|Commander / EDH||Legal|
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|Core Set 2019 (M19)||Common|
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Prevent all combat damage that would be dealt this turn.
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Root Snare Discussion
1 week ago
1 week ago
I feel like you're going to need more going on than just winning through Maze's End, you need at least 11 lands in play at that point and every land in the deck enters tapped which puts you behind also. Something like Multani, Yavimaya's Avatar can at least get huge and block, or swing for giant chunks, and you definitely need boardwipes/spot removal because anything aggressive will run this over. Deafening Clarion and Cleansing Nova are both good options, you could also add in fogs like Root Snare to help disrupt aggressive decks as well. I would suggest Pelakka Wurm, Knight of Autumn and Carnage Tyrant as good additions, they can singlehandedly swing games in your favor. Going for a bant (blue, green, white) core splashing red (Banefire, Deafening Clarion Lava Coil) and black (Assassin's Trophy, Ritual of Soot, Vraska's Contempt) seems like the best approach to this archetype. I wouldn't be surprised if some kind of mazeshift thing exists in standard but going so all in leaves you cold to basically everything that currently exists and I wouldn't expect the next set to change that. Good luck!
3 weeks ago
I believe you are setting your curve pretty high, Impervious Greatwurm, Arboretum Elemental and Aggressive Mammoth are pretty ambitious, and Hungering Hydra isn't that great either. Good replecements are cards like Carnage Tyrant, Nullhide Ferox, and Vine Mare. Vine mare doesn't seem that good but in the end it hits for five, killing your opponents pretty quick. I like the idea of Elvish Rejuvenator, seeing that playing a Llanowar Elves turn 1 increases your chances of winning immensely, the druid should do a similar thing.
Crash the Ramparts is a questionable card in this deck, its a dead card in hand most game, given that more of your creatures alreadly have trample or are given trample by another creature.
Root Snare also doesn't make any sense, its a very defensive card in a very aggresive deck. The idea of the mono green is to tempo enough pressure to force your opponent to stay on the defensive. If you think it work really well against what your facing maybe sideboard it.
I think Prodigious Growth is definitely interesting, but i feel like if you want the stats on its your could play a better six drop creatures, and if you want some burst to finish your opponent off, just play Bounty of Might
Vivien Reid is another card that requires a defensive strategy to pay off, and yet its in this deck. If it is value you are looking for i suggest Find / Finality Even thought you can only cast the first half its still pretty good in the late game
Also mono green want more lands, i suggest 22-23 lands
1 month ago
Thanks for replying so quick DangoDaikazoku! I have indeed watched After Story. No lie, I sobbed.
Thanks for your recommendations on the 3 drops, I was thinking a few of those as well. After looking over some more cards on Gatherer, I came up with a couple more ideas as well, if you wouldnt mind giving me your opinion? I know you're not used to the standard meta, which is totally fine.
The ones I'd like feedback on, and why I chose them, are these:
Chromatic Lantern, replacing 2 Pillar of Origins, opening another two 2 drops, which I would replace with Amulet of Safekeeping, Blink of an Eye, Board the Weatherlight, Discovery / Dispersal, Find / Finality, Revitalize, Root Snare, Search for Azcanta Flip, Song of Freyalise, Thaumatic Compass Flip, or I could add back some more walls.
Quasiduplicate, for extra Walls, plus Jump Start.
Ritual of Rejuvenation, for life gain plus card draw
Wayward Swordtooth, land advantage, plus possible win condition
Sinister Sabotage, counter spell, plus surveil to potentially get rid of something I dont need.
Slaughter the Strong, could potentially board wipe my opponent
Sprouting Renewal, convoke, plus 2/2 creature, or artifact/enchantment removal
Sylvan Awakening, potential alternate win condition
Unwind, counter plus untap lands
Broken Bond, artifact/enchantment removal, plus land advantage
1 month ago
Angrath, the Flame-Chained and Raiders' Wake cause loss of life, which is notably not damage. Cards like Root Snare or Moment's Peace or Fog usually prevent combat damage, so no interaction with life loss at all.
Damage has different variants, most often divided into combat damage (damage done by creatures as a result of combat) and non-combat damage (any other damage). Saskia the Unyielding is a great example - she says that whenever a creature you control deals combat damage to a player, it deals that much (non-combat) damage to the chosen player.
Loss of life is present on a few cards, mostly as a way to flavorfully change what damage is. However, it does have practical applications as well - all damage causes loss of life, so for example Exquisite Blood will trigger from attacking and dealing combat with a creature or by playing Corrupt on a player.