|Commander / EDH||Legal|
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|Welcome Deck 2016||Rare|
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Soul of the Harvest
Creature — Elemental
Whenever another nontoken creature enters the battlefield under your control, you may draw a card.
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Soul of the Harvest Discussion
3 days ago
Ok, Round 2.
So you want to build a classic Timmy deck and ramp up to big creatures, and kill with big creatures. Seems like a solid strategy. Here are my suggestions.
First, go all in on land ramp or creature ramp.
With land ramp, cards such as Explosive Vegetation, Explore, and Cultivate are your best friends. If you are doing this you'll need to run a land count that is roughly around 25-28 lands, in order to facilitate you pulling them all out of your deck. You will then want up to 1/6th of your deck to be payoff cards. (Based off of a quick look at a typical tron deck). Creatures such as Rubblehulk and Zendikar Incarnate get tons of value off of the higher land count. Ground Assault can be a powerful removal spell provided you have enough lands. Savage Twister can also be used as a boardwipe, that you can control the strength of. Rampaging Baloths is also a card that can seal the game for you. And one swing off of Baloth Woodcrasher after an explosive vegetation can mean lethal.
Creature ramp on the other hand is a little different. You can play less lands, up to 22-24, as long as you are playing enough 1 mana dorks. An interesting thing to note about 1 mana dorks is how they speed up your gameplan. If you play a dork on turn 1, then on turn 2 you will have 3 mana, essentially gaining a turn over your opponent. If you play a dork again, on turn 3 you should have 5 mana. (Assuming you are hitting your land drops). In this case cards such as Explosive Vegetation aren't as good, because you won't be able to play in on turn 2, and on turn 3 casting it will leave you with one unused mana. So you want to build the curve of your deck so that it takes advantage of this by having a turn 1 dork such as Llanowar Elves, a turn 2 dork that costs 3 such as Greenweaver Druid, and on turn 3 play a six drop such as Terra Stomper or Soul of the Harvest. (By the way, this same principle applies to the land deck because Cultivate will get you to 5 mana on turn 4, and Explosive Vegetation will get you to 6.) I would also recommend making this deck mono colored, and use your removal in cards such as Prey Upon.
The third option is to go full on Tron. The urza cycle of Tron lands can get you to 6 mana on turn 3 with just the lands. It is all colorless mana however. Tron is a very powerful deck arcehtype, and is even Pauper legal. Here's a pauper list that might give you ideas on how you could do something similar if you decided to go down that route. https://www.mtggoldfish.com/archetype/pauper-temur-tron-22406#online
There are a lot of different ways to take this deck, but the important part is deciding on where you are going to take it and sticking with it. You can have mana dorks in your lands list but it might not run as well, and vice versa for anything else. You have to choose what you want and work to narrow it down into something that is cohesive. Good luck with your deck, and let me know which route you take! I might end up making the other list haha!
Remember, you can always order your list online. Most of the cards in this strategy should be fairly cheap, and shouldn't break the budget.
3 days ago
Karametra is one flexible General and the +1 counter / token theme can certainly be viable with her.
By looking at your list, however, I found quite a couple of cards that seemed a bit underwhelming to me.
Also you need more creatures (and maybe a bit less lands since your general already pumps enough as is (I'm no Karametra expert, but 38 seems decent to me)).
Karametra being the way she is, will give you access to tremendous amounts of mana in the late game, so you need to make sure you have cards where you can just dump loads of mana into. Hydra Broodmaster is a good budget example.
I'll shoot some good Token / +1 synergy cards to give you an idea:
Ant Queen, Scavenging Ooze, Archangel of Thune, Avenger of Zendikar, Mirari's Wake, Trostani, Selesnya's Voice, Emeria Angel, Craterhoof Behemoth, Beastmaster Ascension, Glare of Subdual, Ajani Goldmane, Doubling Season, Hardened Scales, Parallel Lives, Mycoloth, Soul of the Harvest, Rampaging Baloths, Kalonian Hydra.
If those cards ring any bells to you, I can go into vastly more detailed suggestions, as I want to be sure I'm heading into the right direction beforehand. If not, please make sure I understand the exact theme you're going for so I can try to help :)
3 days ago
I made a comment but will need some time to correct it my apologies.
3 days ago
White and green both have graveyard recursion, it's just not as effective as black. And Abzan has Karador, Ghost Chieftain in addition to whicher W/G/B tricks you want to use.
I think what people have failed to mention so far is that big vanilla beaters are no good in multiplayer EDH. You always want something secondary out of your large creature. Avenger of Zendikar has tokens, Terastodon brings removal, Soul of the Harvest gives card draw, Karametra, God of Harvests ramps.....stuff like that is better than some giant beater who offers nothing else.
5 days ago
Thanks for the suggestions. Most of those are cards that I was looking to include, but I was trying to decide between adding the utility package you listed above or improve my ramp and card draw. I used to have the Pact and FoW in the deck, but they got cut over time because I hated getting them in my opening hand. FoW in particular frustrated me because I only ever seemed to have another blue card to ditch to it about 1/3 of the time that it was in my hand. Most of my play testing was 1v1 against fast decks like Jenara and nooze combo Mimeoplasm, so a lot of cards that didn't offer me immediate value in the first 3 turns ended up on the chopping block.
I really should have had Spellskite and Scavenging Ooze in the deck a long time ago, particularly the Ooze, but my only copies were locked up in other decks until recently.
I may hold off on the FoW for now and put in Soul of the Harvest to give my main combos more consistency. I also want to give Rishkar, Peema Renegade a try, since he plays well with both Animar and Wirewood Symbiote. How well has Rishkar worked out for you in your deck?
6 days ago
My list only has 1 creature at 6 mana, and then the two eldrazi at 10 mana, so fitting another 6 cost creature is still an option for me. Everything else is at 5 mana or less. I cut a lot of my higher costing cards out after the mulligan change because my opening hands suddenly became a lot more awkward with the higher-cost creatures. It's gotten to the point where Fierce Empath is in my hand and the only real target for it is one of the eldrazi, which half the time I would be unable to cast at that moment. I'm going to look at putting Soul of the Harvest back in as backup to Primordial Sage with the next re-tooling of my deck.
Reading through the Recruiter/Hoverguard line that you have posted, wouldn't you need one of the or lands to also be able to produce for the chain to go infinite? With just 3 lands you can loop the Hoverguard and Drake for infinite counters on Animar, but you would only be stockpiling and mana, so you wouldn't be able to switch to bouncing the Hoverguard and one of your tutor creatures to draw other cards out of your deck. Is your description missing a step? If you bounce the Metamorph and the Drake With Hoverguard, then you can cast Metamorph as a copy of Hoverguard for the purposes of the chain. That would net you with each cycle instead of just .