Selesnya Keyrune

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Selesnya Keyrune

Artifact

: Gain or

: Selesnya Keyrune becomes a 3/3 green and white Wolf artifact creature until end of turn.

Wabbajacke on Ohabi, Kiss My Arsenal

1 year ago

As far as i know most Commanderdeck´s play around 32 Land´s + Manarocks. I think something like Sol Ring/Selesnya Cluestone/Selesnya Keyrune/Wildfield Borderpost/Talisman of Unity would be great, but that depend´s on your playstil. They also help a lot fixing your mana supply.

More importend for you to know, you can´t tutor Halvar, God of Battle  Flip with card´s like Open the Armory as you mentioned in "The Butter", because as long as Halvar is in your deck/graveyard/exil/hand, he only counts as it´s front side. Tutors will only see the cardtyps of Halvar. The other side of Halvar only appears the moment you cast it.

Flodder on Selesnya Doggos

3 years ago

Cool idea, I've never seen wolf tribal before! :-) I'm not familiar with wolf tribal, so I won't recommend specific tribal cards. But I will comment on the general deck structure:

  1. Run more lands. I recommend 35-36. Remove Reliquary Tower and maybe add Ash Barrens and Exotic Orchard as budget color fixing.

  2. I count 15 Ramp spells, but 10-12 are enough. Since you have access to green, you might prefer land ramp over artifact/creature ramp. (Lands are less likely to be destroyed and fetching lands out of the library waters down the odds to draw something more usefull.) I recommend cutting out Selesnya Keyrune ; Selesnya Cluestone ; Skyshroud Claim ; Heraldic Banner ; Elvish Mystic and Fyndhorn Elves . (Maybe keep the evles, if you use them for combat in the late game). Then add Myriad Landscape ; Kodama's Reach and Cultivate .

  3. I count only 3 card draw spells / card advantage effects. Again you should aim for 10-12, but that's though in Selesnya colors on a budget, so maybe 8ish do the trick?! Some suggestions: Garruk, Primal Hunter ; Shamanic Revelation ; Regal Force ; Beast Whisperer ; Yavimaya Elder ; Return of the Wildspeaker . None of these are super budget friendly, but thats as cheap as it gets. You can cheat a little by counting Tranquil Thicket + Secluded Steppe + New Benalia as 1.

  4. I count 6 single target removals and 3 board wipes, which generally is good. But since you play lots of creatures yourself, you don't like board wipes too much. Make it 9ish single target removals and 2 board wipes. I recommend removing Akroma's Vengeance and adding some of the following: Prey Upon ; Collector Ouphe ; Ghost Quarter ; Beast Within ; Scavenger Grounds .

  5. I like the ammount of wolf creatures (and wolf token generatores) and I like the ammount of pump spells (like Collective Blessing ) too. However if you must cut some cards to make space for more card draw/removals/lands, then better cut some pump spells rather than cutting wolf creatures.

cheers

Joe_Ken_ on Populate wurms edh

4 years ago

I would swap some of the wurms out with some more ramp spells. Granted you are in a budget so I would say cards like Moss Diamond , Selesnya Keyrune , Rampant Growth , and Search for Tomorrow would be some good additions. Also get up to 34-36 lands since you have got a lot of high drop creatures and missing land drops will screw you over in the long run.

Hexaflexagon on Command the Angels

5 years ago

Hey multimedia and bushido_man96,

Thanks for your continued help. I will definitely try taking out my remaining anthem effects for some more ramp. I already have put in Zendikar Resurgent. Do you think I should take out Vanquisher's Banner (as it is an anthem effect but it does provide card draw)? I'll try taking out Selesnya Charm, Swift Justice, Radiant Destiny, Darksteel Ingot and Selesnya Keyrune so I can put in Kodama's Reach (or Cultivate. Is there any difference between the two, apart from a suptype?), Pearl Medallion, Avacyn's Pilgrim, Solemn Simulacrum and Nature's Lore. I will add them in when I get back home

Thanks again,

Hexaflexagon

S1ayerMonkey on The Tokens Are Coming, The Tokens Are Coming!

6 years ago

foyle99 I can help with the ramp question!

I'd first add 2 or 3 more basic forests to your lands. After that, add some mana-producing creatures. Some excellent examples are: Elvish Mystic, Voyaging Satyr, Whisperer of the Wilds, Arbor Elf, and Knight of the White Orchid.

Next, add several more mana artifacts. I see you have Sol Ring and Selesnya Signet. These are excellent but not enough. Look into Manalith, Selesnya Keyrune, Selesnya Cluestone, Coldsteel Heart, and Terrarion.

Finally, look at your fetch lands. Good cards to include are: Farseek, Attune with Aether, Safewright Quest, and Rampant Growth.

Ideally you want 45-50 cards to produce mana in some form. Since you're playing green it makes things a little easier than with other colours.

Good luck and I hope I helped!

OpenFire_V2 on Treva Enchanted

6 years ago

Here's an initial potential cutlist of cards I don't think synergize well with your goal, or have direct better upgrades: Elgaud Shieldmate Essence Warden Phantom Nantuko Phytohydra Fade into Antiquity Mouth / Feed Revoke Existence Lifecrafter's Gift Frozen AEther Primal Rage Lightmine Field Azorius Keyrune Obelisk of Bant Selesnya Keyrune. There are some others I'm not sure on but those will have to be chosen on based on what direction you choose to go with this.

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