|Commander / EDH||Legal|
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|Tempest Remastered (TPR)||Rare|
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Skip your draw step.
Whenever you play a card, draw a card.
Your maximum hand size is two.
3 weeks ago
Tomorrow, Azami's Familiar with Damia filters through a quarter of your deck each turn.
2 months ago
2 months ago
As another person that has his own land commander deck, I recommend going up to 50% lands. Having one storage land is pretty useful. It starts off slow but at the end when you tap it for mana you get a lot and cast any of your big spells.
You should try to run a Lotus Cobra it gives ya mana when playing a land and if you run cards that gives you multiple land drops then you will be golden.
For creatures, I personally think Ulvenwald Hydra and Wayward Swordtooth are a must. Wayward gets ya additionally land drops and its very easy to get city blessing in a land deck, so you get a 5/5 to help ya out. Then the ulvenwald hydra is a beast, for 6 mana you get a giant monster and get any land of your choice to enter the battlefield. Such high power for a land deck.
For lands, consider Valakut, the Molten Pinnacle if you decide to run a Prismatic Omen . Vesuva is really amazing because this can be another bounce land, strip mine, Maze of Ith , or any utility land. Glacial Chasm is nice if people are focusing on you (trust me the "why you targeting me, half my deck is lands" excuse stops being viable after a couple wins in a row) or if you need certain lands in the graveyard(this can come up quite frequently surprisingly).
Super awesome secret combo. Recycle seems like a bad card however if you play that + have something on the field that gives you multiple land drops, pretty much you are going to be playing lands nonstop and going to be drawing a lot.
Overall, you got a solid deck. Dont be afraid to play more lands and you should consider cards that help ya get more land drops. I recommend checking out my Naya Land deck to maybe give you some ideas.
2 months ago
1) They check as they go to resolve. So unless your hand loses cards between the two triggers resolving, having a second copy of Damia out wouldn't be that functionally helpful.
2) Yes, you can do that. If two different things both tell you to skip a phase of a turn, you just skip it once. You can get some good value in a Damia deck by running Null Profusion and Recycle which are good cards other than making you skip your draw step. Notably, something similar is Stonehorn Dignitary which causes a player to skip their next combat step rather than all combat steps during a single turn. The Dignitary can stack up and save the effects for several turns.
3) It would replace the next 4 cards you would draw that same turn, via Damia or otherwise . Damia can draw you up to 7 cards during your upkeep.
5 months ago
I think that you don't even have to remove your own «you can't win» permanents, because in MTG there are rules with «layers». IDK them well, but here is an example for the card Recycle and the maximum hand size (taken from Gatherer's rulings): «If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Spellbook (an artifact that says you have no maximum hand size) onto the battlefield and then put Recycle onto the battlefield, your maximum hand size will be two. However, if those permanents entered the battlefield in the opposite order, you would have no maximum hand size.»
So I'm not 100% sure, but there is a possiblity that the order in which the permanents arrive change everything when they usually contradict each other. So I think that you should check that with a judge or something like that! https://chat.magicjudges.org/mtgrules/
5 months ago
5 months ago
This mono green EDH deck is well out of date and I could use some help updating it to not only be legal but competitive
I feel like the base of the deck is still pretty strong and it only needs a few minor updates here and there, so any and all inputs would be greatly appreciate.
6 months ago
Funkydiscogod good point about losing species identity.
cdkime good eye on the druid; I didn't do the math on that. At 3 it's more comparable to a Far Wanderings with threshold, which on turn 2 is downright abusive. As for the blue one, remember it's draw+discard so copare to a Merfolk Looter which is perpetual, I don't think 5 is too high.
As for the green card drawing, to be sure all colors 'ought' to have card drawing. That blue has grown to have a de facto monopoly on card-drawing is a travesty IMHO; not only does it give the color pie imbalance but it also doesn't make sense flavor-wise. Black gets card drawing because it trades anything for power a la Necropotence , Dark Confidant , Minions' Murmurs and the like. Red being the color of power, chaos, and resources has its own mechanics like Wheel of Fortune and Browbeat . White 'ought' to have its own if it reflects the idea of patience being rewarded with blessing or soemthing to that effect. Green has traditionally had its own in cards like Natural Selection , Sylvan Library , Wall of Blossoms , Recycle , Ohran Viper and even Harmonize . The idea being the abundance of resources, renewal, refreshing, and regrowth. It does fit. As for the farmer, I patterned him after Merfolk Looter but I do see your point about the shuffling. Perhaps bottom of library instead.
I forgot about Imperiosaur . It's been a while.
Yes, I agree with you Gleeful Pyre is a terrible way to showcase the design mechanic.
The issue with the book, now that I think about it, is that thi scard doesn't reflect what the thing actually does, from a flavor perspective. The Book of Knowledge was held in the City of Hoffu after the great uprising in which the demon Onawantue was imprisoned and mortals won their freedom. Shortly thereafter, it became lost and at the same time, the Guild grew seemingly out of nowhere. The way it works is that when you read a page, you gain knowledge but you also imprint a page of knowledge onto it, so that anyone who reads the book after you can gain your knowledge. The Guild initially consisted of the Guildmaster and the six Guild Wizards. But they shared the book among themselves and in so doing grew extremely powerful. Too powrerful for the Guildmaster to control and so he sparked division among them that tore the region apart. The most powerful of them all was Meekay (, but he was also profoundly schizophrenic. Meekay had discovered the Guildmaster's plan: to use the Book of Knowledge to gain the key to unlocking Onawantue, the evil nasty demon that he secretly served so that she could re-enslave the mortal world. And so, the Guildmaster destroyed Meekay's thought receptacle which had previously allowed him to function more or less normally.
Centuries later, the original six became known as gods: Raojan the god of Fire, Norina the goddess of deception, you get the idea. The Guildmaster still needed minions to carry out his whims, but instead of talented mages he chose common folk with a propensity to greed and kept their knowledge on a tight leash---allowing them just enough knowledge to spark but not enough to challenge his control.
Boza if the requirement is that the card will eventually see print else don't bother why do we even have this forum? Is this a secret wotc R&D lab that I don't know about? The point is as with anything else with this game: to entertain and have fun.
As for being unreceptive to criticism, please understand that I thank all of you for your feedback. Thank you. Sincerely. If I come across as aggressive that's because I'm an asshole in general and I'm too old to apologize for that.
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