|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Mythic Rare|
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Return any number of cards with different converted mana costs from your graveyard to your hand. Put Seasons Past on the bottom of its owner's library
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Seasons Past Discussion
1 day ago
I get your point. I'm not too fond with the enchantment version. The point of the card was to feel like a rakdos version of Seasons Past, so the possbility of chaining is part of the idea. Changing the cost back to 2RB indeed seems correct. The other possibility seems to be 1RRB.
3 days ago
Building and testing my Omnath, Locus of Rage deck I realized that 2 mana for fetching a basic land is good, 4 mana for fetching two lands is great, but 6 mana for fetching three lands is a terrible deal. If you are casting such an expensive sorcery you should get a way bigger effect on its own before adding any synergies. Boundless Realms is a great card but Nissa's Renewal and Verdant Confluence are lacking heavily.
Getting three cards form graveyard from Verdant Confluence instead is okayish, but for that end is way better Seasons Past it usually gets me five to seven cards form the graveyard.
Traverse the Outlands is just a lower cost sorcery that in this deck will usually fetch you at least five lands.
I'd also add some sacrifice outlets such as Goblin Bombardment, Ashnod's Altar, Altar of Dementia, Breeding Pit, High Market, maybe even Skullmulcher, three of them should be good enough. Being able to kill your elementals on command in order to trigger Omanth is crucial.
You may have troubles with flyers so I'd swap Molten Disaster for Chain Reaction, in multiplayer it will be like a second Blasphemous Act.
Ulvenwald Hydra will also be a nice response to flyers. It isn't an elemental but it still synergizes greatly with the deck mechanics. I also like Cloudthresher and Tornado Elemental to fight those pesky flyers.
Spitebellows is a good removal for an Omnath deck, when yopu evoke it you can get a lot of triggers for just three mana.
5 days ago
Yea my deck needs more recursion for sure. I only have eternal witness and a flipped journey to eternity at this point.
I like Seasons Past as it shuffles itself back into the library.
Ill-Gotten Gains is interesting as well as it can enable archfiend and return 3 cards to hand but can also benefit opponents as well.
Malevolent Awakening, repeatable and can use tokens as sac fodder.
Genesis- can discard it and then use its ability from the graveyard.
Nostalgic Dreams - discard and return but like dreams, feels bad if countered.
Phyrexian Reclamation is probably just the best for creature recursion though.
You think of any other cards which can be useful?
1 week ago
Suggested Add: Sphere of Safety, Seasons Past, Simic Charm, Wargate, Altar of Bone, Eladamri's Call, Selfless Spirit, Stifle, Pull from Tomorrow, Disallow, Blue Sun's Zenith, Nature's Lore, Oracle of Mul Daya, Citadel Siege, Teferi's Protection, Argothian Enchantress, Bruna, the Fading Light, Gisela, the Broken Blade, Archangel of Tithes, Umezawa's Jitte, Sword of the Animist, Misdirection, Wild Growth, Utopia Sprawl, Ramunap Excavator, Primeval Bounty
1 week ago
You could focus it a bit more to Enrage, there are still many enrage dinos you could use: Ranging Raptors, Bellowing Aegisaur, Needletooth Raptor, Raptor Hatchling, Siegehorn Ceratops, Silverclad Ferocidons, Trapjaw Tyrant and use enraging cards like AEther Flash, Pyrohemia, Powerstone Minefield, Lightmine Field, Reckless Rage, Savage Stomp, Subterranean Spirit, Wave of Reckoning. The best part of the enrager cards is they also work on their own stopping token mechanics and many other decks. Just the AEther Flash on its own stops so many decks.
Other cards that may prove usefull are Path of Discovery, Thunderherd Migration and you will also need a ton of card advantage to keep the stomping going Elemental Bond, Harmonize, Hunter's Prowess, Mouth / Feed, Seasons Past, Shamanic Revelation, Soul's Majesty...
2 weeks ago
Just read the thread on reddit. Cool primer and really appreciate it.
One question for recursion and graveyard hate, what do you think of Ashes of the Abhorrent? Might not as good as Grafdigger's Cage, but counters Snapcaster Mage and Jace, Vryn's Prodigy Flip alike, without holding back Regrowth, Life from the Loam, and Seasons Past. Meanwhile, I've got the feeling that Raven's Crime might not good enough for the deck, for it might be easily spoiled by random Grafdigger's Cage effects on the field.
2 weeks ago
These are my suggestions on what cards to cut. Feel free to agree or disagree:
Most artifacts in the deck are not worth tutoring/reproducing. In the case of Tezzeret, your mana rocks should be on the field to cast him, not the other way around. The ship's navigator is slow and is better replaced by high greater utility graveyard effects such as Regrowth. You will never win with Mechanized Production and there are both better copy effects out there and no need to use them in this deck. Norn's Annex, Contagion Engine and Contagion Clasp are the only reasonable target in the deck. Mana rocks are better off having more variants of the same thing then this card, Tangle Wire will screw you over, and it doesn't interact with Darksteel Reactor.
Debtors' Knell - This is a 7 costing card. The objective of the deck is to cheat out a biggy by T3,4,5. At this turn, you should either be hard casting the creature or refreshing your hand for another reanimate combo.Noxious Revival - EDH is a slower format and therefore rewards higher impact effects. This card gives you one card after one turn. In contrast, you could be running a more impactful card like Seasons Past. It can give you 10 cards for cost 5.Time Warp - Taking extra turns is cool, but it doesn't fit with the playstyle of your deck. You don't ramp hard enough to gain benefit from its effect and it has negative synergies with cards such as Jin-Gitaxias, Core Augur. At worst it is Explore and at best Atraxa, Praetors' Voice gets to proliferate twice.
2 weeks ago
Damm, I can't resist a good primer!
I'm a big fan of Deathtouch and I love to capitalize on it.
Deathtouch is amazing with Trample and with First Strike, but Rhonas is already Indestructible, so there is no need for First Strike unless you want to make Deathtouch a deck wide theme.
Give trample to a deathtoucher and it will only need to deal 1 damage to each blocker and trample the rest to the opponent, you can easily kill by commander damage. You don't need flashy finishers when your commander is cheap, big, unstoppable and unkillable.
Rancor is definitely a must, Vow of Wildness is efficient, Fists of Ironwood it's nice because the saprolings are great to protect Rhonas agains sacrifices, Berserk a bit expensive but absolutely OP for Rhonas, Ring of Kalonia, O-Naginata low costs and amazing, Loxodon Warhammer all time classic.
Ranged damage and provoking blockers: Nature's Way, Enlarge, Revenge of the Hunted, Tower Above, Nemesis Mask, maybe Seton's Desire. I'm not naming Fight effects because I guess you know them all already.
Pariah's Shield on rhonas and you will never be attacked again.
Rhonas biggest problem may be targeted spells that will usually exile him, bounce him or control him. Blossoming Defense, Ranger's Guile and Vines of Vastwood best thing for only one green mana, Hapatra's Mark is not as good but if you want a fourth one, it exists. Also Homeward Path is always good if you are not the one stealing creatures or animating them from graveyards. Brooding Saurian same effect just in case your meta is full of blue and black decks.
I'd say the amount of card draw you have is OK, but in my deck I would make some changes (personal preferences):
Regal Force out because it has a high cost and it is a "win more" card, If you are losing it won't help you much. You are not going to cheat it onto the battlefield so you most likely won't be able to do anything else in the turn and you'll have to discard many of them. You're not getting any extra juice from it either, no flickering in your deck.
Soul of the Harvest I actually like a lot this card, I put it in many decks, but it never stays long, it always goes back to the album.
Four cards you're considering are better options Elemental Bond, Garruk's Packleader (Lower cost and can trigger from tokens). Hunter's Insight is great, yes. Drumhunter perfectly on curve with Rhonas. I'd add to the list Life's Legacy: I know you don't like to sacrifice your creatures, but getting four or five ccards out of a creature for just two mana is a really good deal. Mouth / Feed I'm liking this card a lot, it gives you a 3/3 body in the early game and a slightly worse Shamanic Revelation from the graveyard. Also Garruk, Primal Hunter fits perfectly here.
Don't forget to include a Reliquary Tower and maybe even Thought Vessel if you feel you're having problems to hold you hand.
I wouldn't bother with the one drop mana dorks, you need a lot of them to be sure you get one in your opening hand, but they are kinda useless after that. It is not so important to have a second turn Rhonas, if they have a Path to Exile, Swords to Plowshares or Reality Shift they will be able to use it anyway.
I would however swap Cultivate, Kodama's Reach and Arbor Elf for Sakura-Tribe Elder, Nature's Lore, Rampant Growth and Emerald Medallion. Arbor elf is one of those one drop mana dorks, Sakura-tribe elder in the late game will be able to block and fulfill his duty of bringing a land. Cultivate and Kodama's Reach are great but they have the same mana as Rhonas, so you will have to delay Rhonas or cast them in the fourth turn instead of a power 4 creature.
Using CMC2 mana ramps will allow you to play Rhonas on the third turn and have a mana open for reactions (remember Blossoming Defense and the other instants to give hexproof I mentioned before?).
Personally, I'd cut all the CMC6 and higher except for Rishkar's Expertise, Seasons Past, Pathbreaker Ibex, Ghalta, Primal Hunger and maybe Zendikar Resurgent and Sandwurm Convergence. Using good lower CMC spells to activate and protect Rhonas making the deck lighter. Keep in mind that rhonas is also a mana dump for the late game and if you are using his activated ability during your turn you won't have mana available for big spells.