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Shapers of Nature
Creature — Merfolk Shaman
3G: Put a +1/+1 counter on target creature.
2U, Remove a +1/+1 counter from a creature you control: Draw a card.
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Latest as Commander
Shapers of Nature Discussion
2 weeks ago
Thanks for reminding me about Wilderness Reclamation. You would be surprised how well this Standard fixes colors with Shock Lands and Check Lands legal. Top tier Izzet decks all run 4 Crackling Drake and around 20 lands. They are ran in Jeskai too. Simic Guildgate and Woodland Stream can be added if there needs to be more color fixing, but i don't think its necessary.
I'm on the fence about a lot of things until the rest of the set is spoiled. But, I can see 2 potential Simic decks: an Adapt focus and an Explore focus. Combining the 2 is probably not the best choice, but we'll see next week when the rest of the set is spoiled which version looks more appealing.
You might be on to something with Shapers of Nature but I'm not feeling it right now. It relies on the Familiar too much to be good. The Familiar will probably be a kill on site and there is a lot of different removal right now. The card draw is reliant on counters and some set up. Blue also has a lot quicker, self reliable draw.
I think this block is going to be get very interesting (broken). I'm hoping to see Temur and Sultai control in the future.
2 weeks ago
It is an interesting deck nonetheless! i still need to see the rest of the set myself before I know how I'll Tackle it. I haven't played in Standard since Hour of Devastation and I may get arena just to play this deck in it! my only thing is The Frilled Mystic seems to be mana dependent needing two of each color to counter spells but with Wilderness Reclamation it may work along with Shapers of Nature a very costly mana sync but has the added ability to draw you cards and paired with Biomancer's Familiar to make those abilities cheaper. tho who knows i may be thinking about too much at once lol. I haven't looked at all the counters in standard and i'm sure there aren't amazing either but nonetheless its an interesting idea looking forward to see your variation
1 month ago
In my cube I run RG werewolves and that gives some overlap with my RW agro (Tokens). But the other advantage is my UG color pair is +1/+1 counters (Evolve and other such mechanics); this allows me to use some of the cards from Theros with Monstrous in both color pairs. Ravenous Leucrocota for example helps evolve, is a mana sink for RG to spend mana and still flip the werewolves, and last gives +1/+1 counters to play with for a card like Shapers of Nature.
I also have UB as control, it started as a Zombie tribal and I just wasn't happy with it. however I am also not liking just "control" and may change it to mill.
Shefet Dunes may be something to put in for the White based agro decks. It is a land that has proven for me to not be a dead pick and as it though doesn't fix it does allow for that deck to hit it's much needed land falls and still have a pump for latter.
looking forward to the next article.
1 month ago
Since your curve peaks at 4 mana, I recommend that you focus on 2-mana accelerants: Nature's Lore, Farseek, Sakura-Tribe Elder, Fellwar Stone instead of Abzan Banner, Ratchet Bomb (also destroy your board), Verdant Automaton (too slow), Arcbound Slith and Arcbound Worker (too slow). // Rishkar, Peema Renegade can put the first counter on creatures so you can proliferate them and tap them for mana when needed. Abzan Charm has great versatility. Odric, Lunarch Marshal has great synergy with Atraxa, Praetors' Voice. Chasm Skulker and Cathars' Crusade require quick answer or else they win you the game. Orzhov Advokist serves double duty: she deters opponents from attacking you if they accept the offer, and also put counters on your creatures for free. Lim-Dul's Vault is a great tutor. Utter End, Anguished Unmaking, Abzan Charm, Swan Song, Beast Within, Swords to Plowshares and a overloaded Cyclonic Rift are great for dealing with your opponents' threats. // In the card advantage department, Bred for the Hunt, Path of Discovery (also create counters), Shapers of Nature (also create counters), Zameck Guildmage and Etched Oracle are repeatable draw while Rishkar's Expertise, Prime Speaker Zegana, Painful Truths and the aforementioned Abzan Charm are 1-shot card draw. // I suggest you to replace Grasping Dunes, Ifnir Deadlands, Survivors' Encampment, Simic Guildgate, Tranquil Expanse and Deeproot Champion (almost all your deck are creatures) by Yavimaya Coast, Caves of Koilos, Exotic Orchard, Bountiful Promenade, Sea of Clouds, Morphic Pool, upping your land count to 37.
1 month ago
Your mana curve peaks at 4 mana and you have Mirari's Wake, so it might be interesting to invest in 2-mana land ramp options, so you can cast your 4-drops on turn 3 to get your plan going. I suggest Nature's Lore and Farseek. Gyre Sage grow up and ramp quickly, while Rishkar, Peema Renegade can put the first counter on creatures so you can proliferate them and tap them for mana when needed. I would take out Ikra Shidiqi, the Usurper (you need to hit someone to profit on her - she is better on a lifegain/token deck), Primal Amulet Flip (you don't have many essential sorceries to be copied) and Custodi Soulbinders (a really slow card) for them. // Orzhov Advokist serves double duty: she deters opponents from attacking you if they accept the offer, and also put counters on your creatures for free. Inexorable Tide is free proliferate while you cast your spells. Lim-Dul's Vault is a better tutor than Diabolic Tutor (maybe you should run both). // I would also upgrade the removal package to make it more versatile: Utter End instead of Sylvan Reclamation, Anguished Unmaking instead of Viridian Corrupter (if you want to win with infect, you have to fully commit to it), Abzan Charm (great versatility) instead of Mortify. Swan Song (better because cost less) or Arcane Denial instead of Mystic Confluence (5 mana is a lot to hold in a proactive deck). If you need even more removal, Beast Within and Swords to Plowshares are cheap ones to pick. // In terms of finishers, you could swap out Tuskguard Captain for Herald of Secret Streams. Odric, Lunarch Marshal has great synergy with Atraxa, Praetors' Voice. Champion of Lambholt, Managorger Hydra, Chasm Skulker and Cathars' Crusade require quick answer, or else they win you the game. // In the card advantage department, Bred for the Hunt, Path of Discovery (also create counters), Shapers of Nature (also create counters), Zameck Guildmage and Etched Oracle are repeatable draw while Rishkar's Expertise, Prime Speaker Zegana, Painful Truths and the aforementioned Abzan Charm are 1-shot card draw. I recommend replace Manifold Insights and Mirrorweave with Rishkar's Expertise and Prime Speaker Zegana. It is important to have about 10 ramp sources, 10 draw sources, 5 target removal and at least 3 boardwipes, and you should look for cards that can do more than 1 thing (like Abzan Charm) because they are the most versatile (therefore valuable) cards in your deck. // Guildmages' Forum is a strict upgrade over Opal Palace, because it can put counters on other creatures. I would also reduce the number of tapped lands in the deck, so you can reliably play something on turn 2. Blossoming Sands, Thornwood Falls, Tranquil Cove, Azorius Chancery, Dreadship Reef (doesn't provide colors right away) should be the first ones to be swapped. Some nice cards that enter the battlefield untapped are Caves of Koilos, Llanowar Wastes, Yavimaya Coast, City of Brass, Mana Confluence, Reflecting Pool, Bountiful Promenade, Sea of Clouds, Morphic Pool, Gavony Township, Watery Grave, Hallowed Fountain, Godless Shrine, Breeding Pool (the last 4 are all getting reprinted).
1 month ago
I would say your weakest cards currently are:
Master of the Waves - For being a 4 drop, it is one of the weaker ones that doesn't promote your game plan or give synergy.
River Sneak - Beasically a vanilla creature, would replace with a one drop cmc creature.
Sage of Fables - Just a bit too slow, aand not much synergy aside from the +1/+1 Counter card draw which is a tad too slow.
Shapers of Nature - Same as Fables, but even slower. I would cut this card first over Sage of Fables.
Vorel of the Hull Clade - Doesn't fit with synergy, and costs every time. If it targeted every single one of your creatures than yes, but since it's a single target...no.
Another suggestion will also be for the type of ramp spells. Going on curve I rather use the two drops like Nature's Lore, Farseek, Rampant Growth. But I do like Kodama's Reach and Cultivate. Jace, Ingenious Mind-Mage is also a bit too slow, if you have the chance or budget I would recommend Rhystic Study.
Hope that helps!
1 month ago
I would add the following cards: Zameck Guildmage, which provides cheap counter distribution and much needed card draw, Chasm Skulker, which will grow at least once during each of your turns, Experiment Kraj will give you better late game options and regularly duplicates powerful abilities, Prime Speaker Zegana for big dude and many cards, Herald of Secret Streams usually just ends the game with a developed board, Shapers of Nature for renewable counter generation and more card draw, Coiling Oracle to generate early game advantage and to filter draws at any point, Nissa, Voice of Zendikar for the excellent synergy, and Chord of Calling to tutor basically any creature into play. I'd also add the following lands: Yavimaya Coast, Hinterland Harbor, Breeding Pool, Halimar Depths
What you would cut to make room is up to you. I would look at Urza's Mine, Urza's Power Plant, Urza's Tower, Unbridled Growth, Sheltered Aerie, Ulvenwald Hydra, Slitherhead, Unbridled Growth, Chromatic Lantern, and Ring of Three Wishes for a start.