Creatures with flying can't attack you or planeswalkers you control.
At the beginning of your end step, create a 5/5 green Wurm creature token.
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Sandwurm Convergence Discussion
2 weeks ago
Glad you could extract something useful from my questionable ramblings, have some more:
For the purpose of ramp, would you consider Mana Echoes? Now hold on, I know this isn't a tribal deck, but from what I can see there's a decent amount of overlap when it comes to the subtypes of the large quantities of creatures your cards can generate, either for yourself or others (it works in either case):
- Human: 8 creature cards
- Scout: 4 creature cards
- Cleric: 3 creature cards
- Cat, Shaman: 2 creature cards
Spider, Samurai, Angel, Troll, God, Advisor, Monk, Golem, Giant, Rogue (10): 1 creature card
Elf, Warrior: 5 creature card + tokens: on tap + X on 2 cards
- Insect: 3 creature card + tokens: active mana ability + damage provocation + on opponent casting + EoB
- Dragon: 2 + tokens on all upkeeps
- Spirit: 2 creature card + tokens: 1 land tapping + 1 card
- Goblin: 1 creature card + tokens on opponent step
- Ogre: 1 creature card + X tokens on hostile declared attacks
Beast, Knight: 1 creature card + token on 1 card (doubt you ever use Selesnya Charm for this purpose though)
Soldier: tokens: on upkeep + X on 1 card
- Elemental: tokens: on all upkeeps + X on 1 card
- Saproling: X tokens on 2 spells (maybe there's room for a minor Saproling subtheme somewhere by virtue of Psychotrope Thallid & Utopia Mycon?)
- Treefolk: tokens on 1 card
- Fairy: enemy tokens on 1 card (only works with changeling)
(Also Rhys' cloning, which is potentially massive even if it only works for your own tokens.)
Obviously the exact amount of mana you'll get will probably vary a lot between both different turns and games, but I think on average it will be pretty high. (If you do decide to get Mana Echoes, also switch Beast Within for Crib Swap. Less arms dealing but much more ramp. If you want to amplify ETBs I guess you could also include a championing changeling creature.) The fact that you'll get some extra mana during other people's phases might be a little awkward though, but you could maybe use some combination of Symbiotic Deployment, Carnage Altar, Slate of Ancestry, Book of Rass, (Mind's Eye) and Inheritance as card advantage mana sinks (in that category there's also Seer's Sundial, Mangara's Tome and your old friend Mentor of the Meek, although I don't think they're very reliable on turns other than your own). (On a related note, I assume you've already looked into Pursuit of Knowledge, Abundance and Sylvan Library?)
Finally, mandatory killjoy condescension: This might be a silly question, but is Mystic Barrier still giving you a net positive of enjoyment? The reason I'm asking is that while I can see why the card is fun from a broad perspective, it seems to me that it conflicts with the two main aspects of the deck, which I think would make things less fun since it limits the escalating purpose of the deck. (Man, do I sounds square right now.) First of all, one person is forced to attack only you, which conflicts with the pillow fort cards' point of encouraging the opponent to go for someone else, which also kinda means any tokens they've been given go to waste for the purpose inter-enemy damage. Second, escalating curses like Curse of Opulence become less powerful when they can't pain a target on someone, which both detracts from the previously mentioned inter-enemy damage, the relative deterrence of your pillow fort (why attack someone with Ghostly Prison if you can get Gold from a cursed player?) and your own ability to broadly benefit from such general chaos both directly and indirectly. I'm well aware the deck is more about entertainment than winning all day every day, so it's not irrational to keep the card if it's doing you more good than harm, but I think it's worth considering. (Also, since you've got Academy Rector you could potentially replace the Barrier with a single overcosted but powerful & fun enchantment that works in line with the deck, like Sandwurm Convergence, Zendikar Resurgent, Lurking Predators or even Vicious Shadows.)
That's all, hope reading that didn't take too much of your time and you'll be able to squeeze something good out of it, keep up the good work
3 weeks ago
I really like the idea of this deck. Great thinking coming up with this.
Only suggestion is that I think there should be an alternate win con to Sandwurm Convergence cuz it could be a million turns till you finally find one or get enough ramp cards to play it. And by that point you've already blown all your control trying to stay alive.
I'd put in a second torrential gearhulk, and take out spring / mind since you already have a ton of ramp. That way you can play him at turn 6-7 and continue the beatdown if you haven't been able to pull off the sandwurm convergence ploy yet.
3 weeks ago
Glad to hear its working out! Sandwurm Convergence is a card I was considering. Its done a lot of work for me in other green decks. I like it because the token comes on your end step not your upkeep so you aren't paying 7 mana for a card that doesn't do anything immediately.
Only reason it isn't in there is because when all is said and done I think I want to run 30 creatures. Since at its worst its a 5/5 for 7 if someone destroys it quickly I wanted to see if I could find a more immediate board impact type creature. Definitely no reason you couldn't put it in though especially if your group plays lots of fliers or is light on permanent removal.
As for the one more land. I don't think I have ever run more than 37 lands in a commander deck. Then again I have never run a commander that cost 12. You may very well be right. I was hoping with its reduction ability being able to cast Ghalta would be easier. However, we are running a handful of costly spells as well. one thing to consider would be to run another creature that is either a larger mana dork or fetches a land in some way. The more land we run the less creatures we can have, I think I would much rather have ways to get more land out quicker than to actually run more land, what do you think?
Hopefully I will be able to play a bit this weekend, great suggestions though I like the dialogue! I have noticed a lot of people talking about infinite combos with food chain and such but I have never been big on going infinite.
3 weeks ago
Also do you think Sandwurm Convergence would work? That's 5 power a turn and flyers can't attack.
1 month ago
So my understanding is you are looking for Cuts and not additions. One addition that I think you should consider making room for is Cryptolith Rite. I know some people prefer to attack with their tokens but it can be a nice mana boost. For CutsCreatures:
Serra Avatar - Yes its huge and a big boost to your health but doesn't help the token theme or have any other boost to it. This isn't a life gain deck with something like Aetherflux Reservoir where you are weaponizing lifegain.
Trostani's Summoner it gives a bunch of tokens but its one use and expensive.
Desolation Twin - its just too much mana for what I think you want. Most token decks win by going wide. This belongs in a deck trying to go over the top.
Emmara Tandris - Just a thought here. I've found she never pulls her weight. She hits the board and then leaves the board. at 7 mana that is a big risk.
Druid's Deliverance-it just prevents damage to you. This is why you generate tokens. Unless you have a meta where unblockable/infect are a major thing.
Call of the Conclave - even at 2 mana in commander I would pull this one.
Increasing Devotion - things need to be cut.
Growing Ranks this is just slow to really build.
I'm not seeing much card draw in the deck.
1 month ago
It would seem great minds think alike! Nice deck name you have there. ;D
Commander / EDH
SCORE: 12 | 1652 VIEWS | IN 7 FOLDERS
For real, I do have quite a few things I'd like to suggest quite a few things that should hopefully help you out!
The first item I'd like to point out are a handful of outclassed cards. Sylvan Reclamation in GW is for all intents and purposes strictly better than Relic Crush. Subbing one generic mana for one white mana for both exile AND the option to cycle? Count me in! Dreamstone Hedron does provide two colorless mana, but I feel Mind Stone being potentially dropped earlier makes that a more worthwhile option to me. Grappling Hook is nice when you can force your opponent to block how you like, but if you're going for the double strike option I believe there are better options that can come out earlier and work better to your advantage. Fireshrieker is a cheaper double strike equipment, and Duelist's Heritage can boost your opponents' creatures on turns where they are not so inclined to be attacking you to make your opponents finish each other off more quickly!
One thing worth pointing out is that Mirri isn't dependent on cats. While there are plenty of cats and cat-based cards that work well with Mirri, don't be afraid to tip your toes outside of the tribal focus a little bit here. Oketra's Monument is a good example of a card that can boost your strategies with non-Cat creatures. Other cards that work well would be Martial Coup, Secure the Wastes, and Elspeth, Sun's Champion. While a little costly on the mana side of things, Hornet Queen provides great flying defense that this deck typically lacks. These token producers would also allow you to take greater advantage of Skullclamp (or Mentor of the Meek if you choose to add it as well) for some nice card draw.
While Hornet Queen is fresh on the mind, I'd like to point out Sandwurm Convergence as another great defense against flying decks.
Tribal vs non-tribal aside, let's talk about how to tap Mirri outside of combat. You'll want to get her tapped every turn you have her out, but sometimes swinging away just isn't a viable option. Cards like Cryptolith Rite and Glare of Subdual allow you to get plenty of non-combat utility out of Mirri as you enable her. Don't forget lands that tap your creatures, including Survivors' Encampment. Cards with Convoke can also be beneficial, especially with all the token generators you have. Chord of Calling and Obelisk of Urd are probably the two best for your deck.
Fun fact, if you're looking for a cheap and on-theme infinite combo. Combine Cryptolith Rite, Oketra's Monument, Whitemane Lion, and Leonin Battlemage for an infinite number of tokens and an infinitely large creature!
In regards to your manabase, I have two concerns: I believe there are too many ETB tapped lands, and you don't have enough ramp.
For the ramp side, you should look to squeeze in Selesnya Signet and Talisman of Unity - they are great to drop early, and allow you to drop Mirri as early as turn 2! Getting some redundancy in your deck with Kodama's Reach wouldn't be too remiss of you either... wouldn't you want to double your chances of drawing into Cultivate early?
For the lands, the only ones you're running that enter tapped that I'm a fan of are Path of Ancestry and Selesnya Sanctuary. While the other provide solid fixing, being set back a turn on mana when you should be aiming to generate as much as possible to get your token production up can really slow you down. More basics, and cheap duals like Sunpetal Grove, Fortified Village, Canopy Vista, and Temple of Plenty that either enter untapped under the right conditions, or at least provide some extra utility, I believe would be preferential. To put it in perspective, would you rather gain 1 life, or scry 1? Would you rather have a guildgate, or Scattered Groves that does the same thing, but can be cycled AND more easily fetched?
In addition to that fixing, more utility lands would also be worthwhile for you. Hashep Oasis and more relevantly Shefet Dunes provide mana for you while also giving you the option of pumping your creatures. I personally run other cards in my own Arahbo deck like Homeward Path and Scavenger Grounds as well, but you could tailor those to your personal meta.
I'd also like to discuss putting some redundancy in your deck.
When it comes to your commander, Mirri is nice since she locks down combat, but there are other options here that can perform similar roles! Crawlspace provides a similar protection effect, although it allows two creatures attacking and not one. Citadel Siege allows you tap one of your opponents' creatures each turn, so they can only ever attack you with their second best option! On the offensive side, Krosan Vorine is another cat(!!!) that with provoke forces your opponent into bad blocks. Likewise, Odric, Master Tactician provides similar combat control.
I notice you have a pretty heavy equipment focus, but with the amount of token generation that Mirri benefits from, more anthem-esque effects like Mirari's Wake and Marshal's Anthem would be appreciated. Two that I can think of off the bat would be Spear of Heliod and Bow of Nylea. Both provide excellent utility outside of their offensive boosts. If you have Mirri and the Spear out, 3 open mana means your opponent KNOWS that their creature can die that turn. Likewise, the Bow makes blocks even tougher even WITHOUT Mirri, not to mention it's such a Swiss Army Knife otherwise!
The last thing I'd like to cover are you win conditions. Going wide with your tokens is critical to your strategy, so let's find a way to take maximum advantage of that. Throne of the God-Pharaoh and Jazal Goldmane stand out to me as some of your best finishers, but we can add more. If you have the budget for it, Craterhoof Behemoth is one of the best token finishers out there, but if you're looking for a cheaper option (albeit slightly weaker), Decimator of the Provinces provides a similar Overrun effect on a body. I'm a big fan of infect, so Triumph of the Hordes is something I would include in my own Mirri deck, as it's such an efficient blowout card. I can understand if you're not keen on infect, though. Finally, True Conviction can quickly turn games around when you'd otherwise be down and out thanks to the massive lifegain it provides, not to mention board-wide double strike often being enough to end games.
I know I went on and on here, but I do help this was of help to you! Please, I'd love to hear your thoughts.
1 month ago
It's worked very well so far. I've played half a dozen games.
2 games, I got to stack all 3 Epics.
1 game, I assembled a ton of mana and Helix Pinnacled.
2 games, I put together Form of the Dragon + Phyrexian Unlife + Sandwurm Convergence. I lost one of these, but it was close1 game I lost by decking out, but I was interacting, drawing, ramping and functioning.
Ixalan also brought several vig upgrades. Axis of Mortality
Form of the Dragon
is another combo (and increased density makes finding a combo more likely). Like the other pieces related to Form of the Dragon, Axis also has a defensibmve benefit alone.
Vance's Blasting Cannons Flip is more card velocity, and flips into a small mana sinc when T triple-epic occurs.
Search for Azcanta Flip is filtering, an enchantment, and then flips for land and better filtering. It's also a powerful two-drop, which is a weaker cost in the deck
1 month ago
Sandwurm Convergence would be hilarious as another finisher here. Ramp into it on turn 5, enjoy your tokens. :)