Creature — Elk
When Somberwald Stag enters the battlefield, you may have it fight target creature you don't control.
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Somberwald Stag Discussion
1 week ago
Either of them does not look great on paper but in practice you'll notice how useful they actually are.
1 week ago
Omnom_Locus_of_Drivethrus This comes up a lot...(LOL)
1. assemble infinite mana and draw your deck (lots of ways to do this, read the primer)
2. cast Beast Within, destroying a permanent of an opponent
3. cast Eternal Witness to return Beast Within to your hand
4. re-cast Beast Within, destroying another permanent
5. Cast Temur Sabertooth
6. Bounce Eternal Witness
7. Recast Eternal Witness & grab Beast Within
8. continue bouncing Eternal Witness to grab Beast Within, turning all their permanents into beasts
9. repeat the loop but replace Beast Within with Somberwald Stag to destroy your opponents' permanents
presumably you opponents resign due to having no permanents, if they don't, make sure you use Scroll Rack to not deck yourself
If you meant giving yourself infinite Beasts, do the same thing but you'll have to bounce Eternal Witness twice each loop to grab whatever permanent of yours you just destroyed
Honestly, I've never used this loop, I feel Concordant Crossroads or Scroll Rack + Memory Jar are better win conditions
dcoffin Turn 6 is WAY to late in a competitive meta, though it might work at a casual table, good luck
1 week ago
Suggestions on delaying a win until turn 6? So I can basically drop her and go off.
I made a few changes to my version to help with that..
Lifeforce to deal with black removal (use is little too narrow..)
Asceticism is sweet, but kinda pricy CMC wise to get out quickly
Another option, assuming I have the cards in hand, is dropping her early, and doing the old destroy everyone's permanents with the Staff of Domination Beast Within, Somberwald Stag, Eternal Witness and Temur Sabertooth combo - then just wait until turn 6 (not very nice, but hey)
Any other thoughts?
3 weeks ago
New to the thread - sorry if these were addressed earlier in the discussion..
Why not Thousand-Year Elixir? too slow?
1 month ago
There is more than one combo in this deck. The two simpler ones use either Umbral Mantle or Staff of Domination and a creature that taps for more mana than it costs you to untap it, so at least 4 or 5 respectively. Karametra's Acolyte and Priest of Titania can both do that. There are no tutors for those two artifacts, so you can only use those combos once you naturally draw one of them. Yisan or another tutor can then find the creature to pair with it.
There is also a slightly more complicated combo, though Yisan can assemble this one all on his own: You need Wirewood Symbiote, Temur Sabertooth, a random cheap elf, and a creature that taps for at least 5 mana. Symbiote untaps the mana producer by bouncing the random elf, Sabertooth resets the Symbiote with its ability, you replay Symbiote and the random elf, repeat.
So once one of these combos creates infinite mana, you can also untap Yisan as often as you wish, find Temur Sabertooth and Regal Force and draw your deck (Staff of Domination is another option to draw your deck with infinite mana). Then either win with Craterhoof Behemoth on the spot or abuse Temur Sabertooth's ability to bounce Eternal Witness to rebuy Beast Within and Somberwald Stag to wipe the board of opponents' permanents.
4 months ago
Looping TKS indefinitely isn't easy, since you need coolorless mana to cast it. The current build could only do that with the help of a non-summoning sick Boreal Druid or by looping Sol Ring or Mana Crypt via Beast Within + Eternal Witness. Usually, setting that up requires drawing the deck, at which point this kind of kill isn't even necessary any more. Just kill all their permanents with Beast Within and Somberwald Stag, drop a couple of spheres (Sphere of Resistance, Thorn of Amethyst) and kill them with Craterhoof Behemoth or Great Oak Guardian (can easily wait until next turn if you lack attackers at that point).
So killing them with TKS is fine, but very rarely is an actual upgrade over what the deck already has. The card should be played for its disruptive power, and being a potential win condition should not factor into this.
6 months ago
Sure, green decks can have trouble defending against fliers, but some of your tools aren't really worth their slot. Instead of some narrow cards that do nothing except grant reach to one of your creatures or destroy fliers, why not run some fatties that incidentally have reach, but are solid cards even if reach isn't of importance? I suggest Cloudthresher, Soul of Zendikar, Worldbreaker or Silklash Spider. Also, Ulvenwald Tracker, Somberwald Stag and Sandwurm Convergence can help against fliers. However, all of those cards do a lot even if there are no flying creatures around. Flexibility is key!
Concerning the topic of lands: Of course you won't lack mana every single game, but 27 is still way below the approximate number the hive mind of EDH players have settled on. If you stick with that, variance will occasionally let you experience the consequences.
7 months ago
Here are some cards that I might immediately cut:
Academy Elite, Aeon Chronicler, Bloodbraid Elf, Bogardan Hellkite, Breaker of Armies, Dragon Mage, Flameblast Dragon, Hamletback Goliath, Hermit of the Natterknolls Flip, Horizon Chimera, Hypersonic Dragon, Inkwell Leviathan, Jin-Gitaxias, Core Augur, Keranos, God of Storms, Kruphix, God of Horizons, Lorescale Coatl, Magus of the Future, Melek, Izzet Paragon, Memnarch, Mindwrack Liege, Murkfiend Liege, Niv-Mizzet, the Firemind, Nylea, God of the Hunt, Psychosis Crawler, Purphoros, God of the Forge, Quicksilver Gargantuan, Rishkar, Peema Renegade, Scute Mob, Servant of the Conduit, Shipbreaker Kraken, Simic Sky Swallower, Somberwald Stag, Spellbreaker Behemoth, Spellheart Chimera, Surrak Dragonclaw, Talrand, Sky Summoner, Thassa, God of the Sea, Thromok the Insatiable, Tireless Tracker, Verdant Force, Vexing Shusher, Wall of Blossoms, Whisperwood Elemental, Wistful Selkie, Xenagos, God of Revels, Clan Defiance, Crater's Claws, Devastation Tide, Minds Aglow, Mizzix's Mastery, Reforge the Soul, Release the Gremlins, Seismic Stomp, Shamanic Revelation, Sylvan Scrying, Traverse the Ulvenwald, Unexpected Results, Urban Evolution, Volcanic Vision, Wheel of Fate, Arcane Denial, Clip Wings, Counterflux, Counterspell, Cyclonic Rift, Desertion, Disallow, Disdainful Stroke, Evacuation, Heroic Intervention, Insidious Will, Krosan Grip, Naturalize, Negate, Plasm Capture, Sulfurous Blast, Trap Essence, Turn Aside, Unsubstantiate, Visions of Beyond, Void Shatter, Voidslime, and TBH there are simply too many things to cut to list them all because my fingers are getting tired. I'd cut most of your planeswalkers, most of your non-ramp artifacts, and most of your enchantments.
My primary piece of advice here is that 1) You really should choose to prioritize abusing creatures OR spells, not both, because there are simply too few slots, and 2) you want your spells/creatures to do things in multiples. You don't need too much draw here because your mana is tied up doubling splashy spells, but you need a heck of a lot of mana ramp to keep up.
I don't mean to sound curt, sorry :( Hope this was at least a bit helpful! I agree with Lilbrudder that it's simply too many cards to reasonably cut down, and that you should take a little time and find a focus for the deck.