|Commander / EDH||Legal|
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|Commander (2016 Edition)||Rare|
|2012 Core Set||Rare|
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Rites of Flourishing
At the beginning of each player's draw step, that player draws a card.
Each player may play an additional land on each of his or her turns.
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Rites of Flourishing Discussion
3 days ago
maybe Rites of Flourishing could help her for extra draw/lands.... the opponent gets an extra draw too however playing them big bad Eldrazi so soon/frequently should be enough to overcome that.
1 week ago
If Sachi is your commander, what is the point of cards like Elvish Archdruid and Elvish Mystic? Why not just play a useful shaman (aka has a ETB) who will tap for 2x more w Sachi present? If Sachi cost a lot to cast I'd get it, but she doesn't.
I brewed up a list w Sachi that had ~20 shaman with useful ETBs then I chose ~15 beasts (looks like you chose hydra, a good choice too). So you play board impacting/controlling shaman who can then tap to fuel your real threats. It's a balance and that's the direction I'd head if I made a deck led by her. Just my 2c.
I get pulling off a Primal Surge is pretty wicked but I wouldn't let that restrict your deck so much. Flipping your deck onto the battlefield is fun to play against 1x then it gets old when I discover your deck is a "1-trick pony." I'd add in sorceries like Shamanic Revelation for the draw and play the gamble of where they are in the deck to see how far you go. That to me, would be fun to play and play against. Again, just my 2c.
1 week ago
Good example swaps from above would include:
3 weeks ago
Hi, Vine Trellis is probably my suggestion, as its an almost flat improvement. If you have the multicolour fixing mainboard, Flamekin Harbinger could help fetch avenger, alongside a single mountain to cast it from terramorphic. It could also fetch Bloodbriar, should you chose to use it. Draw in green is tricky- if you were running more Vinelasher Kudzu I'd suggest Inspiring Call, but with pure ramp cards like Edge of Autumn, Explore, Elvish Visionary, Manamorphose, Rites of Flourishing, Snakeform or Harmonize are likely to perform better. Genesis Wave is an archetype unto itself, Howling Mine/Temple Bell have obvoius drawbacks. Tower of Fortunes might work if you can power it, but will be tricky to do so.
All that said Traverse the Ulvenwald with Flamekin Harbinger and a mountain is probs the best choice- you'll have lands in the graveyard to trigger the two of them and they're lower converted cost than anything else, while Traverse the Ulvenwald is really cheap right now as standard is rotating.
3 weeks ago
There is an artifact called Doubling Cube and an enchantment Helix Pinnacle these two cards should do wonders in this deck, add Lotus Cobra for that added boost in mana if you're doing a lands route Rites of Flourishing Ghirapur Orrery and Azusa, Lost but Seeking for added land drops, Horn of Greed for more card draws just from playing lands....basically for a really GOOD Mono Green Omnath deck, you want card draws and land drops out the ass...Ramp is good if you are using the Helix Pinnacle route for sure
1 month ago
1 month ago
I'd love to give some feedback. But remember - its just my opinion, but maybe it can help make the gameplay experience even better :)
In general as far as I have understood the deck is more of a good-stuff control deck. If that is the case there are four things I have specific feedback for:
Ramp: The only card in the deck that ramps you at a needed point in time (before turn 4) is Rites of Flourishing. Considering the rather high curve of 4.5 you will need more ramp even though your commander is ramping you slowly. I would recommend Sol Ring, Rampant Growth, Farseek and all 6 on-colour signets.
Good Stuff: Since your deck is very control-orientated I would recommend some even higher impact control and board presence cards like Jace, the Mind Sculptor, Consecrated Sphinx, Maelstrom Wanderer, Oracle of Mul Daya and cards like that. On the spell side things like Cryptic Command, Mystic Confluence and Snapcaster Mage seem on line with the deck.
Token: I personally would drop the token subtheme. There are only four cards in the deck that can produce many tokens and I don't quite think it is enough to support Glare of Subdual. I would maybe more go down the nutrition way and rely on card advantage and big threats in order to control the board. Maybe Elspeth, Sun's Champion.
Those are just basic first thoughts. Maybe they can help :)
1 month ago
Polupus Thanks, Sadly I have to admit I find her a bit underwhelming, since I don't have creature removal, I never find the right timing to cast her.
I always have to choose if I want to mill my opponent faster or risk paying a kiora and not playing another useful card. That 4 CMC is pretty much killing it and there are often too many creatures on the board leaving me unable to cast is without taking damage next turn.