|Commander / EDH||Legal|
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|Dragons of Tarkir (DTK)||Mythic Rare|
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- descent of the Dragons and shaman of forgotten ways interaction
- Is Xenagos, God of Revels a Creature spell when cast if your Devotion to Red/Green is less than 7?
- Can shaman of forgotten ways mana ability be used in conjunction with mastery of the unseen manifest ability.
- Omnath and Shaman of Forgotten Ways
- Oath of Nissa
Shaman of Forgotten Ways
Creature — Human Shaman
: Add two mana in any combination of colours to your mana pool. Spend this mana only to cast creature spells.
Formidable — , : Each player's life total becomes the number of creatures he or she controls. Activate this ability only if creature you control have total power 8 or greater.
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Shaman of Forgotten Ways Discussion
15 hours ago
I feel as if you should put in a few more mana dorks. Selvala, Heart of the Wilds is probably one of the best options for a deck like this, but she's a little on the expensive side mainly because of how easily she can go infinite. Somberwald Sage and Shaman of Forgotten Ways work as well. You also can consider Vorinclex, Voice of Hunger if you're willing to spend a bit more for a mana doubler.
3 days ago
Great start to a deck. Mono green is great for big stompy creatures and this commander wants them. I think you may look at cutting Adaptive Automaton since you really don't have a ton of tribal synergy. Green is hard for boardwipes so Nevinyrral's Disk is usually welcomed. For ramp Shaman of Forgotten Ways is usually beastly. And last to help get your commander through for commander damage Rogue's Passage and Trailblazer's Boots
Here's a link to my mono green deck maybe you can find a few ideas I've used that you may like. Rhonas Fight Club
1 week ago
First things first...Sakura-Tribe Elder and Sol Ring. By using Omnath, Locus of Rage with expensive dragons you want early and inexpensive ramp. Shaman of Forgotten Ways is also a great ramp for creature-heavy decks. I understand this aspires to be a budget deck so Burgeoning finds home here and not Exploration too. Take out Relentless Hunter for Rubblehulk. Take out Harbinger of the Hunt for Savage Ventmaw.
Zendikar's Roil is a bit slow and ineffective here as you don't focus on small tokens rather than big fat tokens from Omnath and creatures. Where Ancients Tread also finds home here it has won me lots of games (I also play EDH with this Omnath). Take out Peregrination for Cultivate it's essential to have cheap ramp spells. You can scry a lot more with Lifecrafter's Bestiary.
Wild Slash and Draconic Roar are awful in EDH. Instead have Comet Storm and perhaps Starstorm or Mizzium Mortars...Ground Assault, Hull Breach, Decimate and Vandalblast are all excellent removals for Gruul EDH.
In the end some good cards are: Elemental Bond for card draw. Rite of the Raging Storm which triggers both Elemental Bond,Omnath, Locus of Rage AND Where Ancients Tread. You can take out Revel of the Fallen God for it...it's not such a good card. Spellbreaker Behemoth to mess with those blue players out there. Gruul Turf, Naya Panorama, Terramorphic Expanse as for lands. Grave Sifter or Creeping Renaissance for turning the game to your advantage. And perhaps Mistcutter Hydra for a kill out of nowhere.
1 week ago
Thank you for all the input! I do have specific reasons for each that I will try to address in order.
Channeler Initiate - will switch to devoted. All I wanted was a druid for Seton (will explain why
Karametra's Acolyte - she is certainly slow, but she also has the upside of going infinite with umbral mantle. Perhaps priests of titania might be better here for efficiency, but I wasn't certain if I had enough elves to make it worth it and reliable.
Nykthos, Shrine to Nyx - should be cradle. Buying a cradle this week. Still don't see this as bad, just not ideal. It's an untapped mana source that can, on occasion, generate stupid big mana. Makes Satyr more worth it once I add cradle too.
Shaman of Forgotten Ways - slow, for sure. But, I have won games where I can draw my deck but people have gotten rid of most all my combo pieces. It's a small inclusion that can pick up that extra game or two.
Talisman of Unity + Sylvan Caryatid The main combo needs at least one non-land source of green. Both of these are there to get my colors fixed. (I can later just cast seton to counteract damage from talisman)
Seeker of Skybreak - I'm getting close to on the same page as you on this. It's done okay, but I often just want to be able to do it the turn it comes down.
The key to Nazahn is that he's a tutorable way to tutor for equipment. I know he's big, dumb, and expensive. I don't stuggle to cast him when I need him. If I was only allowed one big dumb innefficient card, it would be him. He greatly transitions from paradox lines to selvala/mantle lines.
Agreed on scrying. Didn't have a crop rotate at the time. Didn't see a need for it until I got a cradle.
Yisan breaks parity with stax. I run into it a lot in my meta. He's my first tutor when I am in one of those matchups. He also rebuilds my board really well. He also allows access to my combo if I can get an umbral mantle on him. He may not be good enough, but I've had decent results with him.
Arashi is a tutorable instant speed way to kill linvala, aven mindcensor, hushwing griff, and all the flying hate bears that stop my deck
aura shards. I just can't agree that this is too much for the deck. This deck dies hard to null rod, sphere of resistance, static orb, rest in peace, leyline of sanctity, etc. Instead of packing 30 ways to kill those, this cheap inclusion will do the work of 3-4 cards in one card.
Agreed on planeswalkers. I've been testing them, don't like them. The only one I do like is Freyalise. She is slow, but she is a tutorable naturalize that also produces mana dorks. It's slow, but I plan on going futher into stax and that will make her more viable.
Reki is part of the loop with GW Selvala. He is 100% necessary to ensure that this loop can go off without a hitch. This loop is particularly good if we can't use our graveyard for the main loop.
Command beacon has already been replaced. It's decent, but not good enough
Artifact lands allow t1 sisay. a reasonable line of play is artifact land, mana crypt, mox opal, (metalcraft active), sisay.
Reliquary is a meta call. I run into Jin Gitaxiuous alot in my meta. I know it's incidental, but this land alone stops him. And I can crop rotate into it.
Scattered groves is slow. I've been looking at taking that out for a while. The cycling is occassionally good, but overall I agree.
Forest/ Plains are a judgement call due to a lot of blood moons, back to basics, etc. Need to have them to play magic. Could cut 2-3 for fetches and I think that would be fine.
K-grip, path to exile, heroic intervention - I've been told by many that k grip is too slow for competitive. I've just not found this to be true. The fact that it can't be responded to has made the extra mana worth it by far. I've not found a situation where a storm player will try to go off and not have pact of negation for similar for back up. This makes that not matter. Heroic is a cheap way to protect our whole board. For our effects it's exactly counterspell. (Same mana and just as effective). Path is one of the best removal spells in the game. I might be able to be convinced to remove it when it doesn't find a target. So far, it always has a good target.
Kamahl - This is a meta call. He is easier to tutor than living plane, and I have to have a good set up to make him work with norn. This is not a competitive choice but a choice to save face with local meta players. I know there is better, but a land destruction win through him feels earned, living plane doesn't. However, with or without him, norn is worth it. Norn stops lab man, a ton of stax and hate bears, and makes keeps some of the most popular competitive commanders from even hitting the board. It's too good against too much even without a combo.
Thalia - This is the first hint of seeing where I'm trying to transition to more stax. She keeps infinite creature combos from killing me on the turn they happen. You can create all the kiki triggers you want, they can't attack this turn. Doesn't stop porphoros, but the card can't be expected to stop everything. It also taxes really greedy mana bases that run all 10 fetches.
Avacyn - I have a hard on for this card. Plain and simple. I love this card, I can play it in this deck, and it works. This is another one that I should probably get rid of if I want to be as fast as possible, but I can't yet. She also becomes a ton better if I go the route of stax.
Overall: I will definitely look at priests of titania, steelshapers gift, crop rotation, arbor elf, and all the lands. The lands are the last place I have left to really dig into with this deck.
2 weeks ago
Knight of the Reliquary,Krosan Verge, Avenger of Zendikar, Exploration for more landfall. I would also add 1 or 2 more lands.If you want to play the swords (while I think Feast and Famine is the only one that is really worth playing) might want to add Stoneforge Mystic.Shaman of Forgotten Ways, Asceticism maybe.
2 weeks ago
Heya meowndabout, that's a totally reasonable question.
Mostly, you win by casting Elesh Norn, Grand Cenobite and then just hitting people with your little dudes that are now much bigger. You can also cast Kamahl, Fist of Krosa and then use Gaea's Cradle and Nykthos, Shrine to Nyx to active his ability 2 or 3 times in a turn. You can kill people with that. These are the most common ways to win. You usually set up a bunch of stax cards and bears, making it hard for your opponents to do anything, then you beat them to death.
Then probably Shaman of Forgotten Ways.
3 weeks ago
You should be running Woodland Bellower. Bellowing for Eternal Witness, Tireless Tracker, Courser of Kruphix. Shaman of Forgotten Ways and Fierce Empath is really good. I would also add some haste enablers like Akroma's Memorial and Concordant Crossroads.
You could also use some ways to get lands into your hand to abuse your generals ability to play extra lands. Stuff like Nissa's Pilgrimage, Journey of Discovery and Gaea's Bounty would be better than Explosive Veg, Rampant Growth, Harrow and Farseek since you can take advantage of the extra lands you're tutoring up. Utopia Sprawl is also good and inexpensive.
Also don't like Star of Extinction or Blasphemous Act here since you're the one presenting the creature threats. You don't want to blow up your own stuff and you should be able to combat other creatures easily.
Lastly, some other inexpensive but very good cards to consider: Reclamation Sage, Noxious Revival, Fierce Empath, Kamahl, Fist of Krosa, Vernal Bloom, Ramunap Excavator (I would suggest adding Evolving Wilds and Terramorphic Expanse so that you can ramp from the graveyard with Excavator and your general. Strip Mine is also inexpensive and would work well with this combination.
These upgrades would cost somewhere like $40-45, $25-30 if you don't play Akroma's Memorial (though the card is really good).
1 month ago
I am re-tooling the deck, but before I update the list, I wanted to send a quick message to let you know that I opened 6 packs of Iconic Masters and 21 packs of Dragons of Tarkir, but only opened one Draconic Roar. My local card shops did not have the single.
With respect to removal, I am really stuck on what is best. I thought a mix of Draconic Roar, other premium removal like Swords to Plowshares, and charms, could be versatile. Or, I could even play something like Dragon Egg, Wall of Denial, or Fog Bank for the early game.
One thing that I've been noticing when I playtest is that, if I don't get Shaman of Forgotten Ways out on turn 2, it seems like it arrives too late and is clunky.
I will try to whittle the win conditions down to 9 epic dragons and the 2 planeswalkers. I also upgraded my mana with more fetches and duals, so that will go up in the edited version.
I only have 1 Thunderbreak Regent but also I feel like I want to ramp and not hit 4-drops. I do have a playset of Avaricious Dragon but don't know how to make that work without going madness, though it's a pretty strong 4-drop. I also felt the deck was smoother when I replaced 2x Chromatic Lantern with 2x Explore.
Finally, what I've created is a kitchen table casual deck metagame, and this is the final deck in the set. All of the other decks are very strong, but not turn-4 win. For purposes of the metagame flavor, the dragon deck can only be WURG. Also for flavor, I'd rather go control than ramp with this one.
Thanks for the help.