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Soul's Majesty Discussion
4 days ago
I completely agree with you that the majority of the cards I 'cut' need to be in here and they will make it in eventually. However, by playing the deck with what I own, it allows me to weed out underperformers and replace them with the 'cut' cards.
I need finishers and I don't really want to go the lands matter theme the first poster suggested. I consider Avenger just because he's good either way but no Gitrog, Titania, etc. Koko and Wurmcoil are just here for that reason and Koko is an alt win-con.
Garruk is just here as a reusable Soul's Majesty which may or may not be worth it here.
2 weeks ago
Any Tribal deck with high cost creatures is begging for Cryptic Gateway. Best thing about Cryptic Gateway over cards like Elvish Piper or Quicksilver Amulet (which are also good cards for the deck) is that you can activate it as soon as it enters the battlefield after only paying 5 mana and you can activate it many times. Champion of Rhonas and Deathrender are more options to consider for te task if you like some redundancy in your deck.
Wave of Reckoning, a boardwipe that can affect you the least if you have creatures with higher toughness and enables Enrage.
The deck is heavily lacking on card draw, I always try to run at least eight card draw engines. My recomendations are Elemental Bond, Shamanic Revelation, Mouth / Feed, Rishkar's Expertise, Life's Legacy, Garruk, Primal Hunter, Soul's Majesty, Hunter's Prowess and maybe even Vanquisher's Banner. Also Seasons Past for recursion.
Path of Discovery has been workking amazingly for me in many decks.
Forerunner of the Empire is another no-brainer here. You tutor for a dino and get another enrage enabler while you devastate token based decks.
Needletooth Raptor this little guy have been an overperformer for me.
To make room for this recomendations I'd remove:
Warstorm Surge Good card, but high cost and slow, I'm trying also to lower the costs here.
Rage Reflection not as good as True Conviction and not as important as card draw.
Gratuitous Violence The triple red cost may be a problem, I still to much damage support and card draw is still needed badly.
Kindred Boon I've been using this card and it's not as good as it looks like, it's really slow and opponents see its on the battlefield and can play around it, I would change it for Boros Charm or Heroic Intervention.
Radiant Destiny Anthem cards are better with smaller creatures, in fact it's a bit weak.
Quest for Renewal You don't have enough abilities for this to be deserving a slot.
Earnest Fellowship Messes with some interaction of the deck, mainly Enrage and may benefit more your opponents than yourself, nice card choice though.
Ajani Vengeant The first two abilities are not really that good in commander, and you can't really count on using its ultimate.
Coat of Arms better use in smaller token decks, you'd probable be helping more your opponents than yourself.
Titanic Ultimatum super expensive and super conditional.
Armageddon You're the guy with supper high costs, It can be a game ender in the right circunstances but most of the time it will be a dead card in your hand.
Selvala's Stampede I've used it and it was bad for me. You'll be the only one voting wild and your opponents seeing you have few cards in hand by then will vote free and the effect will be a bit disappointing.
3 weeks ago
A couple of ideas that come to mind immediately are:
Triumph of the Hordes - this is a basic win con in mono-G
Imperious Perfect - token pumper and power ramping creature.
Ezuri, Renegade Leader - Regeneration and Overrun on a stick.
Elvish Harbinger - an inexpensive creature tutor and extra body.
Throne of the God-Pharaoh - with all the tap effects elves have, this is a good way of racking up the damage.
Nissa, Voice of Zendikar - blockers, buffs, and card draw.
Elvish Promenade - Elf Tokens galore.
Immaculate Magistrate - power booster.
Green Sun's Zenith - though fairly pricey, this card is one that finds its way into every green edh deck I have built. It is simply that good.
Mosswort Bridge - Easy to get the ability to pop.
Gleeful Sabotage - take out multiple targets with this.
Genesis Wave - easily capable of hitting double digits for X and gathering a massive field in no time.
Regal Force - Excellent way of refilling your hand, especially if your opponents are running loads of board wipes.
Soul's Majesty - Similar in purpose to Regal Force, but as a noncreature tech.
Shapers' Sanctuary - More card draw.
Heritage Druid - mana dork
Essence Warden - Get life from creatures coming to the field
Vanquisher's Banner - power boost and card draw.
Bellowing Tanglewurm - makes it quite difficult to block unless they are running the same colors.
3 weeks ago
4 weeks ago
Burgeoning and Exploration (and others like them) are not really that good unlest your deck draws a lot of cards consistently. If you have one them in your opening hand together with a lot of lands, then they are super flashy, but they stop providing value really soon and they don't do anything else on their own. You can make a case for Exploration synergizing with Courser of Kruphix, but I still bet that most of the time they're a dead card.
Allow me to demonstrate. In this example im naming Burgeoning, but the same is true for all the other cards that just give you additional land drops from your hand and do nothing else.
Let's say your opening hand with Burgeoning looks like this.
L, L, L, L, B, X, X. and in the first three draws are X, X, L. (L= Land, B= Burgeoning, X= Some other spell)
This would be a really good opening hand for Burgeoning, maybe optimal.
In the first turn you play Burgeoning and by the second turn you have four lands on the battlefield and four cards in your hand. At this point the Burgeoning will basically stop working. On turn three you'll have five lands and four cards.
If instead of the burgeoning you had something like Llanowar Elves you'd be one mana behind on turn two and three, by turn four you'd have the same amount of mana, but by turn five and later you would have one additional mana from the elves that you wouldn't be getting from Burgeoning.
That is the best case scenario for burgeoning, if you get it mid game is mostly useless, the elves will still give mana and be able to chump block in the mid and late game.
So, does Burgeoning really deserves the spot in the deck so you can be one mana ahead in turn two and three if you happen to get it in your opening hand with the right amount of lands? (comparing to a cost one mana dork) Taking in consideration that two or more players will have to lose 40 lifes for you to win, it doesn't earn the spot. But you can get enough value out of it if your deck is made to draw a lot of cards consistenly all the time or your deck revolves around land mechanics.
At this point, the way I see it, you have three options: Jumping with both feet into the land theme, adding as much card draw as possible or removing them in favor of other ways of mana ramp. You can also do a bit of the three options if you want.
If you really want to go all in with the land theme, you could keep all the "additional land drop cards" (not Burgeoning) and add Oracle of Mul Daya for more land from top of library and Ramunap Excavator to reuse your fetchlands from the graveyard over and over and then your additional land drops would always be spent. If you were to add the Ramunap Excavator then I would also add Evolving Wilds and Terramorphic Expanse or other lands that enter untapped and you can sacrifice without paying mana like Ghost Quarter. Everything I said about the Ramunap Excavator is also true for the Crucible of Worlds, which I don't like to recomend because it's way too pricy for me.
Even if you decide to remove the land drop pack, your deck could benefit a lot from more card draw. Commander games most of the times are an endurance race and the guy who ends up running out of cards and is relegated to one draw each turn, is the most likely to lose. Currently you have as reliable card engines Garruk's Packleader, Elemental Bond, Garruk, Primal Hunter and Lifecrafter's Bestiary. I'm not counting Selvala, Heart of the Wilds, Vizier of the Menagerie, Courser of Kruphix, Zendikar Resurgent and Freyalise, Llanowar's Fury because I don't think they are reliable enough or in the case of Zendikar Resurgent it's too late-game, more like a finisher by itself (you kinda enter in god mode) than a mean to get to an end and if you get to put it on the battlefield but your hand is empty, it will be of little help to you. I'm not saying these cards should go out, I like all of them and I run them in several decks, it's just I can't count them as card draw.
I would add about four to chose among these (I find that at eight card draw engines the decks starts drawing cards consistently) Hunter's Insight, Life's Legacy, Greater Good, Momentous Fall, Hunter's Prowess, Soul's Majesty, Rishkar's Expertise, Mouth / Feed, Shamanic Revelation, Regal Force (I'm not really a big fan of this last one but maybe in a mono green works fine).
If you decide to remove some or all of the land drop cards you can add instead Overgrowth, Worn Powerstone or Thran Dynamo as a bit heavy but efficient mana rocks and Birds of Paradise, Wild Growth or Utopia Sprawl as first turn rampers.
Instead of (or maybe together with) Elvish Piper and Quicksilver Amulet you could use Champion of Rhonas (bigger body matters) and Deathrender (it's actually doing something useful while you don't have big creatures in your hand and also, mitigates the damage caused by board wipes).
Sorry for not formulating the proposed the changes as "card-A for card-B" like you wanted, but it's not always that simple. Maybe I see a card more useful than you do (or the other way around) because our respective metas are different.
1 month ago
Omnath is completely commander dependant, after all the goal of the deck is to combo off with him, so there is not much you can do, so you have to work around it. You need to protect him better and get a bit more recursion because Omnath at 7 CMC is expensive enough.
Against removals you can use Sylvan Safekeeper and Heroic Intervention and there is always Asceticism which is a bit more expensive both money and mana wise.
For recursion Seasons Past is one of my favorite cards lately, easilly you get five to seven cards out of it. Greenwarden of Murasa is another no brainer because of the tribal theme. Deadwood Treefolk works similarly, it sacrifices itself and you don't have to exile it, but only brings back creatures. Paleoloth is another creature I though about, the creature by itself is kinda bad, but with Omnath you can trigger it the same turn you cast it.
Some creatures are too big to be killed with damage or plainly indestructible, so I run stuff like Scour from Existence and Brittle Effigy. Spitebellows is a damage based removal but you can get a lotta triggers for just three mana.
You should cut Door of Destinies and Vanquisher's Banner, you only have 14 elemental spells (counting Omnath) so you won't be getting enough triggers out of them to make them worth their spot in the deck.
Animist's Awakening is just bad, keep in mind you will be getting about one land for every three mana you spend on the X (there are many other effects taking lands out of the deck). It would be good if were producing limitless mana, but if you already have infinite mana you don't really need so many lands, anyway it's a worse Genesis Wave. Better options are Traverse the Outlands and Boundless Realms or the Genesis Wave.
Stuff like Exploration and Wayward Swordtooth work amazingly in these decks, specially when you combine it with the Oracle of Mul Daya and Courser of Kruphix you already run and Ramunap Excavator if you were to include it (feels like a cheat with cards like Evolving Wilds).
1 month ago
I've been experimenting w Rhonas too. His deathtouch + indestructibe turns cards like Pounce & Lure into efficient removal (which is one of green's weaknesses). He's also a great target for things like Soul's Majesty
1 month ago
Going off of stuff that you do not have on your maybe-board, Sram, Senior Edificer is an amazing choice.
Now, for changes to the deck based on your maybe board. I would take out Soul's Majesty, Evolutionary Leap and Hunter's Prowess. In their places, I would add Vanquisher's Banner, Prowling Serpopard, and Felidar Sovereign. Lastly, I would take out Hour of Revelation to add Whispersilk Cloak. Blowing up your own artifacts is not on your to-do list. If you really need artifact/enchantment removal, Krosan Grip is really good.
I would also think about finding a spot to put Trading Post in, as it is a pretty versatile card. Shapers' Sanctuary is not that bad of a pick, but one thing to consider with it is that (usually) the big guy someone would want to target with a spell will have hexproof or shroud.