Artifact Creature — Scarecrow
Whenever Scaretiller becomes tapped, choose one —
- You may put a land card from your hand onto the battlefield tapped.
- Return target land card from your graveyard to the battlefield tapped.
Printings View all
|Commander 2019 (C19)||Common|
Combos Browse all
|Commander / EDH||Legal|
3 weeks ago
Sick deck. Is King Macar, the Gold-Cursed being used with Freed from the Real and Phenax, God of Deception? That's a disgusting combo. Also, doesn't the Undead Alchemist + haste effect only work if you hit creatures? What if an opponent has all noncreature spells in their library?
Below are my initial thoughts. I'm no mill authority, so take my suggestions with a grain of salt. The most important thing to remember when playing commander is to play the way that YOU want to play, not someone else. These are just some cards I might put in if I was piloting Phenax.
You could use more draw. Cards like Windfall and Whispering Madness are excellent sources of both draw and mill. Ponder, Preordain, Chart a Course, Compulsive Research and Consecrated Sphinx are simply solid draw effects. Additionally, Rhystic Study is probably better for our meta than Mystic Remora, I'd say half the decks at our LGS don't play noncreature spells before turn three.
I think you need more efficient mill effects. Mesmeric Orb, Memory Erosion, Altar of Dementia, Altar of the Brood, Dreamborn Muse and Nemesis of Reason are cheaper and more effective than some of the millers you're playing.
Finally, stronger ramp is needed. I think cards like Scaretiller and Nyx Lotus are too slow and conditional; you want ramp that will immediately take effect. Consider Thran Dynamo, Solemn Simulacrum, Talisman of Dominance and Arcane Signet.
I think if you take some of the cards I've mentioned here and trim down some of the extraneous cards from your deck you can definitely power it up to a seven. Also: I wouldn't remove a ton of cards right away. I've found it's better to make small changes here and there, it's easier for me to see the card's impact on the deck.
3 weeks ago
4 weeks ago
1 month ago
Hey, Worldgorger would make your deck unfair. Without it you could still play reanimation, but fair reanimation. There's nothing wrong with fair reanimation it can still be powerful and fast, it will just take longer to win a game. The upgrade would be to reanimate better budget creatures and add support creatures/other cards that can help reanimation. Reanimation would be one of the most simple of upgrades you could make by replacing subpar creatures with better ones to reanimate and subpar cards that only belong in a precon with better ones.
Glint-Horn Buccaneer can be an unfair creature with combos or just a fair creature who can repeatedly hurt your opponents, but not kill the table. Buccaneer is good with wheels because wheels make you discard all the cards in your hand which can be a lot. Repeatable wheels can really do a lot of damage to your opponents with Buccaneer. Wheels are good with reanimation. Could replace Scaretiller with Buccaneer.
Dragon Mage is an upgrade of a big creature to reanimate who can be a repeatable wheel. Chainer, Nightmare Adept is good with repeatable reanimation with Doomed and Apprentice Necromancers. Chainer is also amazing with Magus of the Wheel who can be a repeatable wheel effect. Could replace Boneyard Parley with Mage. If not playing Worldgorger then Bloodhall Priest is lackluster esspecially with wheels. Could replace Priest with Neheb, Dreadhorde Champion, who can be another repeatable wheel effect.
These are just a few examples of upgrades to expand on reanimation.
1 month ago
Hey, you're welcome :)
What's the max budget you have to make card upgrades? When you finish making upgrades what price range can you have for total deck cost? The precon for example at $60 is low and I would hope you could afford at least $50 for upgrades. If you can afford more expensive price cards then my card suggestions will be different then if you can't. Smothering Tithe and Birds of Paradise for example are very good cards for ramp, but they might be too expensive for the budget.
What advice about upgrades would you like?
Some cards from the precon that can be cut since they're not as good as others or don't have good enough synergy with Ghired:
- Blossoming Sands
- Graypelt Refuge
- Kazandu Refuge
- Rugged Highlands
- Cliffside Rescuer: can only protect something once which is not worth it when there's options that can be repeatable.
- Doomed Artisan: these tokens are not worth populating.
- Roc Egg: has to die before it does anything.
- Heart-Piercer Manticore: can be fine as creature removal, but I think there's better options.
- Scaretiller: too slow as ramp or anything else.
- Tahngarth, First Mate: belongs in it's own deck as Commander General.
- Atla Palani, Nest Tender: belongs in her own deck as Commander General.
- Soul of Zendikar: there's better six drops to play.
- Emmara Tandris: there's better seven drops to play.
- Tectonic Hellion: yikes.
- Desolation Twin: too much mana and the token is lackluster with no evasion.
- Commander's Insignia: not a good anthem effect for four mana.
- Full Flowering: this doesn't do anything unless you a lot of mana and a have a token on the battlefield to populate.
- Trostani's Judgment: there's much better lower mana cost options to exile a creature. Getting to also populate is not worth four or five extra mana.
- Soul Foundry: too slow.
2 months ago
Impressive performance of a Sen Triplet deck in the video above, and the associated deck link. You might find some ideas in there.
You mentioned you were looking for ways to play an additional land per turn, ideally from your opponent's hand via Sen Triplets I'm sure. You could do that with the following cards by playing your one land per turn from your opponent's hand then use the ability to play one from your own hand.
2 months ago
Great list especially considering the budget! You might consider these: Scryb Ranger, Quirion Ranger, Chakram Retriever, Patron of the Moon, Tomorrow, Azami's Familiar, Myriad Landscape, Bant Panorama, Jund Panorama, Esper Panorama, Naya Panorama, Grixis Panorama, Risen Reef, Well of Lost Dreams, Scaretiller, Path of Discovery, Springbloom Druid
2 months ago
Well, there's quite a few ways to make a deck quicker, the simplest would be just to add more ramp. Rampant Growth , Kodama's Reach , Nature's Lore . Having Ghired out by turn 4 is good, so try to stay under 4 CMC with ramp spells.
The deck, like any precon deck, has quite a few weird cards that don't fit the main commander, for example Tectonic Hellion , Tahngarth, First Mate , Marisi, Breaker of the Coil , Scaretiller etc. These are interesting cards and they have homes, but Ghired probably isn't that home.
When playing, check which cards are underperforming, as well. Some do fit your theme but simply aren't very efficient. Some, like Emmara Tandris or Desolation Twin can come down to late with too little impact. Of course, it's ultimately your call, some people, myself included, enjoy using less efficient cards if they have fun effects. It's commander after all, it's about using the cards you enjoy!
Having a faster star will absolutely help, but being able to hold out for a longer game will benefit you too, which is why card draw is important as well! Card draw is very valuable in commander, so some more of that couldn't hurt. the deck already includes some awesome draw cards like Ohran Frostfang and Idol of Oblivion but there's plenty of other great draw spells as well and it's an effect you're likely going to want lots of. I like Rishkar's Expertise a lot personally, and Return of the Wildspeaker is awesome, being either a draw spell or an Overrun effect if needed.
If you'd like to see more suggestions, I recommend the site EDHREC. You could use it to see what cards other Ghired players use, which can be very helpful! Although remember to make your own decisions on what to include too, the majority's not always right. Just see what cards are the most fun to play, that's the most important!
Hope this helps! Happy populating!