|Commander / EDH||Legal|
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Land — Lair
When Rith's Grove enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
Tap: Add (Red), (Green), or (White) to your mana pool.
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Rith's Grove Discussion
3 months ago
I also have another question - what are your thoughts about rest of the fetchland cycle (ZEN Fetches) and Lairs, especially: Darigaaz's Caldera and Rith's Grove?
Another way of very efficient ramp could be Exploration and Crucible of Worlds in case someone blows the table with Armageddon or things like that
5 months ago
Well at a glance I can see that you have only two creatures below 4 CMC and they're Birds of Paradise and Urborg Elf, so depending on what kind of decks you play against, that might be an issue.
Is mana/ramp/color fixing a problem you encounter? The three-color tap lands (Jungle Shrine, Mystic Monastery, etc. might be good for you, or perhaps the lairs (Rith's Grove, Treva's Ruins, etc.). Sylvan Caryatid is better than Urborg Elf in that respect. Commander's Sphere is mana and card draw. Oh, Command Tower will help. There's also Cultivate and Rampant Growth, for more Kodama's Reach-type effects.
Also, in 5 colors you have access to all the awesome modal charms like Boros Charm and Naya Charm and Bant Charm (obviously there's a lot of options, but those are some good ones for starters). They offer utility in a very flexible way.
You've got a bunch of cards that kind of want an to do different things. I'd suggest taking a look at what you want your deck's win condition to be and tailor it a bit more towards achieving it specifically. For example, is Revel in Riches an important part of your strategy, because if you aren't going specifically for treasures, there's better ways of fixing your mana. I realize you also have Hellkite Tyrant, so if you play against a lot of Pirate decks, that might actually be a pretty ok strategy.
By the way, your list currently has 2 Cyclonic Rifts.
5 months ago
Hi, I am playing a 5C Scion deck and if you want to play 5C. Land and mana base if everything. But when you focus on 3 and splash 2 it helps a lot. Some lands that can be very useful.
Cheap to buy, do not come into play tapped and you can tap a land before returning it to your hand. Also, yes pain lands are a good cheap option too.
Also if you are interested my deck is called who says 5 is too much? seems a little slow but it has proven very consistent in multiplayers and team events. At our communities and among my friends this is my deck they fear most.
hope it helps
6 months ago
Rith's Grove we still need mana fixing. lairs need love too!
6 months ago
6 months ago
The lands definitely jump out at me as being not ideal. I'd Vivid Crag, Vivid Grove, and Vivid Meadow are almost always better than evolving wilds and terramorphic expanse. Rith's Grove is bad. I'd try out Krosan Verge. That's a must-play for me in white-green.
I'd probably run Secure the Wastes over White Sun's Zenith. I've never been impressed with Dictate of Heliod. True Conviction also seems like a card that's not quite as good as it was when we started playing. It's also not as good with 1/1's; you need a pump for it not to be +1/+1.
8 months ago
I'd recommend you to take the Rith's Grove back out. Playing it is basically like missing a land drop. While it doesn't set you back the turn you play it, it sets you back every turn after. This is not a good card for ramp decks. Just put the Jungle Shrine back in or play a Forest instead as you get most of your color fixing through cards like Cultivate.
Also put Stranglehold back in. As long as you don't play against decks full of pure vanilla creatures, it will do its work! Almost every non-monocolored deck plays fetchlands or Evolving Wilds. Black decks tutor a lot. Blue decks tutor for artifacts with cards like Trinket Mage or Fabricate. Green decks tutor for lands and creatures all the time. Even white decks tutor for enchantments and equipments Enlightened Tutor, Steelshaper's Gift. Even the mono-colored decks play Solemn Simulacrum and Expedition Map. Additionaly, you're giving combo decks a hard time. And it's really funny when your opponents forget the Stranglehold on the table and crack their fetchland or play their Demonic Tutor. They're still able to do this but it will simply have no effect and they're just wasting their cards. Imagine the look on their faces!!!
8 months ago
Thanks for the upvote and the comments! Rith's Grove might be a pretty good addition here, considering I generally won't need to worry about hand size regardless of the bounce effect. I actually thought of using Defense of the Heart instead of Tooth and Nail because my main worry with this deck against other creature decks is the delay in getting out some of the dinos. I have a couple of other cards that are in the maybeboard, such as Kindred Boon, Herald’s Horn , Krosan Grip, Explosive Vegetation, Burgeoning, and Carnage Tyrant, but I am at the point now where I've gone through everything so many times I am trying to figure out the weak cards to remove.
Beyond that, I am trying to figure out whether I may want to abandon some of the enchantment/artifact removal and head more into land destruction territory.