Savage Twister

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Savage Twister

Sorcery

Savage Twister deals X damage to each creature.

Stardragon on

1 year ago

hmm a single copy of Bow of Nylea would be good, its probably god weapon I use the most (and not just because im a green main) with Whip of Erebos coming in a close second that i use the most for it's utility and cheap cost, Kessig Wolf Run for either a mountain or a temple again for utility Skarrg, the Rage Pits for the same reason though i don't think you need both just which ever one you like more. and i love how simple the deck is but your or real form of removal is badgersaur and relies on discarding non creature or lands, so things like Hull Breach or Decimate could help with problematic things and Savage Twister in case you need a board wipe Starstorm works here to, there are others that could work but these are flexible in how much damage you want to do and i personally like them better than Blasphemous Act for there flexibility. Asceticism is expensive both mana and price and it doesn't add to the board state immediately but it's protection from spot removal and debuffs and a form of recursion.

If need be for a sideboard (I don't know if casual has a side board) i would put some of these for flying hate since that would wreck you since you have no fly protection things like Spidersilk Armor or Gravity Well. Indestructible destoryers like Burn from Within or Hour of Devastation would be ok as well. And if your opponent is blue Prowling Serpopard can help protect your badgers

For now thats it maybe after a night of sleep i'll be able to think of more but for know this should give so fat to chew on.

Squee_Spirit_Guide on Natural Disasters - RED!

1 year ago

I like the theme of this! Finally a commander deck I can understand :). What about Volcanic Geyser?

Mirage was actually a great set for this theme. You've already got quite a few of them (including my favourite, Torrent of Lava). Cinder Cloud also exists, but probably wouldn't make the cut.

If you ever create a combined version you'd have access to Savage Twister too.

Xenaphix02 on Ill-Tempered Loner = Mass Evasion …

2 years ago

It's funny that I've talked about this before, but Gruul board wipes are way underrated. You should def consider running cards like Savage Twister and Klauth's Will that let you set the damage. Since most of your best creatures will have 4+ toughness, there's a good chance you'll find yourself a favorable trade. The fact that they synergize so sweetly with the loner is just sweet.

TypicalTimmy on Should I Use Board Wipes …

2 years ago

You may want to consider the Timmy route and go for massive X-spells, such as:

Also Anger of the Gods is underrated and can prove useful against certain archetypes. Now while it is true that you are hitting your own Werewolves in this process, you can always cast more, hold back on them, or find ways to get them from your graveyard. For example, Feldon's Cane, Renewing Touch, Piper's Melody, Cranial Archive and Elixir of Immortality.

Have land tutors and land ramp spells and the rest as Werewolves. Now you can ramp out Werewolves to apply pressure, wrath the board and get your puppies back. The goal of the deck would be to wear thin your opponent's resources with a continual assault across the board at all times.

As an added bonus, his reverse side wants to have tons of mana anyway, so focusing on X-cost spells is perfect.

I'd recommend Skyclave Relic and Empowered Autogenerator for some serious ramp, and Lithoform Engine and Strionic Resonator to copy his ability, and Rings of Brighthearth

Xenaphix02 on Should I Use Board Wipes …

2 years ago

I feel like you should still be running board wipes. Werewolves don't rely on tokens very much so you need cards that can hose decks that want 10+ small creatures on the board. Savage Twister, Klauth's Will, Anger of the Gods, and Storm's Wrath all either wipe away small creatures or let you set the amount of damage dealt. They might hit your own creatures but trading 2-1 is a pretty good rate.

Stardragon on Tovolar's pack

2 years ago

Forgot about Xenagos, God of Revels for more buff creatures

Weapon Surge and Dynacharge- for field wide combat buff

Broken Bond solid remove plus ramp, Cindervines a much smaller Ruric but can add up, Destructive Revelry one of the best artifact/enchantment removals in my opinion, Wilt is ok the cycling can help some but not the greatest, Decimate/Hull Breach just some of the best removals

Board wipes- Savage Twister,Blasphemous Act, token and small creature wipe Anger of the Gods

Some creature removal as in fight cards-Epic Confrontation, Hunt the Hunter, Neyith of the Dire Hunt, Pounce, Prey Upon, Primal Might, Setessan Tactics, Titanic Brawl and Ulvenwald Tracker

Stardragon on Feisty Gruul Mother

2 years ago

Crucible of Fire, Obelisk of Urd,Vanquisher's Banner or Jugan, the Rising Star to buff your dragons and give you more card draw, Gruul War Chant or Goblin War Drums to give them even more evasion Purphoros, God of the Forge, Impact Tremors and Warstorm Surge for more ETB Burning, Balefire Dragon for massive field clearing potential (the bigger it get the damage it to the field) Moonveil Dragon for a field firebreathing effect, Dragon Broodmother for big tokens, while not dragons Neheb, Dreadhorde Champion and Neheb, the Eternal both ramp you very well, Ryusei, the Falling Star, Star of Extinction, Savage Twister, Starstorm and Blasphemous Act for board wipes. Red rituals like Pyretic Ritual, Seething Song, Mana Geyser or Battle Hymn quick mana and Braid of Fire for steady ever increasing mana. Can't go wrong with the Bird duo of Birds of Paradise and Gilded Goose for mana nor is Archetype of Endurance bad for protection Gratuitous Violence and Fiendish Duo are both one sided Furnace of Rath. Fervor or Fires of Yavimaya make dragons hasty, and Glorybringer and Combat Celebrant can be massive boon and if you Seedborn Muse you can alway have them untapped as exerted creatures only don't untapp during your phase but since seedborn untaps during opponents turns they also untap so you can get 4 free damage and an extra combat step ever turn. Savage Beating + Spellbinder can give free extra combat and if you use this combo the entwine also happens so you get both Savage Beating's effect's each time it goes off.

Idoneity on Land Twins

3 years ago

Alright, let's do this.

Good day to you, FacetiousFanboy. Now, I have a mere one lands-matter deck, whereupon 'tis the extent of my knowledge upon the strategy, but 'tis something I have meticulously tinkered for quite the meiny of years. Therefrom, I may offer my enlightenment.

Upon the very intrinsic parts, we have the categories of a commander deck: removal, wraths, card draw, ramp, lands, recursion, and engines. Being a legendary creature in the modern era of Magic, Mina and Denn grant a splendid engine from the command zone. Allow me to touch upon the basics within the decklist.

In order aforesaid, removal:

I mayn't have ever seen Relic Crush, but I do not like it. Five mana to kill two things is far too inefficient, thus I would recommend you take this out of the deck. Force of Vigor is better on most accounts.

Storm the Citadel requires you to have a board state, and requires a sorcery-speed deployment. Removal is best utilized in surprise, and being a sorcery negates such a factor. I do not like this card.

I would add Chaos Warp, for it hits any permanent at an efficient cost and at instant speed. One I much like is Hull Breach. Two-mana, two targets. It does not get much better than that.

Unto wraths:

I have noted a supreme lack of wraths. I have also noticed some inefficient X-spells for which you intend to use twelve or so mana. Try removing Banefire, Clan Defiance, Spitfire Lagac, Tunneling Geopede, and Living Twister. The pinging effects matter little until the opponents are sitting at seven life. Living Twister is one I have tried and disliked. Banefire and Clan Defiance hit the opponents' face, but do near to nothing in terms of furthering your board state. These are great when you are ahead, but you currently have no options for when you are behind.

Try Blasphemous Act, Chain Reaction, Molten Disaster, and Savage Twister. In the event of you finding one, do add Ezuri's Predation.

Upon card draw.

If you so desire X-spells to utilize, I would add Commune with Lava. It may be cast upon the endstep before your turn, and thus offers many more option without requiring you to tap out.

Escape to the Wilds offers a new hand and an additional land drop, whilst being a mere $0.25.

Well, Valakut Exploration has impressed me. It is essentially another Horn of Greed, which bears much dint. I would add these both for the endless engines they offer.

Similar yet potentially better, Tireless Tracker. Clues are fantastic, and are a splendid devotion of mana for use at any time. By this argument, I would kill Seer's Sundial. I have attempted the Sundial, but it requires a mana dump immediately as averse to any time.

Courser of Kruphix is just better than Grazing Gladehart. It may be half of the life gain, but the card draw off of the library's top is fantastic.

Outside of land-related draw engines, there are the basic ones of Outpost Siege, Elemental Bond, Guardian Project, and Harmonize.

Ramp, of course.

Notably, you are in Green, the very pinnacle of ramping. I would add the basics of Rampant Growth, Farseek, Harrow, Nature's Lore, Three Visits, Skyshroud Claim, and SOL RING.

As to what should be removed, Rootweaver Druid ramps you for one and an opponent for two. It could ramp you for two and your opponents for four. You always come out behind in this exchange, and thus I would see this fit for exclusion. Far Wanderings is great, but best if you have a full graveyard. This deck cannot achieve Threshold too easily, thence this effect may be improved.

Returning from the grave, recursion it shall be.

This is an optional field, but it is nice to have an option or two. I see but Seeds of Renewal. Seven mana for two things returned? I nill. Bala Ged Recovery  Flip serves as a land early and a win condition late. Eternal Witness is just always fantastic.

Start your engines.

What in heck is this Sporemound Nonsense? A five-mana 3/3 that spawns 1/1s. Quite lacking indeed. I do not see any justification for having this in the deck.

Crash of Rhinos is cute, but does not accelerate your gameplan by itself. Large, but not unbeatable. I am not fond of Akoum Hellkite myself, but it is better than others of what I would remove.

Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.

Zendikar Resurgent doubles the mana and offers much card draw, winning the game once you untap. Beast Whisperer is similar, but an early-game card.

Given the number of tokens you create Purphoros will drain the opponents' life apace. In the same avenue, Evolutionary Leap can offer defense if someone attempts to kill a creature, or it can find a better use for your tokens.

Comet Storm is a far more efficient version of the X-spells you had opted to include, for it can remove problematic threats or multiple problematic players.

Unto finality, Genesis Wave can plop out most of your deck upon the table, and it is difficult to lose from there.

Conclusion.

Thus is the end of my babbling. Pardon the overlong comment, but I do hope it was of some aid.

I do have my own list, as forementioned, built around the lovely Hazezon Tamar. If you would so deign to peer upon its glory, that would be splendid.

The Lands Restored

Fare thee well.

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