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|Magic 2013 (M13)||Common|
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Search your library for up to two Forest cards and put them onto the battlefield tapped. Then shuffle your library.
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Ranger's Path Discussion
2 months ago
Lets have a look at some possible additions: Savage Ventmaw would be good as you can haste it then get 3 and 3 the same turn, allowing you to cast more.
Hydra Omnivore For those bigger games, and his a big boy.
Etali, Primal Storm For those same cast turn swings that should get you some nice stuff.
Ruric Thar, the Unbowed would be amazing, more so if you're looking at going creature focused.
Hellkite Tyrant for steeling all the artifacts and a long drawn wincon (Vs artifact decks).
Mina and Denn, Wildborn should replace on of your elves.
Blightsteel Colossus is also a big wincon for you.
That's it for creatures for now.
Chaos Warp its an important card in red, its removal of used for keeping your own things safe. This is a fantastic instant for you.
Blasphemous Act is an amazing removal card you should add.
And Nykthos, Shrine to Nyx is highly recommended.
OH! don't forget Ghalta, Primal Hunger
2 months ago
VexenX: Well since the deck is 87% Green, and the only card needing double red is Omrath himself, and the only other 7 red cards in the deck only need single red, it really seems like Ranger's Path is just a strictly better card in this case. Ranger's Path in this deck instead of Explosive Vegetation will find the red mana needed to cast Omrath, and neither ramp spell would let the lands enter untapped if it was needed to cast Omrath the same turn. Furthermore, it would reduce the number of ramp spells restricted to finding basics which also seems very good, since it could lead to a reduced number of basics in the future if similar new ramp spells is printed, like Hour of Promise :) I think it's a swap right away, unless there is a more underperforming ramp spell to replace, but i can't really see which one it should be :)
In regards to removal, Beast Within takes any permanent even lands, so this could be nice to include. But if you are going to add removal, it is not very reliable to only have 1, then you would need at least 3-5 to make it more consistent which is a key essential in any optimized build in my experience. Furthermore it would be hard to figure out what to cut to run a bigger amount of removal, and removal and hate cards are very meta dependent. So a creature heavy meta like your own won't need a lot of removal cards. Obviously if they ever print an Aura Shards in these colours put that baby in right away :)
Hate cards and removal are always the hardest to make objectively correct in my opinion as amount and which cards are best, change depending on the meta. A few cards are objectively very strong and ALMOST needs to go in every deck they can, like Anguished Unmaking or Beast Within.
In case to Vandalblast & By Force, these are more meta dependent, or needed if one deck has a tough time dealing with artifacts. I change decks very often and i have multiple decks, and a lot of players in my meta does the same, so including hate cards are often a waste since they can be awesome in one case where you draw it and play against the right decks, otherwise they are horrible. So cards like Grafdigger's Cage, Torpor Orb and similar effects are very inconsistent. Torpor Orb hits cards in almost any deck so that is a better hate card than most, but still very inconsistent.
Hope you can use some of my thoughts, even though this comment ended up being quite long :p
2 months ago
That works for the Ranger's Path switch. Vandalblast I find worse than By Force, because a number of the time someone drops a Grafdigger's Cage shutting out a Karador deck, and you just want to blow up every artifact your opponents control except that hate piece. By Force will do the trick! I get that in this list Bane of Progress might not work, but many Omnath decks aren't going to use that many enchantments, and would just like it as a large beatstick elemental that also blows stuff to smithereens.
2 months ago
So, two big topics here are 1) non-creature removal and 2) Ranger's Path.
1) The whole removal thing has been a highly discussed topic over the past few years. We obviously dont need creature removal in here thanks to Om_rath. I have opted out of playing non-creature removal purely because of my meta, which is very creature/commander focused. This being said, highly saturated creature removal has historically been more then enough for me. When I use to run non-creature removal it would sit in my hand forever, or I would just win without ever using it. The best removal to run would of course be Beast Within, Chaos Warp, Vandalblast, and Decimate. I'm not a big fan of Bane of Progress in here because of all the key enchantments we run.
2 months ago
Skyshroud Claim: Yes, this one is better
2 months ago
what about Ranger's Path. seems pretty good
4 months ago
I think you may want to be a bit more careful with the phrase "price is no issue." It's one thing to say you're willing to spend a couple hundred bucks to pack in some real firepower, but if you tell folks there's no ceiling on this Wonkavtor I can (and will!) go ahead and suggest a $1000 in mana base upgrades.
Shocks - Blood Crypt, Stomping Ground, Overgrown Tomb
Shocks are very strong in EDH because the damage they do is mitigated by starting at 40 life, and it's an option you elect as needed. They also boast land types, which makes them ramp targets
- Mana Crypt - If you have the cash this is an auto include; it's a 2nd Sol Ring
- Worn Powerstone - Strong in any deck with a moderate to high CMC
- Kodama's Reach - A second Cultivate, which is good enough to want two of
- Skyshroud Claim, Hunting Wilds, Ranger's Path - If you have duals with the "Forest" type these all become very powerful
- Tempt with Discovery - Hits nonbasics, the more opponents that bite the more it benefits you
- Ulvenwald Hydra - Ramp on legs, hits nonbasics
You can save a good deal of money and cut all the / lands without hurting yourself much since the deck is mostly , and ramp lets you fix. Though they're still strictly better than just a straight Swamp or Mountain. That said, even at 50% green spells that's not enough reason to be running Emerald Medallion over basically any rock.
Alright, that about covers it for the mana base. I've run out of suggestion boxes so I'll break this into two posts.
4 months ago
if you want radha then go for creatures. rituals are not what you want as they will make you suffer inconsistency and make you burn out too quick as you dont have an efficient combo deck that wins the turn it plays its rituals.
what these have in common is card advantage as they deliver 2 mana from 1 card. put in all the big creatures you like and add some cards to draw you cards (in green there is lots about drawing for as much power as your creatures have) to refill your hand and not lose to a Wrath of God.
of course you want a minimum of 6 cheap(manawise) interaction spells like Naturalize to remove cards that hinder you from winning.
so your planeswalkers and artifacts seem ok.
cut all those little ramp creatures and sorceries that only get you +1 mana.
cut all rituals and x spells. comet storm is the only one thats ok to run even if no spellslinger deck as it can be a decent wrath or a finisher and is instant speed.
cut all ramp spells that are way above the curve.
you want turn 2 radha, turn 3 compact ramp, turn 4 get the action going.