.
In the current meta with all the removal flying around the main challenge isn't keeping up with other deck in speed, but having the consistency despite the amount of removal that exists in the format.
Girxis death's shadow for example has the same number of creatures, but as many removal as infect has pump spells.
Thus i would advocate to increase the ways to put creatures on the field, and to only use pump spells that double up as protection from removal (with the exception of a few power houses).
Sadly manlands are not true creatures, especially in a deck that needs to pump its creatures to win, Inkmoth Nexus takes up 2 lands to activate, and you need something extra to pump it.
Thus your effective creature count is 8 -> 65% chance to have 1 or more in your seven opening cards. It could be argued that having one is insufficient, specially in a build that cannot reliably protect them.
Please add 1 more playset of creatures!
Mutagenic Growth; Become Immense; Rancor - are the tree strongest power ups for creatures, for recursion, lack of cost and raw power (also mutagenic growth fuels become immense very nicely)
Other than these i would focus on stuff like Vines of Vastwood; Blossoming Defense; Simic Charm - which does everything this deck wants; and some cards that may or may not warrant a place Ranger's Guile; Heroic Intervention; Woodcutter's Grit
I would also consider utilizing the graveyard, its unexpected, and can prove very powerful.
For one if you can fill the grave fast Become Immense soon become a game ending threat, if you add Tracker's Instincts it can both help you out if your creatures get murdered, and to fill your grave to get +6/+6 faster.
You may even consider Pieces of the Puzzle - if the 3 cmc cost is not prohibitively expensive - since it is a Collected Company for pump spells, that can also help to pay delve costs.
I would cut things that don't help you in attaining your goal.
You will mainly use counterspells to protect your creatures, so i would switch them for pump spells that have hexproof or indestructible beside the growth effect.
And in the current meta artifacts are a liability.
People will pack removal, and you lack ways to protect them, beside that Livewire Lash requires the mana investments of two solid turns to attain a functioning state - equipped on a creature.
Mandalorian on Hydra
1 week ago
If you want to protect your creatures you could play discard spells to play in the early game and take their removal like Inquisition of Kozilek, Duress, and Distress. Or you could play protection spells to play in response to a removal spell like Blossoming Defense, Ranger's Guile, and Vines of Vastwood. Personally I like discard spells more since they have more utilization.
1 month ago
1 month ago
This is a cool little deck. Love it. You could probably add the Budget hub to your deck for a few more views. Budget builds seem to attract more attention and your deck is cheap for Modern.
2 months ago
As previously stated, his best bet is . Who cares about board wipes when you can just bring everything back from the dead anyways? Another user mentioned Heroic Intervention, theres also cards like Asceticism, Blossoming Defense, Vines of Vastwood, Ranger's Guile that can be used by green to protect his critters.
2 months ago
2 months ago
Mutant's Prey: for one mana you can use a hydra of yours to kill an opponents creature
Genesis Hydra: let's you dig into your deck for creature cards that you need
I don't get why you have the life gain in this deck. It slows down your ramp. If its there to keep you alive to play your hydras, just about any Defender with mana generation would do that better. Sylvan Caryatid would be my suggestion.
You also have some mechanics in this deck that to me seem just flashy, or "win more". Corpsejack Menace for example costs 4 to get out. That same 4 mana could be used on a hydra or to get more ramp out. Corpsejack is a late game or commander card in my opinion and you dont want this deck to go too far into the late game.