|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Uncommon|
|Dragons of Tarkir (DTK)||Uncommon|
Combos Browse all
Creature — Dragon
Flying Whenever Savage Ventmaw attacks, gain . You don't lose this mana at the end of steps and phases until the end of your turn.
Savage Ventmaw Discussion
1 week ago
Glad to see another Timmy on this site!! If you don't know, a "Timmy" is the kind of player that likes what you described in your bio: Big mana, giant creatures, huge plays, and overall just having fun.
My #1 most beloved creature in all of Magic is Savage Ventmaw . You're telling me that I can swing for 4 in the air AND get six mana out of it?? What?! Second would be Shaman of the Great Hunt . So now let me dump that mana into a fresh hand of cards!!
Anyway, yeah :)
1 week ago
I would cut the monuments as they are a little underwhelming
I personally love Karrthus, Tyrant of Jund as a haste enabler and to mind control any dragons your opponents might have or stole from you.
Definitely have a look at Urza's Incubator as the cost reduction can be fantastic.
Hope these suggestions give you some ideas.
3 weeks ago
Essentially you get to take an extra combat step for only 1 mana each time.
3 weeks ago
I do have to echo LordTea's suggestion on Dragonmaster Outcast - it has good synergy with Dragon Tempest . Speaking of lands however, I think the deck needs some viable budget fetchland options- just about any deck could benefit from Zendikar/Onslaught fetches...but not everyone has the budget for them. There are budget conscious fetchland options in the form of Mirage fetchlands. They do come into play tapped, but they function just like any of their more high-end counterparts. Another suggestion along that line of reasoning would be the inclusion of more typed lands - if you can afford them, pick up some Shocks. But some cheaper viable options would be the Bicycling Lands from Amonkhet.
2 months ago
Oh! And as to "how to use Worldly Tutor ": Depends on when you draw it/what you need at that moment: Early game it's often Set-up (ramp or token generator). Mid-game it's often Toolbox Dragon (card draw or removal). Late game it's often Payoff Dragon (double strike, Scourge of Valkas , Utvara Hellkite ). Or mid or late game you can snag Scion of the Ur-Dragon and use it as the start of a dragon-tutor chain, perhaps into the reanimation plan, or go for a combo piece like Birds of Paradise , Selvala, Heart of the Wilds , or Savage Ventmaw if you've drawn or can tutor into Aggravated Assault . It's always good/always flexible and helps, like the other tutors, smooth out a rather greedy game plan for the deck.
Early game, you're most likely getting Selvala, Heart of the Wilds , as she's the biggest potential payoff ramp creature, has incremental card draw attached, and can combo (so long as another rainbow dork is in play) with Aggravated Assault .
3 months ago
I strongly suggest you drop at least one color, add significantly more ramp, 2 more lands, and significantly more disruption. If you want to go for something unique, drop Red and focus on pairing Green with either Black or Blue. If you want something more competitive as well as having the broadest options overall, R/G is the way to go.
About Disruption and Sideboard stuff: Assassin's Trophy is awesome, if you go G/B, you should run a full set for sure, and that in addition to at least 4 other disruption spells. Consider you current sideboard - you've got an arsenal in there, but only 2 non-creature/non-land slots open for swaps, meaning you'll have to drop creatures to sub in cards that probably should have been in the mainboard in the first place. As a general rule of thumb, you want to sideboard in/out disruption for disruption, creature for creature. That's because creatures with niche abilities are usually only good in some match-ups. The same thing is true with disruption - for example, Geth's Verdict is great against Bogle/Aura decks that run only a few, usually hexproof creatures. But in general, something more direct like Doomblade is more useful. So a deck might mainboard Doomblade and swap it out in some matchups.
Other stuff to consider: the more ramp you add, the faster quicker you'll get to top-decking. So draw card or tutoring will be helpful. You've currently got quite a few Legendary creatures, so perhaps Time of Need would be good here. Harmonize is among the best draw-to-CMC deals out there, and with sufficient ramp, will be easily cast-able. A planeswalker like Garruk, Caller of Beasts could be possible, too.
Here's some concrete numbers on what I'm suggesting: 24 Lands (no more than 2 colors), 20 Creatures, 4-8 of which are mana dorks. 4 Removal spells. 4 additional disruption spells (more removal, or protection, or fog, etc). 4-8 additional ramp spells (Search for Tomorrow, Utopia Sprawl, etc) (total of 12 ramp spells). If slots are still open, 4 additional synergy spells - Planeswalkers, draw card, utilities (like Quest for Renewal , Unearth , Mass Hysteria , Impact Tremors , etc.) Target AVG CMC: 3 or less. (3 is quite high!)
Probably the easiest way to move forward here is to pick 1-2 creatures you really want to build around, and start with them. Add ramp and draw/tutor. Then consider all the most likely threats and find spells that disrupt that stuff. You'll have at least 60 cards after adding land.
A note on the "Competitive Meter" - that thing is completely unreliable. It's just looking at how many cards you have that are included in at least one Teir 1 deck. To illustrate this, I created, 100% Competitive, 100% Loser, which includes only lands that produce the wrong color mana so it's impossible to cast anything. Yet the meter says 100%. So you should really just disregard it completely.
3 months ago
I pulled this idea off of BMHKain's profile. Hope that's okay mate! :D
The premise is simple: We design our own User Spellbooks!
EDIT: Cleaning up a bit :)
For those who need a little refreshing, a "Spellbook" is something WOTC is attempting to do for certain Planeswalkers. Jace and Gideon currently each have one. These are collections of specific cards that key toward the attributes of that Planeswalker within their color(s).
Each Spellbook contains 8 cards - of which 7x instants / sorceries / artifacts / enchantments. We have yet to see if creatures are included.
If you'd like to create a Planeswalker card that is a reflection of yourself, your motivations, interests, hobbies, whatever please feel free to do so. However, that is really more so something for the Custom Cards Forum. Otherwise, please feel free to pick a Planeswalker that speaks to you and use them to run your Spellbook! We understand not all color combinations have Planeswalkers associated to them, and some might not fit your vibe. If you can find a Legendary Creature, please feel free to use that too :)
Tips on what spells to select:
- How you enjoy playing MTG
- How you personally feel IRL
- Cards that speak to you on a personal level
- Cards that you just think are super awesome / weird / unique
- Cards that you enjoy to build around
As for the colors, I would say try to think of what color combination fits you best. Do you love to control the board and as such find Azorius or Jeskai fits your personality? Are you a relatively calm person, but you love to have titanic and explosive plays in Selesnya? Do you have an unsettling rage in your heart and want to watch the world burn under Rakdos' ire? Perhaps you just love big fluffy animals and want to go mono-green!
This is YOUR Spellbook! There is no right or wrong answer; Only your personal feelings and attachments to the game. With that said, have fun! :)
I love big, stupid spells. High-cost trap cards that most people wouldn't be caught dead with. I love playing fringe decks and making things work. I find, in my core, Gruul is the most fun. I get the speed of red, but the titanic plays of green. :)
1.) See the Unwritten - One of my most beloved cards in the whole game. Seriously, you're telling me for I get to cheat out two gigantic creatures?? WHAT YES
2.) Predator's Rapport - Ever see a player gain over 2,000,000 life in a single game of Magic? If not, it's because you haven't played me. I use to run a seriously overpowered ramp deck where I was able to double the number of counters on Heroes' Bane 18x. Yes. Eighteen times. That's a Power / Toughness of 1,048,576 / 1,048,576. Cast this spell and that's 2,097,152 life.
3.) Gruul Charm - I feel like this spell is dramatically underrated. Let's be honest here; Most games don't see a lot of flyers. So an Instant that prevents basically the entire boardstate from being able to block is outrageously powerful. In EDH, this is a great card that ensures victory. It is absolutely a staple in my aggro arsenal and catches many players off guard.
4.) Rolling Thunder - I love massive plays. This also means I love having insane amounts of mana. And what better use to put that mana to than to burn the entire battlefield to the ground! The thing I love about Rolling Thunder is I can specifically designate how much damage I need to go where, and just how many "wheres" are entirely up to me. It allows me to finetune my resources, take down the biggest threats, and dismantle key pieces of combos or synergy. It's a really good sweeper that specifically targets what you need it to target. Yes there are red spells that blow up everything, but sometimes you don't need to do that. A lot of red spells also damage your own creatures, which is never okay. Rolling Thunder allows me complete control, which is what I want when I am going into a blind frenzy, lol.
5.) Ruination - Because I don't need friends. Best way to lock players out of the game is to set them back to square one. Not only do I get to save hundreds of dollars by going all basics, I also get to utterly and entirely destroy every single opponent I am up against. How this card is not seen more often is beyond me. I guess people enjoy having friends, huh? Lol
6.) Howl of the Horde - Honestly, the only thing better than casting big, stupid spells is being able to cast a second one for free. And you know what's better than that?! CASTING A THIRD ONE FOR FREE BECAUSE I ATTACKED YOU! Now, on it's face this may not seem all that impressive... but when you HOTH a See the Unwritten and cheat out 6x creatures, or when you HOTH Predator's Rapport and gain so much life it's basically an alternate wincon, it's just a great feeling. Additionally, I can shave 3 mana off of my Rolling Thunder and just triple the damage output in general. The utility behind this card is amazing and I love it.
7.) Savage Beating - Hey man, I heard you like to attack. So we put some more attack in your attack so you can attack while you attack. Do you love to deal tremendous damage? DO YOU LOVE BURNING MANA?! Then boy howdy do I have a spell for you! This is an Aggro's wet dream! All of those attack triggers suddenly kick into overdrive. All of my Dragons suddenly are dealing 16 damage each! Oh, and don't even get me started on the crap Savage Ventmaw can pull off with this! What, you thought I didn't have a way to pay for all my jank ;) Silly you :p
8.) Xenagos, the Reveler - Obviously my choice to run my Spellbook, if I had to choose one. Can you tell? :)
3 months ago
you and I have similar decks, looked over yours and I think your ramping is a bit higher than mine. I look to try and cheat as much mana as I can through cards like Doubling Cube , Mana Reflection , Nissa, Who Shakes the World and Savage Ventmaw to bump up all my direct damage cards or my fatties that work with "x"
Feel free to take a peak at my deck and see if maybe there are any cards/ideas that tickle your fancy Hydra Smash Face Melt
Savage Ventmaw occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
RG (Gruul): 1.06%