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|Avacyn Restored (AVR)||Rare|
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Creature — Human Druid
T: Add three mana of any one color to your mana pool. Spend this mana only to cast creature spells.
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Somberwald Sage Discussion
2 days ago
You also could try out Strionic Resonator to copy Gishath's triggered ability.
You also probably should consider cards like Zendikar Resurgent, Mirari's Wake, Heartbeat of Spring, etc., cards I call "mana doublers", for added ramp. Alongside that, mana dorks like Somberwald Sage, Shaman of Forgotten Ways, Selvala, Heart of the Wilds are nice as well.
1 week ago
I'm making a Gishath too, what do you think of these cards:
Planar Bridge - Yeah, it's 8, but any permanent goes onto the field
Lifecrafter's Bestiary - Scry and draw
Nahiri's Machinations - I imagine this working best when my opponent has a 1/1 deathtouch and I want to attack with Gishath. Can also trigger enrage
Tilonalli's Skinshifter - I'm on the fence about this one, tbh
Somberwald Sage - Same here, because it's a 0/1, but it ramps pretty well
Pathbreaker Ibex - Another way to win
Samut, Voice of Dissent - Another haste enabler and gives one creature pseudo vigilance. I also like running two or three legendary creatures that match my colours, so that might be clouding my judgement a bit.
Yisan, the Wanderer Bard - Tutor/ramp
I would also like to propose a new theme song: https://youtu.be/428IyxSfsls
1 week ago
I think Generator Servant could be great in your deck as it can enable some powerful starts: Either use it play your commander with haste, or create an even bigger hydra and haste it up.
Somberwald Sage would probably also be amazing, since it can also help pump out huge fatties really quickly.
A couple of cards that can untap your commander might be another good idea: Thousand-Year Elixir,Quirion Ranger or Seeker of Skybreak are options.
2 weeks ago
I have a couple of suggestions if I may! I love mono-green decks. While not budget, my Omnath, Locus of Creature Ramp is my favorite deck.
Some other cards maybe to look at: Whispersilk Cloak, Nature's Lore, Somberwald Sage, and maybe through in a Worldspine Wurm if you can find something to replace it with that keeps your total deck cost down.
2 weeks ago
2 weeks ago
Homelessguy I will lose a little mana ramp by removing Somberwald Sage however I think its a worth addition to add Shaman of Forgotten Ways since it gives me a new win con, plus losing 1 mana for solely creature spells is realistically nothing in this deck. both are the same cost, plus Shaman is a little more beefy. I think you're absolutely right and it would be a great addition to the deck, ill go ahead and change that in. Thank you.
2 weeks ago
The shaman has the activated ability of basically biorhythm so if you use it with your ulamog and Temur Sabertooth combo you can bring your opponent's to 0 life.
Also works well if you have the Mana to make a army of hydras with Hydra Broodmaster activate shamans ability.
it's really hard for opponents to overcome a 100+ gap in life points when facing down an army of hydras.
if somehow you lose your tokens to a card that bounce attacking creatures to your or a board wipe still that immense difference in life points that can give you the upper hand for the rest of the game.
2 weeks ago
Giant Adephage (A good card, but often felt like win-more. I'm worried about taking it out due to its ability to get out of hand, but there was very rarely a draw where I was happy to see him. He's been in the deck since the beginning, so it's hard to see him go.)
Tornado Elemental (No reach, and only an ETB. On top of that, his "deal damage as if not blocked" is pretty bad in a trample deck. He was kept in only for dealing with flyers, but thankfully I think I've found an upgrade.)
Acidic Slime (5 mana for a deathtouching creature isn't much of an advantage when I can get cheaper artifact/enchantment destruction elsewhere in green. He was mainly there as a creature, but now needs to go.)
Gyre Sage (Essentially acted as a trap card. Potentially had huge rewards, but more often than not, I wanted a mana dork that tapped now, and not later.)
Garruk's Horde (Often didn't like to attack with him, due to the potential of losing him. I viewed him more as utility. This is a failing on my part. That being said, he was kept in mostly due to his top-deck ability, and I can now get that cheaper and better).
Something. I'm honestly not sure what. Looked the list over multiple times, but I managed to let one slip through.
Somberwald Sage (More ramp is great, but this one is a bit on the chopping block. A lot of the ramp that's been added recently seems lackluster outside of Selvala, Heart of the Wilds, but I'm hoping this guy will pull his weight.)
Sandwurm Convergence (Anti-flying tech is good, and while this won't destroy flyers, it does get rid of the annoying issue of not being able to block them.)
Nature's Claim (Cheap, efficient artifact removal at instant speed. Should have gone in quite some time ago, but hadn't.)
Growing Rites of Itlimoc (Yes. Hell yes. Getting four creatures on the board happens so often it's not funny. There's a ton of green decks this goes in, and this is one of them.)
Vizier of the Menagerie (It doesn't mana fix in this deck, but it costs 4 mana where Garruk's Horde cost 7 and I don't have to reveal the top card.)
Lifecrafter's Bestiary (Good card, and definitely has value at any point in the game. Worst-case scenario, it can jump-start my draw.)
Overall, this is one of the bigger updates overall. A couple of the cards had been swapped out recently, but most of them are new. So far, the deck's in an okay place. It could definitely be faster with a full-on elfball package, but I'm kind of resisting that. Also toying with making it more responsive, which could be a relatively large overhaul. I've considered multiple times making this a Selvala, Heart of the Wilds deck, but it just ends up being suboptimal for the commander, and would end up a fundamentally different deck.