|Commander / EDH||Legal|
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|Commander 2016 (C16)||Rare|
|Commander 2015 (C15)||Rare|
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Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)
: Add to your mana pool.
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
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Spinerock Knoll Discussion
1 week ago
My buddies and I had a debate on this. Marath, Will of the Wild states “the anount of mana spent to cast it.” To my understanding “play” as Horde of Notions states includes casting like the hideaway lands Spinerock Knoll. So does Marath enter with 5 +1/+1 coubters due to the WURBG that was spent to cast it from the yard? Or does it enter with 0 and die due to the “without paying its mana cost” meaning the casting cost was zero?
We ruled that it died to state based action in a 3-2 vote but I’m curious who was right.
3 weeks ago
Lets have a look at some possible additions: Savage Ventmaw would be good as you can haste it then get 3 and 3 the same turn, allowing you to cast more.
Hydra Omnivore For those bigger games, and his a big boy.
Etali, Primal Storm For those same cast turn swings that should get you some nice stuff.
Ruric Thar, the Unbowed would be amazing, more so if you're looking at going creature focused.
Hellkite Tyrant for steeling all the artifacts and a long drawn wincon (Vs artifact decks).
Mina and Denn, Wildborn should replace on of your elves.
Blightsteel Colossus is also a big wincon for you.
That's it for creatures for now.
Chaos Warp its an important card in red, its removal of used for keeping your own things safe. This is a fantastic instant for you.
Blasphemous Act is an amazing removal card you should add.
And Nykthos, Shrine to Nyx is highly recommended.
OH! don't forget Ghalta, Primal Hunger
1 month ago
Take out terramorphic and evolving unless you add more basics, Spinerock Knoll, probably Rocky Tar Pit, and Mountain Valley, Chromatic Lantern, maybe no Countryside Crusher or Cosmic Larva, Behold the Beyond, Beseech the Queen, Diabolic Tutor, Ever After (Unless you add more better creatures), Natural Balance, you dont really have a use for Doubling Season,
Consider Avenger of Zendikar, Mina and Denn, Wildborn, Omnath, Locus of Rage, Oracle of Mul Daya, Rampaging Baloths, Sylvan Safekeeper, Tireless Tracker, Titania, Protector of Argoth, Ulvenwald Hydra, Crop Rotation, Hissing Quagmire, Raging Ravine, Lavaclaw Reaches, Treetop Village, any more cycling lands, Nissa, Vital Force, Embodiment of Insight, Scute Mob, Dragonmaster Outcast, Squandered Resources, Crash of Rhino Beetles, Undergrowth Champion, Squirrel Nest, Spawning Grounds
I think you need upwards of 40 or so lands in here if thats where you want the focus, some should make creatures, some should BE creatures
2 months ago
@deakmana, Thanks for the comments!
Its cool to get some comments from an actual competitive perspective.
Re: Crop Rotation : The card disadvantage is real; and it might not be obvious from just reading this list, but it doesn't really need Gaea's Cradle, it's just sort of nice to have. Most of the time you want a Blood Moon effect anyway, so the Cradle gets turned off (and Scavenger Grounds, and Spinerock Knoll). Although Boseiju, Who Shelters All is an interesting suggestion.
Spinerock Knoll has been good so far. It's a nice way to get more gas at a pretty minimal cost; in many cases it doesn't even cost a card.
I'm never sad to see a one-sided wipe. Literally every competitive deck except maybe Jeleva and Teferi have creatures in play. I'm not sure if you've played any competitive EDH in the last 18 months, but there's these two commanders called Thrasios and Tymna... And those decks tend to be loaded with creatures. It's sort of a bummer that most decks actually do have a few creatures in play, frequently with stats like 1/3 or 2/2, which makes it hard to get clean attacks with the hatebears. Ezuri's Predation is just about as easy to cast as Mizzium Mortars, and is vastly superior. Not only is it disruption and mana destruction, it's nearly a game-ending threat!
re: Gamble. I tried this and cut it quickly. If you want to use it to get something you're not going to discard, then you have to do it off your opening 7. That means you're spending turn 1 playing gamble instead of a mana elf, which is just terrible. Or your spending turn 2 playing gable instead of a stax piece, which is also terrible. Then if you want to play it turn 3, you've got 3 cards left in hand. One of the benefits of this deck is that it doesn't use the graveyard... so if the tutor target gets discarded it's gone for good. In a lot of decks Gamble is good because it's a second copy of Entomb. As you can see, the opposite is true here.
Incidentally, Chrome Mox has a similar problem: basically its likely that you don't have enough spare cards to come back from the card disadvantage. The general doesn't provide card advantage, so we're not reliably ramping into something that refills the hand.
I've tried Orcish Lumberjack. It's really bad to play a turn 1 dork that might not actually make mana, which happens, if you don't have a forest. It can be strong tho. Perhaps its worth using. Have you tested it in this list?
I've also tried and cut Skullclamp. It's just slow and not good. I don't have a reliable 1-toughness token producer (like in a Tana, the Bloodsower deck), and basically token-making isn't a great route to victory. It doesn't draw off commanders and the only thing that leaves is using it to draw off mana elves after the mid-game when you don't need the mana anymore. That's just not a winning plan, anyway.
2 months ago
Hey there, thanks for sharing your list.
I really like Archwing Dragon in this deck, I will need to add it into my list. Spawn of Thraxes also seems very reasonable and I also really like Hazoret's Monument and Vanquisher's Banner. I will need to check out a few of those for my deck lists.
A few cards that I might suggest cutting since they have always underperformed for me are Door of Destinies, Adaptive Automaton doesn't seem necessary since your dragons are plenty big, and Kindred Charge is really bad with legendary creatures so I would replace that one with World at War or Savage Beating. Dragon's Claw seems like a flavor inclusion, but it probably wont have much of impact.
Anyway really enjoyed the list. I like that you got 28 creatures in yours, I only got about 20 in mine, but id like to get the creature count around 22-23. Let me know if you end up adopting any of these changes.
4 months ago
Warrior Creatures to Consider:
Devoted Crop-Mate like a weird Alesha
Hidden Dragonslayer decent removal
Ironclad Slayer if you are playing a lot of equipments
Malakir Cullblade gets bigger
Champion of the Flame if you go super heavy on the equipment
Garna, the Bloodflame save the creatures from a boardwipe? Not sure how it will do in action
Kazuul, Tyrant of the Cliffs pillowfort and some bodies
Taurean Mauler -technically a warrior
Burnished Hart ramp and can be brought back by Alesha
Gisela, Blade of Goldnight -got reprinted in Master 25 so its cheaper and will get reprinted again in Commander anthology II but that one will be foil so not sure if that will affect price
Grenzo, Havoc Raiser goad is amazing and his second ability is nice if you have mana to spend
Equipment to Consider:
Sunforger one of the best equipments in these colors, fetch your removal
Kusari-Gama mini boardwipe if they block
Artifacts to Consider:
- Gilded Lotus just got reprinted so its cheaper now
- Fellwar Stone our play group usually has your colors
- Oketra's Monument cast a warrior, get a warrior
- Throne of the God-Pharaoh
- Mardu Ascendancy
- Dictate of the Twin Gods you have both gods in deck, so why not?
- Berserkers' Onslaught
- Gift of Immortality
- Behind the Scenes since some of your creatures have low-ish power, although might such with all the anthem effects you have
- Pain Magnification just a fun card
- Kindred Boon
- Chandra's Ignition -really great boardwipe for this deck, if zurgo has lifelink you will get that life and also anything that dies will give him counters. You could have zurgo, cast this, and then more than likely one shot a player
- Read the Bones
- Open the Armory
- Disrupt Decorum tapped out won't link this for some reason
Instants: (sticking with four or less Cmc for sunforger shenanigans)
- Rogue's Passage
- Sunhome, Fortress of the Legion
- Unclaimed Territory
- Path of Ancestry kinda pricey now tho
Mardu is great for control, so its best to have plenty of removal spells. I would not have Spinerock Knoll since it might be too slow. Windbrisk Heights might be better than Spinerock tho. Like what if you need to play that spell but can't get 7 damage off. Also, Graveblade Marauder seems too situational to leave an impact. When you start adding/removal stuff to the deck, make sure to keep it low cmc as you can since you don't have much in terms of ramp in these colors; be sure to keep as mana rocks as you can for the same reason.
5 months ago
I think you have most of the must-haves included... But there are still some which you may consider.|
I maintain that Helix Pinnacle is one of the best mana sinks in the game, if not the most impactful until you actually get to the 100. Nevertheless, it might serve as an alternative win condition if your main plan should for any reason not work.
Other ideas might be Burn at the Stake, which is a creature sink more than a mana sink, but might help you finish someone off, since you're going to have a lot of them anyway. For the same reason I'd strongly recommend Nullmage Shepherd over Reclamation Sage. Omnath, Locus of Mana and Yeva, Nature's Herald are examples of cards which don't directly provide mana but give you more options to hold on to your mana or spend it at more opportune times. In addition, Mosswort Bridge en Spinerock Knoll both seem quite good in this deck.
Lastly, and not entirely to the point, for the name of the deck, you probably meant "The Hordes of Keld". Hoards refers to something like Hoarding Dragon ;)