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Salt Road Ambushers
Creature — Dog Warrior
Whenever another permanent you control is turned face up, if it's a creature, put two +1/+1 counters on it.
Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up at any time for its megamorph cost and put a +1/+1 counter on it.)
Hazankob on Mighty Morphin' Power... Stiflenought?
4 years ago
Minor tweaking
Out:
Dismiss , Corrupted Conscience , Silumgar Assassin , Rancor , Teferi, Mage of Zhalfir , Evil Twin , Voidslime
In:
Damnation , Scroll Rack , Ixidor, Reality Sculptor , Whisperwood Elemental , Leyline of Anticipation , Tale's End , Eater of Days .
I want to add Salt Road Ambushers as well but am not sure what to cut right now.
Snickles@EDH_only on
5 years ago
love the deck - Vesuvan Shapeshifter is one of my all-time faves!
odd cards you might consider:
Obscuring AEther and / or Dream Chisel - cost for morph reduction
Primordial Mist and / or Whisperwood Elemental - card "draw", free morph each turn
Secret Plans and / or Aphetto Runecaster - card draw for morphing
Trail of Mystery and / or Salt Road Ambushers - Creature boost for turning face up
Ixidor, Reality Sculptor - alternate morph cost, morph roiding
Voidmage Apprentice and / or Kheru Spellsnatcher - counterspell that doesn't require sacing a creature
Jeskai Infiltrator - free morphing draw when it hits
Thousand Winds - mass bounce
Red_X on Morph componetry
5 years ago
So, you didn't really address the ramp issue. You still have a lot of morph creatures that are mana hungry, and a lot of mana ramp that's not particularly useful. I would remove all of the land ramp, because it just isn't worth it when you're trying to play a bunch of cheap creatures. Likewise, Meteorite is just awful, because you have no real need to ramp from 5 mana to 7 mana, and it's just a waste of a space. Additionally, I would cut everything with a megamorph cost higher than 5, along with Salt Road Ambushers. They're just too slow, and the only reason the other two with 5 mana cost morph costs are good are because they are incredibly strong for their mana cost. Here's a deck that was made by a pro-player when morph was in standard, along with an article explaining the decision making. You have a wider set of cards to select from, but the generally structure will be similar. http://magic.tcgplayer.com/db/article.asp?ID=12542
Legoarf on Animar Morph
5 years ago
Alright so initial thoughts: needs more ramp, needs more card draw and needs more interaction.
Ramp: You are in green so there is a lot of really good and cheep ramp you should add. You have the three two mana rampent growths which are good, but you should have at least 10 pieces of ramp in your deck, generally I like the higher mana ones that get two lands. The two mana ones are better in faster playgroups, but with how slow our games usually are, card efficiency and advantage is more important in my opinion. Cards I suggest: Cultivate, Explosive Vegetation, Kodama's Reach. You might also consider running all the signets though you may not need them. Also a note on mana, I'd say you should still run at least 36 lands, 34 is a bit low. For budget reasons you can probably cut the scry lands too. Look at: Kazandu Refuge, Highland Lake, Simic Guildgate, Timber Gorge, Woodland Stream. You also need to add some Mountains to your deck, at least 4 I'd say. You can also try to reduce the number of tap lands but yeah.
Card draw: One note first, make sure you add Ancestral Statue. Honestly your card draw isn't to to bad. I'd include Fierce Empath to for tutors, Skullclamp is always great card draw too. Secret Plans is cheap and goes with your deck. Trail of Mystery is also a good card, remember you can unmorph inside of combat too. Salt Road Ambushers is also a morph card that goes really well with other morph creatures. Remember megamorph is the same thing as morph, except when it flips it gets an extra +1/+1 counter. Whisperwood Elemental is crazy good card advantage too. Ixidor, Reality Sculptor is really crazy good when you can turn expensive un-morph creatures face up for only 3 mana too. Master of the Veil is also really good to rebuy some of the unmorph effects.
Interaction: This is one you could use some more work on. Most of your interaction will come from creatures but you still need to have some. For artifact and enchantment destruction you should be running a few of these: Acidic Slime, Nantuko Vigilante And a few ways to interact with creatures: Thousand Winds And maybe some spell removal: Beast Within, Primal Command, Shatterstorm.
Cards I dont think are pulling their weight: Recurring Insight is bad imo, if you want Fact or Fiction is better I'd say. Ashcloud Phoenix really slow and probably not going to recur. Broodhatch Nantuko interesting if you block a big creature and unmoroh it but even then I dont think its that good. Dawntreader Elk unless you are returning it from the graveyard I like other ramp more. Desolation Twin only good when you are ahead and even then questionable. Fathom Seer good card, but may not always have two islands, or just needs to be a consideration when you are ramping. Protean Hulk really good for combos and sometimes ok for value. In your deck of high cmc creatures though not as good. Unless he's a combo piece I'd say you can cut him. Thelonite Hermit dont think its worth it. Thought Harvester good if you are comboing it with Ancestral Statue or the like for a game winning combo, so probably fine, doesn't do much if you are not comboing though. Tishana, Voice of Thunder probably only good if you are already winning, may be fine but also cuttable for budget reasons. Flash really doesnt need to be here. Swan Song is a great card but can also probably be cut.
On other notes, your curve is looking pretty good, and overall it looks like a good deck. You can move a few cards around for budget reasons, but really your almost as low as you can go. Cards you can probably cut for budget reasons: Solemn Simulacrum, Voidmage Prodigy, Shaman of Forgotten Ways, Rootbound Crag, Protean Hulk, Cinder Glade, and Swan Song. Other than that it gets iffy I'd say. Let me know if you have any further questions.
sydtropolis on Count Dromoka
6 years ago
UPDATE
I think I want to try Megamorph along with the +1/+1 counters.
REMOVED:
- - Arashin Sovereign
- Banishing Light
- Dromoka, the Eternal
- Faith's Fetters
- Gavony Township (I'm too cheap to buy this one)
- Implement of Improvement
- Kujar Seedsculptor
- Ninth Bridge Patrol
- Paradox Engine
- Rampant Growth
- Scrounging Bandar
- Selesnya Cluestone
- Servant of the Scale
- Shieldhide Dragon
REPLACED WITH:
- - Trophy Hunter
- Karametra's Acolyte
- Selesnya Guildgate
- Arrest
- Ordeal of Nylea
- Reverent Hunter
- Primordial Hydra
- Lumberknot
- Segmented Krotiq
- Salt Road Ambushers
- Obscuring AEther
- Ainok Survivalist
- Den Protector
- Hidden Dragonslayer
CARDS I HAVE (but couldn't decide if I should try to squeeze them in, and if so, what needs to come out):
- - Profound Journey
- Frantic Salvage
- Reviving Melody
- Nature's Spiral
- Oath of the Ancient Wood
- Sunbringer's Touch
- Dromoka's Gift
- Quest for Renewal
- Selesnya Keyrune
- Fireshrieker
- Aven Tactician
- Sandcrafter Mage
- Sandsteppe Scavenger
- Ainok Artillerist
- Guardian Shield-Bearer
- Aven Sunstriker
- Sandstorm Charger
- Scourge of Skola Vale
- Gnarlid Pack
- Chronicler of Heroes
Any suggestions would be appreciated!
Sparky41 on
7 years ago
So morph is almost a forgotten theme, as its really only good in Den Protector, Deathmist Raptor, and Stratus Dancer. Every other card is not really that great considering the creatures and their effects just aren't worth the steep mana cost you have to pay to cast then morph them. If you really want to retain a super high density of morph creatures, I guess just include the enchantments that synergize with them, like Secret Plans, and some creatures that synergize with them, like Salt Road Ambushers. To make this work, you're also going to need a lot of mana, which could come from more mana dorks like Elvish Mystic, some artifacts like Hedron Archive, or ramp spells like Explosive Vegetation. Otherwise, you frequently run the risk of not having good plays "on curve", as you'll be waiting until turn 3 to cast a 2/2 morph.Otherwise, I'd say keep the DenRaptor combo as part of a grindy midrange deck that looks to use removal and efficient cards to run the opponent out of resources, while your cards out value theirs. There are plenty of good deck lists rumbling around in Abzan and sultai colors that use DenRaptor alongside kill spells, disruption like counterspells, and other efficient threats like Siege Rhino.
Epochalyptik on Would Salt Road Ambushers work …
7 years ago
Link all cards in your question.
Salt Road Ambushers
No. "Turned face up" requires a change from a "face-down" state to a "face-up" state.
Double-faced cards (such as werewolves and Origins planeswalkers) have two faces and are always "face-up." The only exception is if you manifest a DFC, in which case it's a face-down 2/2 creature with no other characteristics until it's turned face up (after which time it remains face-up).
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