Spire Garden enters the battlefield tapped unless you have two or more opponents.
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Spire Garden Discussion
4 days ago
3 weeks ago
In your opinion, for newer Thar pilots, what do you think are the flex spots of the deck?
I've been toying around with Growing Rites of Itlimoc Flip in place of Gaea's Cradle, with mixed results. There have been times where the card transformed off the bat, producing 4 to 6 mana, and times where the card's been a dud. I've gone back to having a forest placed there instead.
Grove of the Burnwillows has been swapped out for Spire Garden from BBD. Very little difference in terms of live gameplay application. I may put Grove back in depending on how I feel about it over Karplusan Forest (which I'm not sold on quite yet either).
One funny tech I've been experimenting with has been has been Inspiring Statuary as a way to walk around Null Rod. Kinda mixed on that one too, but it's surprised me from time to time.
Finally, thoughts on Ensnaring Bridge, to shut down aggro decks?
3 weeks ago
So let's talk budget, relatively speaking, land base upgrades. For starters all of the Battlebond lands almost always enter into play untapped Spire Garden Sea of Clouds Morphic Pool Luxury Suite and Bountiful Promenade and by rough estimate you can get all of them for about $35-40. These could easily replace the respective Scry Temples of the same colors so that you don't get in the way of your mana distribution.
Rootbound Crag and the similar style lands are quite good, except you aren't running any basic lands in this deck and therefore this will always enter into play tapped unless you happen to have your Canopy Vista in hand.
On that note, I would consider swapping out some of the enter into play tapped lands for a couple of Forest and running one of each basic land. This would allow you to push in a Cultivate or Kodama's Reach to allow you to ramp into the colors you need for what you have in hand at the time. This would have the added bonus of your Zendikar lands having a chance to enter into play untapped.
For the tri-color lands, I would consider running a full set of all the Lairs and removing the tri color lands that strictly enter play tapped. They are good in three color decks for early color fixing but in 4-5 color decks they just seem to slow you down. The lairs at least let you tap the land you bounce back first to get the mana in your mana pool so you can have a chance to play out something.
And finally, promise we are almost done!, if you can get more of the various lands that are "dual" types ex Plains Forest etc, those can be fetched out by Karametra, God of Harvests if they have Plains or Forest as one of those types. Sword of the Animist also allows you to go fetch basic lands out of your deck for swinging with a creature, which is something you're gonna want to do with this deck anyway.
Phew!! Sorry for the lengthy commentary, hope this helps or gives you some ideas of things you can do to improve you land base with spending thousands of dollars on true duals. :)
4 weeks ago
I like it, +1. A few thoughts:
I wouldn't run Druid of the Cowl, Leaf Gilder and Lifespring Druid when you haven't yet included Fyndhorn Elves, Elvish Mystic, Elves of Deep Shadow, Birds of Paradise or Priest of Titania. Consider Somberwald Sage as well - turn one dork, turn two Sage sets you up for turn three Prossh.
Obelisk of Jund is strictly worse than Darksteel Ingot, and Kodama's Reach will probably prove more useful than Pristine Talisman. Also, I'd replace Wild Wanderer with Farhaven Elf. Ashnod's Altar and Cryptolith Rite offer cheap sources of mana boom.
I'd also try to get rid of lands that unconditionally enter tapped, unless the land is quite good. Guildgates and lifegain lands are definitely less valuable than lands like Luxury Suite or Spire Garden, Smoldering Marsh etc.
1 month ago
Some cards to consider adding to this deck.
Where Ancients Tread and Always Watching both help with direct damage and giving you untapped critters. Paradox Engine seems wasted in a creature focused deck like this, save it for a Spellslinger deck with tonnes of Mana rocks. That or consider upping the number of removal spells you play in order to trigger it more often Swords to Plowshares Naturalize etc etc Curse of Bounty could come out to make room for such and give you more bang for the buck without helping your opponents, unless the goal is ganging up on the local Archenemy,ex or otherwise. ;)
Speaking as a fellow HULK SMASH Stomp deck player we need to look at your Mana Base without breaking the bank.
Considering the following lands that can fix your color fix needs without always entering tapped. Cinder Glade Canopy Vista Spire Garden Bountiful Promenade Rith's Grove Jungle Shrine and Naya Panorama are all useful, relatively cheap compared to say True Duals or Shocklands, and can speed up your ability to play Maya and use her ability. I'd prioritize these over your lands that enter into play tapped by first removing the ones that enter tapped and do nothing else, Guildgates, then replace ones that either only add one life or cost 2 mana to cycle, and finally the last enter into play tapped lands I would replace are the scry lands. Scrying is handy indeed when we aren't running tutors or heavy card draw.
Speaking of which tutors and card draw Land Tax and Greater Good would both work well in this deck. As would Altar of Dementia these give you the ability to respond to things like missed land drops, board wipes, enchantments that lock down or steal your creatures, etc. Like oh you want to Mind Control my Zacama, Primal Calamity? Nope, Response, go ahead and mill 9 cards instead and send that wasted Mind Control to the graveyard.
1 month 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
If you can easily get your hands on them, I highly recommend replacing all the Vivid lands with the new Battlebond lands, Morphic Pool, Bountiful Promenade, Luxury Suite, Spire Garden, and Sea of Clouds.
2 months ago
Odysseus_97: You gave me quite a bit to think about, thanks for the comment!
Grow from the Ashes: This seems fine, but not better then my other ramp, and I really don't need any more right now.
Terramorphic Expanse: This could get a spot, but I don't want to lower my basic land count. Do you think there is another land I can take out?
Rampaging Baloths: This is a good question. To explain why this is not played, we have to ask why Om_rath himself is so good. The main reason is because it does not just require you to swing in order to win, but you honestly rarely do. Plus he is amazing removal in a pinch. However, Baloths does none of this. You just get a beast with no evasion that does nothing unless you have Craterhoof Behemoth (but is slow even then for 6 cmc).
Tilonalli's Summoner: This is ok, but REALLY conditional on other cards in play. If you have a sac-outlet is is pretty good, but completely horrible otherwise. Plus it dies really easy. You should NEVER swing with it more then once, and is just a slow Tempt with Vengeance in the best case.
Heroic Intervention: Kinda temping, just to protect Om_rath at instant speed. Might be worth trying.
Krosan Grip or Beast Within: I know we hurt for non-creature removal, but I bank on not caring in most games. If Om_rath is your primary commander and you get hated out a lot, then you will likely want to play these. However, I only pull out Om_rath every couple weeks, so no one plays hate cards for it.
Green's Sun Zenith: I have never been in a state where I think to myself "I really want to Tutor more right now!"
Animist's Awakening: This misses way to often. I use to play it back in the day.
Pir's Whim: This is both weak ramp and removal. Not really what I am looking for.
The Mending of Dominaria:VERRRY slow...
Triumph of the Hordes: REALLY MEAN, and not my style. Play it.
Mountain Valley: Only marginally better, but I might look into getting an alter made of it.
It is important to to note that all of these cards are ok in this deck!!! If you have then and are on a budget, run them! None are unplayable by any means, I am just running what I think to be a more optimized list. The beautiful thing about commander is that a deck does not need to be "optimized" to be good (and more importantly, fun!).