|Commander / EDH||Legal|
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|Seventh Edition (7ED)||Rare|
|Classic Sixth Edition (6ED)||Rare|
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Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card.
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2 months ago
I am not sure what to cut for these suggestions. Pathbreaker Ibex Colossal Majesty Zendikar Resurgent Elemental Bond Kavu Lair Whisperwood Elemental Temur Sabertooth &Rowensince you are going all in on Forests.
4 months ago
you might consider Abundance, Into the Wilds and Rowen to give you more consistency. Also, in my version I play Boundless Realms which can get out of hand very quickly. Abundance/Rowen combo well with each other and can assure they you draw two cards, one land one nonland every turn.
5 months ago
I understand why you would think those cards would be good, but I haven't found any of them to be in practice. Let's go down the list:
- Animist's Awakening: The big problem with this card is that it's a sorcery. To be more specific to my point, it's not a creature. In a deck consisting of land search effects and creature tutors, this is a big problem, as the cards that can find it (Planar Portal and Ring of Three Wishes) would much rather find Genesis Wave instead. I used to have Collective Voyage in this deck filling a similar role, but cut it for all these reasons and I'm not convinced Animist's Awakening is significantly better.
- Summer Bloom: As an Amulet Titan player, I have a soft spot for this card, but for the same reasons as Animist's Awakening, it just doesn't belong in the deck. Azusa, Lost but Seeking, Wayward Swordtooth, and Oracle of Mul Daya are creatures (see above), so they get to keep their slot, and Journey of Discovery is versatile enough to keep its slot, and Summer Bloom is just left in this weird in-between where it can't compare to any of these cards despite it's similar effect.
- Lifecrafter's Bestiary: I could maybe get behind this one if more than fifteen percent of this deck was creatures. As it stands, it barely does anything (Rowen would be better and I'm not yet sure if I want that) and the times that it does do something, that something is middling.
To round it all off, your suggestions would take the maindeck to 102 cards, which of course is more than the Commander/EDH-required 99 plus a Commander/General. Do you have any suggestions for cuts, or are you just sounding off cards that you think might be okay?
5 months ago
WalkingIllusion - That is extremely evil and I love it. I was planning on using Jolrael as a way to hold my opponents' lands hostage in response to board wipes, but the ability to do it myself is actually hilarious. I'll have to think about it though since people get very salty against land destruction, but having a nuclear option like that is awesome.
babushkasara - I honestly hadn't even considered the indestructible lands, good catch! The amount of forests I control no longer really matters now that I have removed both Dungrove Elder and Kalonian Twingrove, but even if those two were in the deck, I think the indestructible lands are worth it.
I had considered some of the permanent land animation cards you suggested, but I am hesitant with those as I am opening myself of for removal. The only time I really plan on animating is at the most opportune moment to overrun someone. That being said, with the indestructible lands then those cards become better.
Thanks for the suggestions you two!
5 months ago
Regarding card draw to enable your commander, consider Horn of Greed, Rowen, and also Skyshroud Blessing. I'm sorry I'm not also offering suggestions for removal to match these recommendations for addition.
5 months ago
I haven't gotten the cards for my deck yet, so since I cant play-test that well yet, I wanted to ask you for your opinion on adding fetches to this list. In your experience, do you think it would be worth it to run them for the shuffle-effect? It would be great for top-deck manipulation, but has anti-synergy with Rowen and Lost in the Woods and Scrying Sheets.
I really think running snow covered lands in this list is a must btw. Ut often helps filter through the deck in the early turns of the game! You should consider adding some cards like Snow-Covered Forest, Scrying Sheets and Into the North. Also you are right that adding Mirri's Guile is a must for this deck! :)
7 months ago
Thank you very much for the big reply! You make some great points, all witch I agree with. I looked into Genesis Wave before reading your reply, and now i feel very stupid for not getting its role! :) What a fantastic card for this deck.
I will check out your reddit comments while continuing to adjust my deck! I am going for a lower power level build to fit my playgroup, so I'm making it a straight up burn deck, with a bunch of ridiculous sorcery and instant spells that aims at making fun gameplay moments, (like Chain of Acid, and Avoid Fate). Because of the lack of permanents I unfortunately don't think Genesis Wave works very well in my deck. :/
I also decided not to go for fetches because of its anti-synergy with Scrying Sheets and other cards in my build (Lost in the Woods and Rowen). I added Into the North to add consistency to Scrying Sheets. However, I do agree with you, that playing fetches is the objectively better choice. When my deck is finally collected I will let you know how the snow covered land package is preforming!
Sincerely, Mr. Bob Johnson
1 year ago
I think you can add a Ring of Three Wishes to tutor Primal Surge, you can also run Mind's Eye,Seer's Sundial,Sylvan Library and Rowen to draw that would increase the chance to get your Primal Surge ! nice deck by the way (i copied it and make it a azuza in my own way )