Soul of the Harvest

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CMT) Rare
Welcome Deck 2016 (W16) Rare
Commander 2014 (C14) Rare
Avacyn Restored (AVR) Rare

Combos Browse all

Soul of the Harvest

Creature — Elemental

Trample

Whenever another nontoken creature enters the battlefield under your control, you may draw a card.

Price & Acquistion Set Price Alerts

CMT

W16

C14

Ebay

Recent Decks

Load more

Soul of the Harvest Discussion

othermax on HELP ME PLZ

5 days ago

First and foremost. This deck is missing some of the key components that are very very neccesary for commander:

  1. Ramp

You have the Sol Ring , and thats good. And the few land fetching spells. But I reccomend getting creature ramp and at least 3 more mana rocks. Like adding in a Birds of Paradise, Sylvan Caryatid, Yavimaya Elder, and a Wood Elves would speed your game up so much, and give you chump blockers. Mana rocks are also really essential, my favorite are Gilded Lotus, Thran Dynamo, and Darksteel Ingot.

  1. Card Draw/Card Advantage

This is so important. In a deck like this, I'd automatically include Sylvan Library, Harmonize, Sensei's Divining Top, Worldly Tutor, Chord of Calling, Green Sun's Zenith, and a Tooth and Nail. Necropotence is super good too. Cards equal wins, period. That is why blue is the best color. I'd also consider cards like Soul of the Harvest and Drumhunter, just because your deck is creature based. The way I think about it, if I can't find a way to get more cards in my opening hand, I should not be keeping it.

  1. Landbase

I'm not gonna get into this, cause someone else did. Just make youre mana base faster. And play cards that cycle/fetch lands out of your library. It is card advantage for days.

  1. Removal

Play more creature piece removal spells (like Woodfall Primus , Acidic Slime , Reclamation Sage , and Shriekmaw , just because they leave you with a creature at the end of it all. That 2/1, or 2/2 deathtouch is essential for the early game. Also more instant speed removal will do you good like Hero's Downfall, Abrupt Decay, and Krosan Grip.

Sidenote: Play Eternal Witness if you are playing green. Period.

greyninja on Animar's Communistic Reign

1 week ago

Animar is my favorite! +1 from me

One sure-fire way to build up +1/+1 counters on animar is to bounce your own creatures and play them again. Shrieking Drake is an all-star. It can target itself then be played again. Rather than playing a 4cmc creature and giving animar only one counter, instead play Shrieking Drake three times then the 4cmc creature and animar has 4 counters! Dream Stalker and Man-o'-War are good for redundancy. Cloudstone Curio is by far the best artifact you can run in animar for the same reason. Ancestral Statue is the #1 artifact creature; once you have four counters on animar this lil guy goes infinite!

Purphoros, God of the Forge (which you have) and Impact Tremors take advantage of rapid fire creature casting. As does Soul of the Harvest and the like

I'd shoot to get your creature count up to 35+. Once animar gets huge you likely won't need the artifacts that make things cheaper. Chlorophant I'd take out since it's kinda slow, as is Argentum Armor, Goblin Game, etc

You have a decent amount of instants and sorceries. Maybe swap those into creatures that do similar effects? Mystic Snake, Draining Whelk, Inferno Titan, Flametongue Kavu, Duplicant, Phyrexian Ingester, etc. Shock and Lightning Strike can be underwhelming in multiplayer, but are decent in 1v1. Depends on what you're going for. If you're truly going for counterspells and burn; Riku of Two Reflections might be the better commander, but I personally love animar beatdown tactics

Here's my animar deck for you to check out for ideas. If you get a chance please upvote and tell me what you think! It's not perfect; but it's fun af and can outright win turns 3-4.

Cheers!

bushido_man96 on Dinosaur Tribal

1 week ago

Thanks for the suggestions and thoughts, GoldenDiggle. I think I'll include Soul of the Harvest and Lens of Clarity. I've got to start trimming now. This will be my first run at a Naya build, and have had my eye on Mayael the Anima for some time. Hopefully, it will be a fun deck that also works decent.

GoldenDiggle on Dinosaur Tribal

2 weeks ago

Getting on the Naya train? I approve! Mayael is an excellent starting commander!

Oracle of Mul Daya and Courser of Kruphix have great topdeck synergy with Mayael! (As does Lens of Clarity, but it's mostly a pauper top.)

Soul of the Harvest may not be a Dino, but its good for what you want to do, I recommend it.

I still have to get a Zoologist and Call of the Wild for my deck!

You probably know all this, but the deck looks good! I hope your son likes it!

NV_1980 on It's stompin' time!

2 weeks ago

Thanks for the massive comment Seraph_Six and a great deal of helpful advice, you've given me loads to think about. If you don't mind, I'll reply in reverse order :)

Burgeoning: I agree that this card usually only helps during the first few turns. However, when it CAN be used early, the advantage I get usually determines how the game ends. Therefore, I intend to keep it for now.

Elemental Bond: I love this card because it's cheap and gives me extra draw (which isn't something you get often when playing green). However, Soul of the Harvest would be a great addition to the deck's draw capabilities; so I've decided to replace Ruric Thar, the Unbowed with it.

Strionic Resonator: there are so many permanents this artifacts synchronizes with, that I wouldn't dream of parting with it in this deck. It can double the amount of sacrifices caused by the Eldrazi, it can generate twice the amount of dragons generated with Utvara Hellkite, it can help me draw additional cards from Elemental Bond, just to name but a few examples.

Domri Rade: I agree he's due to be replaced. Mostly he's in here because of his ridiculous ultimate. If I'd replace him with anything, it would probably be with Wurmcoil Engine.

Xenagos, the Reveler: He's truly been invaluable in this deck. Thanks purely to him and Selvala, Heart of the Wilds I've managed to both use Mayael AND summon something game- determining by turn 5-6. These cards will both remain in the deck.

Sylvan Caryatid/Rampant Growth: Getting rid of ramp? No, sorry. Sure, these mayb the weakest ramp cards but this deck is so dependent on large amounts of mana that I wouldn't want to consider getting rid of any of its current sources.

Void Winnower: I've considered this card before but decided to scrap it. I feel it's just a bit too much with the other cards preventing stuff in the deck. Besides, I think Angelic Arbiter is better.

Rhonas the Indomitable: Fantastic card indeed, but currently outside my price range.

Novablast Wurm: Interesting card and does work well with Avacyn. But unfortunately, ONLY with Avacyn. This deck is too dependent on its creatures to blow everything up.

Heliod, God of the Sun: Giving everything vigilance would be nice. I think in the end that might be more useful than a creature like Pathrazer of Ulamog. I'll make the replacement.

Exquisite Archangel: Wow, this looks powerful. If I had her, I'd probably replace Iona, Shield of Emeria with her. I'll look into acquiring one.

Akroma, Angel of Fury, Akroma, Angel of Wrath, Baneslayer Angel, Carnage Titan and Dragonlord Atarka: I want the creatures in this deck to be more than just powerful by themselves; I want their strength to add to the strength of the others. So although these creatures are all awesome individually, I've decided not to include them.

Blightsteel Colossus: Way outside my price range and it also has infect (which has been banned by my playgroup).

Atarka, World Render: Actually, there are only three dragons in deck (four, if you would count Atarka too). Adding her I'd therefore consider to be an inferior choice over the other support options I've made. However, you might be pleased to hear she's the commander of one of my dragon decks (which I still need to post).

Well, that's it. Thanks for bearing with me and thanks for all your advice. I hope you agree that it's been put to good use. Thanks again and happy gaming!

Seraph_Six on It's stompin' time!

2 weeks ago

Always love seeing a Mayael deck and how different people make them. Typically, I prefer at least 35-40 creatures just to bring that miss percentage down. You can mathematically assume that 40 creatures will give you a 2 choices out of that 5 almost every time.

That being said, here's a list of some of my favorite big Naya creatures:

Akroma, Angel of Fury (Protection from stuff.)

Akroma, Angel of Wrath (Protection from stuff.)

Atarka, World Render (Especially since you have a fair bit of dragons.)

Baneslayer Angel (Protection from stuff.)

Blightsteel Colossus ($$$, but typically worth the investment.)

Carnage Tyrant (New card!! And super awesome. Flavor text is the best.)

Dragonlord Atarka (Big and stompy and a dragon.)

Exquisite Archangel ('Oh crap' button. Platinum Angel is only 4 power.)

Heliod, God of the Sun (Vigilance for all. Kinda just a maybe.)

Novablast Wurm (Sometimes you just gotta blow everything up. Works well with Avacyn.)

Rhonas the Indomitable (This guy is bonkers good in this deck.)

Void Winnower (Sometimes it's acceptable to lose friends to play this card.)

Wurmcoil Engine ($$, but SO good)

Things I don't see much of a need for:

Ruric Thar, the Unbowed (Probably going to hurt you more than help you.)

Sylvan Caryatid/Rampant Growth (Losing one ramp source won't hurt and these are the weakest.)

Domri Rade/Xenagos, the Reveler (PWs are fun, but they don't add much to Mayael. One puts creatures in your hand when you want them in your deck. The other requires creatures in play to make mana.)

Strionic Resonator (I always end up cutting this from decks because it's just not good enough. Win-more mana-sink.)

Elemental Bond (Could play Soul of the Harvest instead.)

Burgeoning (Maaaaybe, just because it requires lands in hand. Typically a dead card later in the game. Only good turn 1 or 2.)

_raeofsunlight on mono green starting deck

3 weeks ago

A ton of your cards are not standard legal, so you might want to change your decks format. Also, you might want to think about creating a common theme for your deck. Right now you have tons of options, lifegain, ramp, midrange, etc. But throwing them all together makes it a little difficult to create a deck that works well. Stick to one or two themes. After that you should try to gather multiple copies of the cards you think fit best. Having multiple copies helps with consistency in your deck.

I would recommend replacing your Wood Elves with a few Llanowar Elves and your Jaddi Lifestrider with an Essence Warden. She's not as cheap as you may want, but she's wonderful for creature heavy decks like this. I would also try to find a better replacement for Walker of the Grove

Other good cards for decks like this are:

Soul of the Harvest, Thragtusk, Sylvan Caryatid, Dungrove Elder, Champion of Lambholt, Primeval Bounty, Rampant Growth, Forgotten Ancient Silvos, Rogue Elemental, Predator Ooze, and Rampaging Baloths, Sakura-Tribe Elder, Vinelasher Kudzu, Reclamation Sage, Scute Mob,Lifecrafter's Bestiary, Karametra's Acolyte (Once again, not always the cheapest, but you can pick and choose)

Load more