Land — Forest Plains
(: Gain or .)
Printings View all
|Vintage Masters (VMA)||Rare|
|Masters Edition IV (ME4)||Rare|
|Masters Edition II (ME2)||Rare|
|Revised Edition (3ED)||Rare|
|Revised Foreign Black Border (3EDFBB)||Rare|
|Unlimited Edition (2ED)||Rare|
|Collector's Edition (CED)||Rare|
|International Collector's Edition (CEI)||Rare|
|Limited Edition Beta (LEB)||Rare|
|Limited Edition Alpha (LEA)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Savannah occurrence in decks from the last year
All decks: 0.64%
Commander / EDH:
All decks: 0.05%
GW (Selesnya): 0.89%
2 weeks ago
How is your early ramp? Most competitive decks run things like Wild Growth, Utopia Sprawl, Carpet of Flowers, other 1 cmc dorks etc, rather than Skyshround Claim, Cultivate, etc. (Three Visits is another nonbudget card that I think is better than Cultivate in a competitive combo deck. There's also Arcane Signet, Talisman of Unity, Fellwar Stone, Mana Crypt, etc)
Would it be possible to shave off some combo lines, focus on only the best ones, and free up more slots for ramp and maybe removal/interaction like Nature's Claim or Veil of Summer or Rebuff the Wicked.
I totally get why this deck doesnt run hate bears like most competitive GW decks would. But on the other hand, I worry about it not having enough removal for OPPONENTS' hate pieces which could stifle the combo.
3 weeks ago
AscendedLandfalls, I appreciate you asking me some hard questions. Yes, lands are definitely the top option as most EDH decks don't run land destruction, but the only viable option (In my opinion) you've suggested thusfar is Farseek. It's a good card, but i'm having a hard time finding a place for it. What would you cut? and why.
I do have some comment for some of your statements: "since you are running Defense of the Heart and some high cmc spells, which are cards for mid-range decks, not fast decks, I wouldn't worry too much about a few lands coming in tapped since it also allows you to color fix early on, but this is also predicated on running a few more basic lands."
Spells like Rampant Growth just aren't a good fit for the deck as it is. To get the most use out of Growth i'd have to cut either filter lands or utility lands to make room for basics - that doesn't make sense, and would only serve to weaken the deck's manabase overall. Additionally, with lands coming in tapped early on, I lose out on opportunities to play my 2 or 3 drop mana rocks. I disagree with your logic as lands entering play tapped can potentially waste a play early or late game.
I was not aware that Defense of the Heart was an enchantment geared more toward mid-range archetypes - could you provide a source? This deck isn't intentionally designed to be a "fast archetype" (what do you mean by fast? like aggro?). I guess to that point I unintentionally built a midrange deck as I can "combo" with a soft lock on the board (utilizing Tangle Wire and a proliferation source - while proliferating poison counters, ideally). The alternative strategy is trying to swing in with an infect creature and pump it up with enough +1/+1 counters to go for lethal before an opponent can go for a combo.
Honestly, I don't run Vampiric Tutor because of two reasons - 1. I have no idea what I would cut for it, and 2. I'm still paying off my Revised Tropical Island (in played condition) + Savannah (in lightly played condition). I have a sweet deal with a friend (he's a legacy player) who wants to offload some revised dual lands (he's upgrading to unlimited) and is giving me a steal of a deal. So, i'm currently working on paying off those two cards and the deck will be fully assembled in paper. What would you cut to make room for Vampiric Tutor? Inexorable Tide? Maybe Lux Cannon. It's a pet card that I enjoy...so I feel at odds about removing it. Plus it is a gaudy distraction on the board, especially when I have multiple proliferation sources active.
My landbase is pretty competitive as I want to give this 4 color deck as much of an advantage as I can. This deck isn't meant to be casual, but not entirely competitive either. It's in a strange place where it's a strong deck that can win knock out an opponent as early as turn 4 or 5, but defeat all opponents around 7. Personally i'm not a fan of Stax, as I enjoy actually playing against others. I could push the deck a little further in that direction, but what I really want is a strong and viable means of sealing a win via Infect/Poison counters. My personal hope is that the upcoming Commander Legends set will have something of use to that end. I know Infect is a parasitic mechanic, but it is one that I champion and will forever advocate for.
Thanks for the talk and criticism so far, I look forward to more from you.
3 weeks ago
AscendedLandfalls, thanks for the comment and suggestion. I haven't thought about running Dryad of the Ilysian Grove because outside of color-fixing and a psuedo Wayward Swordtooth effect for it doesn't offer the deck much. Worse yet, it's a very unsafe form of color-fixing as it is on a creature body that can easily be removed by a whole host of different targeted and non-targeted spells. I'll argue that it suffers from something similar to the "glass cannon" trope where it's super strong in some aspects - but super vulnerable at the same time.
Rampant Growth is good ramp in a certain context. I don't run that many basic land cards in this deck (only 3) so it's not really worthwhile to include. Farseek is probably more worthwhile as it can find typed lands, but paying for a tapped land doesn't seem as appealing as a mana rock for the same cost. You say Skyshroud Claim is not efficient? For I can tutor for two lands that come into play untapped and can fetch any forest typed land. That means I can fix my manabase by fetching any two of the following - Tropical Island, Bayou, or Savannah (or their shockland equivalent). If you think this spell is not efficient, then please tell me what i'm missing because I think it's nothing short of amazing for a multi-color deck.
1 month ago
Likely you'll be priced out on some of these, and you may not even want to pick them all since some make others slightly weaker... but these are all worth thinking about. Not exhaustive, but I favored the cards that let you play your spells "on time". (I.e. I gravitated away from the duals that etb tapped.)
1 month ago
Kaioken88 If you want to add in more competitive cards Here is a list: Vorinclex, Voice of Hunger, Yosei, the Morning Star, Acidic Slime, Liliana of the Veil, Reveillark, Survival of the Fittest, Jarad, Golgari Lich Lord, Phyrexian Altar, Ashnod's Altar, Grave Titan, Tooth and Nail, Savannah, Scrubland, and Bayou. But in all honesty, its how you play the deck and if you want to combo off or not that will determine if you are competitive or not
1 month ago
A typical turn 3 win would include fast-mana, a land, a 3-cmc creature, and Birthing Pod. For example a hand (we'll even assume two mulligans) consisting of:
With this we can play Savannah, Mana Crypt, and Ramunap Excavator turn 1. Then, turn 2 we play Wooded Foothills and Birthing Pod, and even without activating it that turn, we could potentially combo off on turn 3.
Note that this is under goldfish conditions. At any point, our Crypt or Pod could be blown up or countered, and our chain disrupted with spot removal. It would also pay to play Abolisher and protect our combo.
While we and most other decks in cEDH have the potential to win on turns 1-3, that rarely happens due to interaction from the rest of the table. This is why our stax and interaction pieces are so important, and why slowing everyone else down before trying to combo off is often the better plan.
The Earthcraft/Altar combo is mostly weak to counter spells, but is fairly resilient otherwise due to being instant-speed. It is, however, the back-up plan. It is more something that we draw into incidentally, or tutored for after the fact, as we should be focusing on the Kiki-Jiki lines as much as possible. They are the fastest and require the least amount of board presence.
3 months ago
totterygrain: You generrally want to prioritise U/G mana to increase your chances to it early game. So you want more lands that can produce both of those. And with a reduced requirement for white mana you don't need Arid Mesa, as its two targets are generally going to be Savannah/Tundra to get your U/G. So in its place you're just better off with another source like Yavimaya Coast.