|Commander / EDH||Legal|
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|Avacyn Restored (AVR)||Rare|
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Creature — Human Druid
: Add three mana of any one color to your mana pool. Spend this mana only to cast creature spells.
Somberwald Sage Discussion
3 weeks ago
Hey man. You need way more mana ramp, and 2-3 more lands. I would add 5-6 more mana producing permanents and a basic of each type. I would suggest the three signets Gruul Signet , Golgari Signet , Rakdos Signet , Commander's Sphere , Somberwald Sage , and maybe Llanowar Tribe .
For cuts, sort by converted mana cost and pick off 5 of the 6+ CMC threats, the deck is threat dense enough, cutting back on these will make it run more smoothly.
I think your protection suite and top deck manipulation cards are on point. I really like Conch Horn , I might look to add that to my own deck.
Take a look at my list if you want any other ideas. I went a slightly different direction but the card draw and ramp packages would be great in your deck as well.
Also keep in mind that people will look to kill your commander on sight all the time. Be ready to politic or operate the deck with out him. Best of luck to you.
1 month ago
The deck had some retooling since I last updated it. I'll try to get it uploaded soon. From MH1, Collector Ouphe is 100% going in, since it's a more tutorable Null Rod . Goblin Engineer helps tutor for hate pieces, so it is likely going in. Llanowar Tribe is under consideration, though it is harder to cast than Somberwald Sage . Prismatic Vista is going in, probably for a basic. Shenanigans is a consideration based on the meta, but likely won't make it in. Frostwalk Bastion is a consideration because it can block Tymna decks and whatnot. Reap the Past and Mox Tantalite are strong enough to go in budget lists, though I would probably add Seasons Past to a budget list before Reap. Wrenn and Six will require testing, but I am not optimistic about a walker that needs 4 turns to ult with a mediocre +1.
1 month ago
Also, just wanted to ask about a few cards you're not running that aren't in maybeboard:
Lightning Greaves / Swiftfoot Boots : provides protection, and even if the dude dies to a wipe, the boots stay on the field. Also, haste Animar is kinda nice to swing for infinite unblockable against any deck with white or black creatures.
Somberwald Sage : Just really strong on paper. Lots of dudes in the deck, and they often require colored mana. Seems good.
Glen Elendra Archmage : negate on a stick, AND you can use it twice. Seems weaker than siren stormcaller due to necessary counters on Animar, but worth considering imo.
Fierce Empath : 1 mana tutor to hand for Tishana/consecrated sphinx. Need I say more? Maybe.
Fabricate : ok this one seems to be the most obvious to me. Tutor ancestral statue to hand. Seems like a must go in. Also finds ball, metamorph, and spellskite notably.
Gamble : another obvious one imo. One mana tutor. Idk how often you're dumping your hand, but I like those odds.
Rattleclaw Mystic : Mana good, plus converts colors.
Wall of Blossoms : more useful elvish visionary: has health.
Skullclamp : draw cards. lots of dudes with 1 toughness. One of the stronger cards in the "weaker" section.
Den Protector : recursion on a stick. Seems good. Puts in hand instead of on top like noxious revival. Comperable to eternal witness, doesn't cost double green (ouch).
Shrieking Drake / Dream Stalker / Man-o'-War : good for combos, good for value. Most lists run them. Why not here? I think i might be missing something, although I can also agree that maybe they're not as powerful as the other 100 cards currently in.
Verdurous Gearhulk : it's at WORST a 5/8/8 trample, can be a 2/4/4 that buffs Animar 4, not to mention possible Rishkar or Generous Patron synergy. One of the weaker cards in this list imo.
Ainok Survivalist : morph is fun with Animar, 1G for a naturalize, plus free counter on Animar. I think it's worse than nature's claim or reclamation sage though.
Cloudstone Curio : I know it's not needed to combo, but seems like you could generate a lot of value, or a possible combo.
Purphoros, God of the Forge : one R for an indestructible body for ancestral combo, instead of using ball.
Hardened Scales : Double counters on animar, really good turn one.
Deadeye Navigator : forget the infinite combos associated with him, he's a great value card. Problem is paying the double blue, and then the blue to bounce. Also provides built in protection for himself and another card.
Thanks for looking through this whole message.
1 month ago
I have several suggestions for you. First, you need to take conventional deck building and toss it out the window lol... Animar doesn't get built like a regular deck.
For example, you are running 22 non-creature spells and in Animar you want about 15 tops. Any non-creature that can be replaced with a similar effect on a body needs to happen.
1 month ago
Yo! RG decks are interesting. Here's what I think -- feel free to disregard it:
The main attraction of running green is having access to one-mana mana-dorks. Llanowar Elves , Birds of Paradise , Fyndhorn Elves , Elvish Mystic and Orcish Lumberjack will all speed up your deck tremendously, while giving you bodies for Overwhelming Stampede or similar finishers. Exploration is a good accelerator, though it can be expensive; search for tomorrow is similar. There are some two- or three-mana dorks you might also want to consider, like Priest of Titania , Shaman of Forgotten Ways and Somberwald Sage . Having dorks ramps green faster than any other color is capable of.
Overwhelming Stampede is an excellent card; in that vein, Overrun and Triumph of the Hordes are both good finishers. If you want to put money into the deck, Craterhoof Behemoth is a great card in Legacy Elves that also works here. Grabbing Craterhoof with something like Natural Order can produce a really fast win. Green Sun's Zenith is another good tutor-spell, which can also fetch Dryad Arbor turn one.
I see you're running Nature's Lore . Farseek is a great card to fetch a mountain, especially if you choose to run Stomping Ground , Sheltered Thicket and/or Cinder Glade . Taiga is good, too, but that's pushing $200 these days... effing OG duals.
Growing Rites of Itlimoc Flip is a good card, and an affordable version of Gaea's Cradle . Similarly, Slate of Ancestry is a very underrated EDH card that would be a powerhouse in this deck. In the line of card-draw, Beast Whisperer and Harmonize are worth considering.
Karplusan Forest , Spire Garden , Command Tower and Grove of the Burnwillows are four excellent non-basic, ETB-untapped lands for your colors. You should run these, if at all possible. I think they're better than Jund Panorama and Naya Panorama , as well as Rogue's Passage . You should consider Kessig Wolf Run , as well as cutting one or two lands from the final list.
Depending on how sadistic you are, you may also want to consider running some stax pieces. Thorn of Amethyst is an excellent card in most green decks, as these decks tend to produce oodles of mana and not cast too many non-creature spells. Pyrostatic Pillar and Eidolon of the Great Revel are excellent ways to keep low-curved decks in check. Harsh Mentor varies with meta calls, though it can be very strong. Stranglehold can ruin some strategies, and Price of Glory can nuke counter-heavy decks. Similarly, Vexing Shusher is useful to avoid getting countered, especially since you don't have to activate it until after an opponent casts a counterspell. Scab-Clan Berserker is worth considering.
I suggest Gamble . It's the best tutor in your colors. Eternal Witness is another pretty good card you may want to consider to get you back in the game after a board-wipe. I suggest running Grim Flowering or Nature's Resurgence for the same reason.
Your spot removal will be dependent on how hard you want to lean into Ruric Thar, the Unbowed . If you want to keep him, Reclamation Sage and similar effects are the way to go. Without him, or while thinking of him as a secondary creature, you should run Nature's Claim and/or Krosan Grip . Chain of Acid is an interesting card I've been wondering about recently, so you may be interested in experimenting with it. Hull Breach is similar to Decimate , and is often a two-for-one. Shattering Spree , By Force , Ancient Grudge , Vandalblast and Fiery Confluence are good as well.
Neheb, Dreadhorde Champion is an efficient, powerful creature that helps cycle away dead cards in your hand, all while generating mana. Huntmaster of the Fells Flip is another super-efficient creature. Boartusk Liege is valuable for its anthem effect and not-insignificant body. Siege Behemoth is another recommendation, for obvious reasons.
Depending on your meta, Sunder Shaman , Choke , Carpet of Flowers , Flashfires and Boil are options. If you keep your mana-base with only a few non-basics, Blood Moon , Magus of the Moon and Ruination are good cards. If your meta is super aggressive, you should consider Loxodon Warhammer or Basilisk Collar in order to recoup life points. Runic Armasaur is another good consideration if your meta has a lot of fetch lands and the like.
Strionic Resonator is a way to copy your general's trigger, and may be tremendously helpful. Resolving them in succession on the same creature results in quadrupled power.
Alright, that's all I got for now. I hope you found these suggestions at least a little helpful. Good luck with deck building!
1 month ago
I highly suggest investing a little more into your mana base. Temple Garden is good to fetch out with your Windswept Heath (as it's a dual), along with your Canopy Vista . Scattered Groves is another land to consider here, along with Savannah , if you want to blow $150 on a marginal improvement. Off-color fetches are similar; they are effectively duals as they allow you to fetch your Canopy Vista and friends. If you choose to run fewer fetches, Suppression Field can be plain brutal against a lot of decks.
I see you're running a few dorks; I advise adding a few more, as they're one of the best aspects of your colors. Arbor Elf and Llanowar Elves would be good additions. If you want more one-mana ramp spells, Utopia Sprawl and Wild Growth are options that also act synergistically with Arbor Elf . Priest of Titania , Shaman of Forgotten Ways and Somberwald Sage can be great too.
Swords to Plowshares is better than Path to Exile . In EDH, giving an opponent five to ten life is unfortunate, but not terribly bad; ramping an opponent, on the other hand, can be very dangerous. I advise against spells that can help speed up your opponents.
Along that vein, slowing your opponents down is a good idea. Vryn Wingmare , Thalia, Guardian of Thraben and Glowrider are all good tax effects identical to Thorn of Amethyst that also can come in for damage. Gaddock Teeg is great for holding off board-wipes, as Damnation , Wrath of God and Supreme Verdict are all uncastable while he's on the field. Kataki, War's Wage is a powerhouse as well.
Depending on your meta, you may have a lot of options for color-specific interactions. Carpet of Flowers is excellent if your meta is really blue, and Choke is a pretty mean card with essentially the opposite effect.
In green, you might way to consider adding a land-recursion package if you have access to it. Ramunap Excavator is good for bringing back your fetch land(s), and thereby guarantees land drops. Exploration is an excellent card, if you're willing to spend $25 to get ahold of it, that accelerates you like crazy from turn one. Sticking a Wasteland or Strip Mine into the mix is pretty spicy too.
In creature-heavy decks, Slate of Ancestry is a powerful card-draw engine.
Natural Order is busted in Legacy Elves; it'd also be busted here. Grabbing Craterhoof Behemoth for four mana tends to end games fast, or at least put your opponents into the five to ten life range. Similarly, but significantly worse, Green Sun's Zenith , Finale of Devastation and Chord of Calling can all end games. Worth noting is that if you include Dryad Arbor in your deck, you can grab it with GSZ on turn one for one mana. Along the lines of finishers, Overwhelming Stampede is good, but I would run Triumph of the Hordes first. Be weary, as people can be salty about losing to infect in EDH.
If you choose to run some equipment in your deck, Stoneforge Mystic is good. It is approaching $40, but as you already run Sylvan Library I figured I'd mention it. I don't advise running more than two or MAYBE three equipments in your final list, and Stoneforge both fetches then and provides a body to carry them. In this vein, I do like Dragon Throne of Tarkir in your list; you should consider running Batterskull and/or Sword of Fire and Ice . Sword of Truth and Justice , from Modern Horizons, is another card you may want to consider -- I think its price will go down, at least a little.
Deftblade Elite is an interesting creature you should consider. It's good for removing the single blocker your opponent might have, especially if the blocker would kill something important of yours.
That's all I got. Good luck with deck building!
1 month ago
In terms of making this more competitive, I'd look at chilling on exactly what you will be getting until horizons drops, because its likely the metagame will shift significantly. The only immediate changes would be sswapping Path of Discovery Prodigious Growth Somberwald Sage Ulvenwald Hydra for more spells/creatures that are useful on the first few turns of the game.
Unbound Flourishing feels like combo fuel- double Finale of Devastation wins instantly, and likely to shape the format in intersting ways, but is also likely to be a multicolour deck to better support that combo.
U/G untap has been a thing for a while- from Bloom Tender to Axebane Guardian Freed from the Real combo has a lot of lists out there offering reliablity and power- but recently has largely been supplanted by Training Grounds / Umbral Mantle due to its ability to subsist on manlands and redundant pieces.
This means that unless you are planning on hunting down a fetch manabase, I'd advise you take the deck in the other direction and tone down the combo aspect- A green deck ramping into 4 and 5 drops and hitting your opponent in the face with them can be great with some tuning. Kalonian Hydra in particular dodges a large amount of removal while presenting a two turn clock, before looking at other creatures. Hardened Scales makes a two mana hydra still scary.
If you really, really like just hitting your opponent with a huge hasty creature with Freed from the Real , add Fertile Ground (Possibly Trace of Abundance ), plenty of filtering and carddraw, and look at the possibility of Early Harvest / Heartbeat of Spring . If you can generate more mana than your opponent has life and cast a hydra (or a Banefire ) you win.
3 months ago
Fallerup: The reason for the Boreal Druid is efficiency and consistency. We need every one drop dork green has to offer, because we want to leave the early game as quickly as possible. Somberwald Sage can only be used on creatures, which isn't very useful in the grand scheme of things despite the creature based nature of the deck.
Last but not least, elves are an important sub theme and a lot of my infinite Mana loops require me to repeatedly bounce creatures and the more cost efficient they are the easier it becomes to execute the combo.
Somberwald Sage occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%