|Commander / EDH||Legal|
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|Khans of Tarkir (KTK)||Uncommon|
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Roar of Challenge
All creatures able to block target creature this turn do so.
Ferocious — That creature gains indestructible until end of turn if you control a creature with power 4 or greater.
Roar of Challenge Discussion
2 days ago
- As a brewer my biggest weakness is wanting to cut lands, afterall they dont do the cool thing we want the deck to do they just tap for mana. However hitting land drops lets your deck do its thing. In competive UW control they consitantly play 4 mana cards and run 24/25 lands, so keep that in mind.
- The flying hydra is super expensive but when it rotates out it'll probably drop in price. Use that to replace the Planeswalker.
- Possibly cut some number of Hadana's it hurts having multiples in hand. You dont always need flying to win the game, A big boy with trample can get the job done.
- Glimmer of Genius doesn't seem that cool when you are playing big creatures so you will probably be playing one big spell a turn. If you do run it Ather hub is a good land for you then. Id swamp it out for a pain land (zaps you for 1). If you do want card advantage I would get Genesis Hydra
Roar of Challenge is another card I would be tempted to cut for mana as well.
Green Rush This a combo hydra deck i built awhile ago it might help you out.
3 months ago
Thank you so much for your feedback! It is all really great perspective on many cards I’ve thought about or haven’t even considered for the deck.
I too, like Sylvan Advocate and have yet to really punch anyone in the face with his +2+2 land pump but I cannot wait. Seems like overall great value, especially as a druid.
The feedback i probably appreciate the most is what you’ve said about Craterhoof Behemoth and Decimator of the Provinces . It’s, for lack of a better word, comforting to hear that they aren’t needed for a few reasons... 1) because it’s a relatively “easy” and common way for decks like this to win like and it’s cool to not have to depend on that as much. I may still keep End-Raze Forerunners in as the only creature to supply that kind of ability.
I will have to play some games with Paradox Engine before I decide to take it out. I hear you about the how big of a target it is but I feel like it’s one of those cards that can be that card—a gamechanger. Especially with the recursion I have in Restock and Revive to have it get some second chances.
I really like your point about Helix Pinnacle . It seems really really awesome, but you’re right, how practical is it really? Probably not very often to not at all.
I also hear you on the druids... I actually have Woodfall Primus , Treefolk Harbinger and Voyaging Satyr floating around and I will put them in for sure. I like what they can bring to the table. I still need to get my hands on Priest of Titania .
And wow, I also have Throne of the God-Pharaoh and that kind of synergy never clicked in my head before. So thank you! I’m also going to try that one out.
I will also get my hands on Benefactor's Draught and Mobilize . I really like those suggestions as well as taking out Restock for Wildest Dreams . Roar of Challenge over Bloodscent makes complete sense to me as well, as does Harmonize over shapers.
Thanks so much for the comment!
3 months ago
First of all, I like the animated lands subtheme! Sylvan Advocate is spicy. Being able to get wrath'd only to swing out with your lands next turn is the type of EDH we play for.
Win Cons: I saw that you want a Craterhoof Behemoth or Decimator of Provinces, but you don't need either! Most of your mana comes from dorks. If you tap down your team to cast a Craterhoof, you can't swing with your pumped Druids. As a general rule, never do fair things with Paradox Engine . If you aren't comboing out with it immediately, expect it to eat a Naturalize before next turn. Helix Pinnacle is another trap card. Without infinte mana, it's a painfully slow wincon. Even if you generate 12+ mana a turn, that's still an 8 turn clock, assuming no one can get rid of Pinnacle or wrath your mana production away. I even played it with Quest for Renewal and it's still too slow. A few overruns is all you need (Kamahl, Triumph of the Hordes, Pathbreaker Ibex, etc.) If all else fails, you can beat down with a big trampler by itself.
Druids: Don't play bad Druids for the sake of staying on theme. There are 179 Druids in Magic at time of writing, and I believe that only 25-30 of them are worth considering. At least trim some of the more niche ones to make room for 1cmc dorks that tap for . If you want to go big, you need reliable mana, not just neat synergies on turn 6. You also should add in the swiss army knife that is Treefolk Harbinger . It finds lands, Lignify , or Woodfall Primus depending on what you need. Priest of Titania is powerhouse, as is Voyaging Satyr to untap a Nykthos or flipped Growing Rites of Itlimoc.
Other Options: If you like Primal Order, Throne of the God-Pharaoh is another incremental damage source. Benefactor's Draught is the second best "doubler" after Vitalize, because it has a secondary mode of drawing a ton of cards on an opponent's turn for 2 mana. That card is a few dollars now, but Mobilize is a decent budget replacement. Wildest Dreams is a strict upgrade over Restock . Bloodscent is not good but can be cheaply replaced by Declare Dominance or Roar of Challenge . Harmonize is great as far as monogreen draw goes, and will on average draw you more cards than Shaper's Sanctuary.
I've been playing Seton for a few years now so feel free to message me with any other questions. I could talk about this deck for hours. I sometimes do.
11 months ago
Ochran Assassin, Lure, Breaker of Armies, Roar of Challenge, and their ilk might not do exactly what you want, but they get pretty close. By forcing your opponent to block a single creature, the remainder of your creatures can generally get by unmolested.
Odric, Master Tactician is another option, if you're going wide. Note, you can choose to not have any of their creatures block if you wish, or force their threatening creature to block something with deathtouch.
1 year ago
thyrue13 I would not know unless you tested the deck against several play styles, especially a similar forced combat deck. If possible I would suggest looking into indestructible tactics and removing players indestructible Bonds of Mortality and Hour of Devastation. For indestructible you could go with Spearbreaker Behemoth, Roar of Challenge, Predator Ooze, Heroic Intervention and Inspiring Call.
I would suggest trial and error before using these suggestions.
1 year ago
Thanks ShreddedByCrows. Yeah, it took me a couple iterations before I landed on this build. At one point this was a mono-green bounce deck with a ton of trolls (for the regeneration) but it was just was too clunky. I am hoping this version works out.
I'd really like to run Vigor, but as of right now it is too high of a cost. I am hoping that with the release of Battlebond and Vigor's reprint, the cost of the card will decrease. Garruk Wildspeaker and Asceticism are two cards I'd love to add but are a bit cost prohibitive.
1 year ago
I was trying to figure out if it was possible to build up a funny list with this fat Grothama, All-Devouring and then I fell there on your deck... and dude, it's just awesome! And it's even fully flavorful, as Grothama devours other players boards.
Here are some ideas I had in mind looking at your built. Some of them are not budget, so I'll put them in 3 different categories.
1) Budget :
Brawn / Primal Rage: giving Grothama trample seems pretty essential if you want to be able to push enough pressure, especially against token decks. I really like the Mossbridge Troll you put in there, and this will just make it even more effective!
Roar of Challenge: basically cleans most of the time one of your opponent's board with Grothama.
Vow of Wildness: not so sure about this one but, on the paper, it could give Grothama trample, it could ''nullify'' a bit thief spells, and used on an opponent creature it could push someone into fighting Grothama with a creature he doesn't want to die.
Revenge of the Hunted: brutal.
2) Medium budget (still affordable):
Heroic Intervention: basically does everything you're seeking for there.
Asceticism: same as Heroic Intervention, but just even better as it's an enchantment.
Nylea, God of the Hunt: provides combat's tricks and trample to Grothama. She's certainly a staple in this kind of deck if your budget allows you to play her.
3) High budget (still affordable, but a bit more expensive):
Vigor: as someone already mentioned it before, he has to be a blast there. Definitely, a card you should keep in mind for the future if you can't buy it now.
Garruk Wildspeaker: does really nice here. He curves perfectly with Grothama and untaps two lands so you can play your instants. Both other options are still good.
Triumph of the Hordes: unfun card, for sure, but damn... it's just too good not to be played.
1 year ago
@JuQ, Sorry it's taken me so long to get back to you. It's been Spring Break at school and stuff's been crazy. Thank you for your suggestions though!
Constant Mists is a card I keep meaning to get and just haven't yet. Someone at my LGS just took apart their Gitrog deck so I might see if theirs is available. Sakura-Tribe Elder is one of my favorite cards (he's the reason I have to correct myself whenever Prowling Serpopard makes me say 'cat snake best snake') and I keep going back and forth about adding him in. You make a good point that he works well with Journey to Eternity Flip so maybe I'll try it out.
Regarding Roar of Challenge, I would wish it was an instant, though I guess there's not really much of a difference. I'm hesitant to add it but I've also only played my deck in a 4-man setting a few times, it's mainly been testing in 1-v-1s so it might be useful against different types of decks than I'm used to.
The looting effects I don't think I'd need as my draw power is generally bonkers as is. Likewise, Strands of Night costs a lot just to recur one creature (6 mana, 2 life, and a swamp) and I have a good bit of recursion already.
Reliquary Tower I specifically dislike for my deck because being able to 'discard' down to hand size at the end of my turn but actually discarding lands, dredging and drawing, and rediscarding more lands is a way to get certain things into your graveyard and a way to basically customize your hand.
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