|Commander / EDH||Legal|
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Choose one - Return target Aura attached to a creature to its owner's hand; or regenerate target green creature; or target creature gains trample until end of turn.
Seedling Charm Discussion
1 year ago
But like... if someone finds a way to... I dunno... disrupt your combo with... I dunno... removal or a counterspell or like, anything... you just sorta lay down and die. Your deck becomes a normal naya beatdown deck, but with a much worse mana curve.
For stopping counterspells: Prowling Serpopard is great, Gaea's Herald is acceptable, maybe Cavern of Souls but ya know, $$$$. Leyline of Lifeforce, Not of This World, possibly Nullstone Gargoyle. There's that.
Regarding removal, Not of This World is good, Swiftfoot Boots and Lightning Greaves are iffy at sorcery speed, Blossoming Defense, Archetype of Endurance, Asceticism, Sheltering Word, Heal the Scars, Heal the Scars, Molting Skin is amazing, Regenerate, Seedling Charm, Vagrant Plowbeasts.
So yeah that's what I got: a lot of the choices here are not very good, but for redundancy I though some may be useful.
2 years ago
GodCyphus If your friends dont the play cards TMBRLZ mentioned that state no regeneration, you can try Asceticism. It won't help against board wipes since hexproof only denies targeting, but the cost regenerate is absolutely awesome.
As previously mentioned Golgari has very limited options against counters and board wipes. Usually the answer is to simply outpace your opponents before they can get to the point where they can wipe your board.
Of course, you can always splash and add some counter cards for yourself, if you don't mind paying a bunch of more money for a landbase that can support those spells.
2 years ago
I remember reading an article that expounded upon Heliod's Pilgrim's versatility and always wanted to have her in the 99 but just haven't found the deck to do it. She's amazing in here!
Add more lands you palooka (see what I did just there?)! Add 4 and more ramp to get ahead. 8-10 gives you a solid chance to see one in your opening hand. To stay on theme you could aura ramp, like Wild Growth, Abundant Growth, Font of Fertility, etc.
Though white apparently houses the enchantment kingdom, I'd find similar ones in the other colors. If I'm playing a 2, 3, or 4 color deck I (personally) like each color to be fairly represented. There's ~30 enchantments so allot each color 10. It'll force you play with more niche/lesser-played enchantments which could be a lot of fun (I know that's your main "win-condition" anyway).
I'm bias here but why is there not one of the Theros gods in here? This is enchantress, they're enchantments, this is like getting your cake but not eating it. I think all are fairly applicable in this build, and you could always add the avatars (Deus of Calamity, etc.) in for devotion boosting and enchantment wearing. That being said I really like the creatures you chose to hold the auras, they're pretty wicked.
I think you need a few more instants too to stay ready. Why not go a little wonky and add some charms for versatility? Gruul Charm, Naya Charm, Emerald Charm, Evolution Charm, Piety Charm, Rith's Charm, Seedling Charm, or Selesnya Charm each have at least 1-2 relevant choices, if not all 3 in extreme situations.
2 years ago
Nature's Lore, Assassinate, Bone Splinters, Death Stroke, Despise, Distress, Explore, Gruesome Discovery, Journey of Discovery, Mind Rot, Appetite for the Unnatural, Doom Blade, Druid's Deliverance, Gilt-Leaf Ambush, Naturalize, Seedling Charm, Spring Cleaning, Strength in Numbers, Vitalize, Prowess of the Fair, Wayfarer's Bauble, Deadbridge Shaman, Silhana Starfletcher can all be cut in my opinion. These cards are all low impact or just a bit eh, compared to what you can do.
Nullmage Shepherd lets to turn a swarm of tokens into repeatable removal.
If you want to go in hard on tokens, you also have Primal Vigor as another token doubler, Second Harvest as a single use doubler, Sylvan Offering as a massive token producer/political card you can take advantage of especially. Voice of the Woods turns tokens into yet more tokens.
Damnable Pact is a good draw x spell, which can be political, or can be used to burn someone to death. Weird Harvest is an interesting political option, that can let you win on the spot with enough ramp.
2 years ago
Back to Nature Benefactor's Draught Berserk Blossoming Defense Confront the Unknown Evolution Charm Heroic Intervention Primal Bellow Mending Touch Mortal's Resolve Ranger's Guile Run Wild Seedling Charm Sheltering Word Unnatural Predation Withstand Death Deconstruct Druids' Repository
2 years ago
Mistcutter Hydra would be excellent in the board, and is probably a better win condition than a lot of other stuff you are using. There are many ways to give trample for cheap if you need it. I like the Seedling Charm for its other modes as well.
3 years ago
I really enjoy the idea behind this deck. It sparked just a few thoughts worth some degree of consideration.
I would not completely overlook Soldier of the Pantheon either, considering how much multicolor works its way into commander.
Just a little food for thought...
3 years ago
Omnath is a total beast for EDH, I ended up having to take apart my Omnath deck because my friend group got tired of me consistently winning by around turn 5. One of the best cards I found was Hall of Gemstone, it not only stops any counters/disruption during your turn but it also has the potential of completely shutting down a multicolored deck until they can draw a solution.
Try to get Omnath out by turn 2 using mana accelerators like Llanowar Elves so you can start pumping him and swinging by turn 3. Bear Umbra is amazing as well as any mana doublers and Seedborn Muse. Honestly, I would avoid trying to use other creatures and win conditions and just try to kill your opponent with commander damage as soon as possible. Cards like Asceticism are crucial to protect Omnath and you should try to fill your deck with a way to keep Omnath alive through anything, Champion's Helm is also great but even simple cards like Ranger's Guile can save you the game.
Seedling Charm is a must because it lets you regenerate Omnath if need be or it lets you trample through that last bit of damage for the kill. Speaking of trample, make sure you also have a lot of effects that give Omnath trample and some effects to give him evasion in case they have a good blocker. Also I would greatly recommend taking out most of the mana sources in your deck that don't tap for green mana, Rogue's Passage is a must for evasion but the extra mana/effects from cards like Reliquary Tower or Temple of the False God are definitely not worth it considering you only want to ever be producing green mana.
For the most part, just fill your deck with evasion, trample, and protection for Omnath and a good deal of ramp and you should be winning games in no time. If you want to add in some cards to take advantage of your massive amounts of mana, like Wolfbriar Elemental or any eldrazi then feel free. In my experience, though, all it takes is a turn 2 or 3 Omnath and 2 or 3 turns of dumping all your mana into him and swinging to win before your opponent can do anything about it.
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