|Commander / EDH||Legal|
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|Battle for Zendikar||Common|
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Destroy target artifact, enchantment, or land.
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Reclaiming Vines Discussion
1 month ago
It seems fairly slow for modern, imo you should be ramping turn 1 with Mystic Elves or Llanowar Elves, or doing the Arbor Elf + Utopia Sprawl Combo for 4 mana on turn four. Some other good ramp cards are Cultivate, Nissa's Pilgrimage, Kodama's Reach, Rampant Growth. Acidic Slime can replace Reclaiming Vines. You can also add more protection for your big baddies with Blossoming Defense, and you can use Rancor to give them trample to get through chump blockers.
3 months ago
3 months ago
Start by removing Sylvan Scrying and all Seek the Wilds what are you going to search for a Forest?? better to remove and get higher chance to draw a land. Natural Connection is good you need more instant speed spells which ramps and good synergy with landfall.
2x more Evolving Wild for synergy with landfall is a ++.
How i would read this deck:Go def early game and then slam huge HYDRAS end game!
4 months ago
Abzan Battle Priest: Malisimo. Todo lo que tenga Outlast es malo. Es de las peores habilidades que sacaron en el ultimo tiempo. Es demasiado lenta. Y no ganas un partido curandote. En vez de usar algo que hace que no te mueras, usa algo que gane el partido.
Abzan Falconer: Idem. Le doy el beneficio de la duda porque da volar, y es bastante relevante. Pero a la larga la vas a terminar sacando.
Briarbridge Patrol: Si queres robar carta, usa mejor Duskwatch Recruiter Flip, que no depende del combate ni del estado de la mesa. No estas jugando eldrazis o bombas incasteables como para que tengas una necesidad de hardcastear tu mano. El mazo tiene una curva relativamente baja, para ser Commander.
Kessig Cagebreakers: Lo veo poco relevante, lento. Funciona solo cuando estas perdiendo. Que se yo...le doy el beneficio de la duda.
Asceticism: Redundante. Hace lo mismo que el comandante, y probablemente este en mesa seguido. No es mala carta, pero ya tu comandante hace el 70% de esa carta. Usa el slot en otra cosa
Raking Canopy: Poco relevante. No sabes si va a haber criaturas voladoras en mesa, no sabes si van a ser 4/4, o mas.
Wrap in Vigor: No previene la ira mas comun de todo el formato. No sirve.
Reclaiming Vines: Idem
Day of Judgment: Para que???? Estas jugando casi 10 cartas para que lo tuyo sobreviva a una ira, y vas a jugar iras?? no tiene el mas minimo sentido...
Planar Outburst: Idem
Throne of Empires: No hace nada que quieras hacer en el mazo.
5 months ago
I personally prefer it Sideboarded for control match ups because against other decks it's basically a worse Structural Distortion. However I think that it's better than Reclaiming Vines since the deck already has 4 Creeping Mold
6 months ago
i dont think you need blue here. milling doesnt do anything for you (even if you mill a land that doesnt change the fact that the top card of their deck could be another one). and while making things cheaper is better, if you play 3 drop land destruction (which you should play as much of as possible) then playing a 2 drop that reduces cost doesn't really make things come down faster. And the thing is unless you're casting more than one land destruction spell per turn its probably better for it to be a mana dork (a 1 drop preferably. theres no particular reason for you to use 2 drop dorks). or to replace them with mana rocks that are much harder to remove.
Now lets look at green. what does green give you that red does not have.
mana dorks. good beat sticks. and enchantment hate. if you have green in the deck, make sure you are getting all the benefit you can from it. if you're not then you may as well play mono red (possible, i made a mono red land destruction deck a while ago just to prove you could).
1 ofs are inconsistent. if you put a card in your deck you need to understand how often you want to see it. if you put 4 in, you are generally saying you want to see it every game and in general as much as possible. as a 3 of, you are saying you do not need to see it every game, but you still want to see it most games or its great to have but doesn't do as well in multiples. 2 of means you dont want to see it in most games or you really don't want to see it in multiples. 1 ofs are usually used as 5 ofs or as tool box cards. what i mean is that if i really want to play as many Terminates as i can i will play 4, but i may still want more so i play Dreadbore which is worse, but is basically my 5th Terminate. A tool box card is mostly for decks that can search for cards with things like Chord of Calling or Trinket Mage etc that can search the entire deck for the 1 of that you put in there for just this case. your deck doesn't search so right now most of your 1 ofs are inconsistent. for example why would i play 1 Lightning Bolt, 1 Shock, 1 Harnessed Lightning and 1 Lightning Strike, when i can just play 4 Lightning Bolt.
so lets walk through the deck piece by piece.
Baral, Chief of Compliance: not a bad card, but you don't play very many counters (1) and as i mentioned above it's not much better than Arbor Elf in this deck. especially since most of your instants can't actually benefit from his effect.
Goblin Arsonist: I assume that this card is in here to help protect you early game by disuading enemies from attacking. This card isn't that great at that, and most 1 drops in red really wont be. rather than try and but down a turn 1 wall, you may want to focus on making yourself quicker. so something like Arbor Elf or something similiar might benefit you more.
Minister of Inquiries: as i mentioned above this card does not furthur your goals. the best part about this card is that it gives you energy for something useful like Aether Hub but if you drop blue, then you don't need Aether Hub.
Servant of the Conduit: there are enough 1 drop mana dorks that you don't need to play this 2 drop mana dork. especially since it has limited uses.
Thragtusk: this is actually a really solid card. it gives you a good body with some life so that it has imediate impact, which is important for a 5 drop in modern. the fact that it also has residual value even when removed is what really makes this card great. my only worry is that with 22 lands you might run into problems casting it, but if you add any number of mana dorks this problem should resolve itself.
World Breaker: too expensive. you play 22 lands and this card is 7 mana. even with mana dorks this is too much risk for not enough reward.
Lightning Bolt: probably one of the best red cards printed.
Negate: you don't need blue. even if you do stay blue, either put in more counters or take this one out. you don't want just 1 counter.
Crumble to Dust: this is actually one of the better 4 drop land destruction spells, as it can destroy land on their field and some in their deck making them less likely to draw more. (this is different than milling which may or may not alter the ration of lands to non-lands in the deck)
Stone Rain: Bread of the deck. does exactly what you want to do.
Molten Rain: bread, meet butter.
Structural Distortion: mini Roiling Terrain most of the time, but it does let you exile land which can get the occasional Darksteel Citadel. if you end up putting Roiling Terrain in the deck, you may want to replace this with Poison the Well.
Aether Hub: if you switch to a 2 color deck you can take this out.
Blighted Cataract: regardless of if you stick with blue or not you should take this out.
Botanical Sanctum: obciously if you drop blue you drop this.
Cinder Glade: you actually will probably want to drop this regardless of what you do to your deck. you are on a tight clock. you cannot afford not to have your mana when you need it, and unless you always have 2 basics on the field when you play it, then it's too dangerous to play. you'd rather hurt yourself with something like Karplusan Forest.
Forest: basics are cool.
Island: this card makes people concede in legacy.
Mountain: glory be to red and all the pain it will cause.
Spirebluff Canal: you drop this if you frop blue.
Ghost Quarter is also an option. it doesn't put them a land down, but once you get enough land that you don't need all of it, you can effectively sac this one to make your opponent downgrade one of their lands or just to remove one from your opponents deck to make it less likely for them to draw more. also works well with Boom.
if you couldn't tell i really think you should drop blue.
hopefully this is somewhat helpful to you. as a tip you should probably add a budget tag since you are looking to keep this under $150.
best of luck with your deck.
6 months ago
Ok so I reworked your deck and you're right, Attune with Aether is good here for it gives you a guaranteed land drop and it will lessen your bad draws by shuffling your library. I also replaced your planeswalkers by having 2x Chandra, Torch of Defiance and 1x Arlinn Kord Flip. I think arlinn kord is nice here for it gives your big bodies vigilance and haste...and also it gives you a blocker and later on you give your big guys trample.
You should update your list here so that your viewers can playtest it and further help you out improve your deck. Let me know if you have more questions.
6 months ago
No problem! I used to run a Grixis version back when Oath of the Gatewatch first came out and had a light splash of Green for World Breaker.
That was the core of the deck. Before Vegetation rotated, I had played this deck 3 times to a second place finish. Hedron Crawler, at the time, allowed so many broken things to happen with the deck. Either you get a turn 3 land destruction effect, or you'd get a turn 4 World Breaker and the opponent would just scoop after that.
There's a lot of other ways you can build the deck now, it's so much fun because you can start wrecking your opponent very consistently on turn 3. It's very powerful and people will never expect you to strip them of lands. especially in standard where I think everyone is spoiled with their free pass at having lands of any type they want whenever and wherever lol