Creature — Human Shaman
RG: Creatures you control gain trample until end of turn.1RG: Target land you control becomes a 4/4 Elemental creature until end of turn. It's still a land.
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Skarrg Guildmage Discussion
4 months ago
like the concept but you could probably do with some improvements.
first of all, youre not a ramp deck. you can get some nice short bursts on occasion, but youre not going to be casting an 8 drop consistently. so i'd drop the liege. Omnath is great but also 7 mana and probably something you should drop.
the 5 drops should be your curve toppers.
you also should focus on consistency. you don't need all these 1 ofs. you need to pick your best cards and have playsets of them. that way you get them more often. (legendary cards are a bit different and you probably don't need a full 4 of for some of the high drops but i think you understand the premise)
so lets go down the list and see which 1 and 2 ofs are keepers and which are not.
Embodiment of Fury: great card for your deck. probably should have 3.
Embodiment of Insight: good but mildy expensive especially for the effect you get. 0 imo.
Ezuri's Archers: I see no reason to have this card in your deck. 0 in the deck.
Liege of the Tangle: I mentioned above why I don't think you should have this card. so 0 in the deck.
Mina and Denn, Wildborn: great card. i would suggest 3 of.
Satyr Hedonist: not horrible. lets you jump from 3 to 5 mana which can help drop some early threats, but you're probably better off with an actual mana dork that you can tap each turn for mana. so 0.
Skarrg Guildmage: decent card. helps turn lands into creatures to beat down opponents. its also a bear by itself which is passable. 4 of wouldn't terrible if youre looking to stay in this card pool.
Wild-Field Scarecrow: the fact that it only puts the lands into your hands, means that its not really getting you ahead. if you have to sacrifice your creature to get lands, they better hit the field. 0 in the deck.
Awaken the Ancient: little hard to cast the triple red sometimes but a 4 mana 7/7 is great value. 4 of is fine.
Retreat to Kazandu: this can help keep you alive if you have a good number of landfall triggers.
Retreat to Valakut: youre not aggressive enough to make full use of this card. to fully utilize this card you need to burst out a few land fall triggers in one turn to blast your opponent. your deck is more of a build up compared to a burst.
Vessel of Volatility: you don't need this card really. since you can't activate it profitably until T3, it takes you from 3 mana to 5. which considering your curve isn't actually that good. you'd rather just have a regular mana dork. i think you should have 0 in the deck.
Elemental Uprising: this is a burst damage card. through and through. its 2 mana 4 damage on an open field. or 2 mana X damage where X is the rest of your creatures power because they had to block your 4/4. but either way its a 2 mana damage spell. it could get better depending on you other spells.
Groundswell: great buff spell. perfect for the deck.
Temur Battlerage: you have a good number of 4 power creatures or atleast ways to make them so this isnt a bad card. i think you have the right number as a 3 of.
Koth of the Hammer: makes land creatures. gives a bit of extra mana and has a nice ultimate. great card for you. 2 of or even 3.
Nissa, Worldwaker: lets look at it compared to koth. both of them have a +1 that gives you a 4/4. koth has a minus that mana ramps, and nissa has a plus that ramps. but you don't really need the 4 untap ability of nissa once you drop her. she should be your curve topper or at least close to it, so i don't see the extreme benefit of untaping 4. ult takes too long to activate to be relevant. verdict: stick closer to koth. 0 worldwakers.
Caravan Vigil: this is only good if you activate morbid, which isn't consistant enough to warrant this card. half the time its good, half the time its unplayable. bad odds. 0 in the deck.
Explosive Vegetation: good card for hitting landfall and for ramping/mana fixing. i think that there are other cards that could replace this, but assuming that i don't compare this to outside cards yet, id say 3 of this in the deck.
Lands: you seem like you might be on a budget. if so Jund Panorama or Naya Panorama would help. splurge for Stomping Ground if you can. if you are not on a budget then here is my suggestion for land. 4 of Wooded Foothills, 4 Stomping Ground, 4 of Cinder Glade, 2 Windswept Heath, 2 Bloodstained Mire, 3 Raging Ravine, 2 mountains, 1 Forest.
(assuming you keep the same cards)
fury + 2
insight - 1
nissa (seer) + 1
hedonist +0 (-4 if you replace it with Birds of Paradise)
guildmage + 3
rift bolt -2
that leaves you with 61, so you'd have to cut 1 card wherever you feel that you could get away with it. but this is only if youre looking to keep these cards. below i'm going to suggest a couple other cards that could work for you depending on which combinations you use.
Harrow: two landfall triggers, puts you a land ahead. all for 3 mana.
Sakura-Tribe Elder: mana up, and doesnt require mana to sacrifice.
actually its midnight where im at, so i think ill call it a night at this for now and maybe continue listing cards tomorrow.
7 months ago
To add just a little to merrowMania's answer, since the gold counter isn't removed from the land, if you were to reanimate the land with Skarrg Guildmage (say next turn), the animated land would once again gain the "wall" subtype and "Defender" if Aurification is still on the field.
7 months ago
Your land would return to being a land, but it would have a Gold counter on it. The effect that animates the land ends, so it is no longer a creature (making the second ability of Aurification moot). Aurification only gives CREATURES an extra type and Defender, which in no way keeps the land animated.
7 months ago
ok, so a few quick fixes- mostly to the manabase. Gruul Turf will help you reach those higher mana costed creatures and provide fixing, Karplusan Forest and Pinecrest Ridge are helpful, especially pinecrest with the cast werewolves/transform werewolves tempo, as is Jund Panorama and Naya Panorama. I'd want a little more haste enablement, and some more activated abilites to spam, but meh looks ok. Skarrg Guildmage or Savageborn Hydra perhaps.
11 months ago
Well, I'm really stepping out of my league here because I'm not very familiar with setting up Red/Green interactions, and I always feel overwhelmed looking at a Commander deck. Always afraid I'm missing something important with the synergy of how the cards are supposed to work. But, I'll give it a go.
You could probably do with a Bloodbraid Elf. Haste is a really good plus, but I think the Cascade in a Commander deck is pretty useful. It helps you sort through the 99 cards quicker.
If you are going with the Landfall trigger, you might definitely want to consider Atarka's Command. In multiplayer matches, you can hit everyone for 3. Then play a land on top of that. If you are playing more than one land on a turn, you're really getting the most bang for your buck with Landfall.
On that note, Xenagos, the Reveler is a great ramp card with his +1 if you have a lot of creatures. Getting a 2/2 with haste for 0 is pretty sweet, too. But his -6 is definitely a must. If you exile any land cards, and then put them onto the battlefield,they all trigger Landfall. Imagine you have Omnath, Locus of Rage and use the -6 to get 3 lands onto the battlefield. That's 3 5/5 tokens. Pretty nice.
Skarrg Guildmage could be useful with turning the abundance of lands you have into 4/4 creatures
Domri Rade can help you get through your deck quicker with his +1. And that -7... geez.
Radha, Heir to Keld might be a good addition. It's a definite ramp card that could give you even more if you attack. (Also, it would be nice if you could give it Vigilance so it could attack, give you RR, then tap for G)
Nissa, Worldwaker... oh my god @ this card! Iz 2 stronk! Eye can-knot tke it!
Okay, in all seriousness, this card is beast if you're doing Landfall. Her first +1 can breath life into the abundance of lands you have. Her second +1 is an amazing help when you are trying to ramp. And her -7... is a game winner. Imagine getting as many basic lands as you want out, triggering all the Landfall that comes from them, and then having an army of 4/4 Tramplers. It's beautiful! So beautiful, I might cry... if I wasn't too busy smashing faces in.
Anyway, that's all the suggestions I can think of. I hope they give you some ideas and help a little. Good luck!
11 months ago
Very nice deck here ... looks like it would be a lot of fun to play and you did it on a tight budget!
You also have a bunch of cards I haven't seen with Rith before, and they seem like really good fits. For example, I've been focusing on Unblockable effects in my Rith deck than on Trample, but thanks to your Dragon Fangs, Skarrg Guildmage, and Thunderfoot Baloth, I'm relooking that with Trample in mind.
My Rith is over at Smashface Gardening w/ Rith; pleaes feel free to drop by any time!
11 months ago
For the Trample, you may want to consider Nylea, God of the Hunt sure it costs a bit more than Elvish Herder and Skarrg Guildmage to play, but it is Indestructible and it can work with the Devotion theme you have going.