|Commander / EDH||Legal|
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|Magic 2014 (M14)||Common|
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Creature — Fungus
Whenever a land enters the battlefield under your control, put a 1/1 green Saproling creature token onto the battlefield.
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1 week ago
-1Zhur-Taa Druid for +1 Llanowar Elves - I found Zhur-Taa Druid's one damage was good in large games, but more often than not it made him a target because other players didn't like getting hit for one and it left myself without the mana producing creature.
-1 Alpha Brawlfor +1 Fires of Yavimaya - This deck can be more focused on Thromok's damage with this enchantment. It only takes 5 creatures to make Thromok big enough to one shot with commander damage. This allows him to attack right away. I found I was rarely using Alpha Brawl because of its high mana cost.
-1 Skullclamp for +1 Nim Deathmantle - I was rarely using Skullclamp for card draw. The extra draw was nice, but I don't want my tokens dying, I want them for Thromok or blockers. I found a lot of my big creatures that produce tokens were completely worthless when killed (obviously). Nim Deathmantle gives me the option to keep those creatures alive longer and lets me produce tokens. In this build, I am trying to run more "at each" upkeep creatures because it ramps up faster in bigger games! Nim Deathmantle also interacts well with Ashnod's Altar! (see below)
-1 Joiner Adept for +1 Ashnod's Altar - Joiner Adept's ability was almost worthless with my ramp/dual lands. It was more of a convenience than anything. It would work better in a 3-5 color deck imo. I added Ashnod's Altar because my tokens can ramp into even larger creatures that produce more tokens. The 2 mana potential per token ramps up fast especially if you are making tokens every upkeep. Also, if you have a creature that produces 2+ tokens when it enters the battlefield, you can use that + Nim + Ashnod's Altar for infinite tokens!
-1 Utopia Mycon for +1 Nissa's Expedition - Utopia Mycon was a super cheap card but loses its value in larger games. It only happens at your upkeep so it loses value in larger games. The ability to sac a saproling seems nice since I have multiple creatures to create saprolings, but you get more bang for your buck with an Ashnod's altar. Using the other creatures with Nissa's you have, you could get 2 lands for one green! Better ramp than waiting a ton of turns / losing creatures!
-1Death's Presence for +1 Second Harvest - Death's Harvest was too slow for my tastes. If my creatures are dying, its usually a board wipe. If my small tokens are dying, its slow ramp and if my big creatures die, my tokens are usually not far behind. With Second Harvest, I can double my tokens. That means more mana with Ashnod's, more sac for Thromok, more defenders, etc. With Parallel Lives and the soon to be bought Primal Vigor, this ramp can be 2x to 4x as powerful!
-1 Thelonite Hermit for +1 Nylea, God of the Hunt - Thelonite Hermit was 8 mana for 4 1/1 Saprolings. It was too slow. The ablility to give saprolings +1/+1 was nice, but this card cost to much for a 1/1 that dies easily. Nylea is indestructible, which makes her bae and hard to get rid of. Trample is great because a big baddie Thromok can't be chump blocked as easily. It also means I am pumping damage earlier with my bigger creatures because of trample! Her special also allows me to spend unused mana when people let tokens hit for bigger damage.
-1 Sporemound for +1 Tendershoot Dryad - Sporemound is a 1/1 per 1 land per 1 turn. Unless I put an evolving wilds in the deck, the landfall is to slow in a multiplayer game. Instead, for the same cost, Tendershoot Dryad gives me a 1/1 every upkeep! The city's blessing is also a plus because it replaces Thelonite's ability for +1/+1 for an even better +2/+2. More tokens for more upkeeps scales the bigger the games get.
-1 Soul's Might for +1 Solidarity of Heroes - I was using Soul's might mainly on my commander or the creatures where +1/+1 counters gave extra tokens/effects. Soul's might was only one creature for 5 and Soliarity of Heroes is any number of creatures for 2 per creature.Although it only doubles the number of +1/+1 counters, it was mainly what I was using Soul's might for!
-1 Miming Slime for +1 Tranquility - Miming Slime has some uses and will be in my sideboard. If I am playing an enchantment heavy deck, Tranquility does great mitigating things like an opponents Asceticism, or double damage, or lifelink etc. Miming Slime works great with warstrom surge, getting an extra creature out with Thromok, etc but I need something to stop Ghostly Prison, Oblivion Ring, Rhystic study, etc.
-1 Forest for +1 Insurrection - Insurrection is such a good card. Since I added more ramp, I felt comfortable replacing this with a land. Insurrection has so many good uses. Kill opponents with their own fatties then sacrifice for a big big big thromok with nothing on the board. Sac everything for a Thromok with haste and insta win. Get rid of threats by sacrificing with Feed the Pack at the end of turn. Hit with everything then sacrifice with Ashnod's Altar. The combos are endless.
2 weeks ago
MagicBlues, unfortunately, that would count as a 3-card combo. Thanks though!
IAmTheWraith, you're right, it doesn't get returned to the hand until it resolves. Thanks! It's been removed.
ellie-is, thank you so much for catching that! I've redone that section to better reflect what combos with what. How does it look now?
The Sporemound combo needs a third piece to stop the combo to prevent it from drawing the game. Thanks anyways though!
Using that combo with Aphetto Alchemist can provide infinite untaps for artifacts and creatures, which means that a third piece is also necessary to take advantage of that combo. Sorry if it sounds like I'm just disregarding combos randomly, but I don't want to include combos if a specific type of card is required on the field/graveyard/etc. for it to have an effect. Thanks for the suggestions though, keep them coming!
Wouldn't activating Mirror Entity for 0 cause it to die though?
I could see a Solemnity infinite combo hiding out there with just one other card... The search continues lol
Kishe, great suggestion! They're now added. Thanks!
2 weeks ago
It feels great to know that other people enjoy playing thelon in commander. Real quick I want to suggest Rishkar, Peema Renegade and Ashnod's Altar which are two of my favorite cards and work really well in this deck. Rishkar can easily make +1+1 counter synergies way better especially when combined with Corpsejack Menace. Also the feeling of sacking 30 saperlings to a alter to fuel a massive turn after a board wipe will never get old. Finally a healthy reminder the Sporemound and Life and Limb will just tie the game.
2 weeks ago
Correction: list of steady 1/1 or 2/2 token creators.
Potentially too slow: Sporemound, Assemble the Legion, Dragonlair Spider, Elspeth, Knight-Errant, Freyalise, Llanowar's Fury, From Beyond, Growing Ranks, Jade Mage, Krenko, Mob Boss, Vitu-Ghazi Guildmage, Goblin Assault, Goblin Rabblemaster, Mycologist, Pallid Mycoderm, Psychotrope Thallid, Rhys the Redeemed, Savage Thallid, anything that starts with Thallid- really, look it up, there are like 7, Verdant Force.
Not enough?: Attended Knight, Emeria Angel (only 30 lands!?), Entrapment Maneuver (it'll fuck up voltron's day), Fungal Sprouting, Greener Pastures (if you get more lands), Queen's Commission, Raise the Alarm, Servo Exhibition, Spectral Procession.
Just awesome: Brimaz, King of Oreskos, Hanweir Garrison, Hero of Bladehold, Martial Coup, Nomads' Assembly, Oketra the True, Sacred Mesa, Sundering Growth, Tempt with Vengeance, Tilonalli's Summoner, Trostani, Selesnya's Voice, Elemental Mastery (suddenly your big stuff is unblockable, too!), Living Hive, Promise of Bunrei, Secure the Wastes, Sporesower Thallid, Sporoloth Ancient, Sram's Expertise, Stonybrook Schoolmaster, Symbiotic Wurm, Wolfcaller's Howl.
2 weeks ago
Since Trostani gains you life based on toughness and only copies one token each turn, there is a natural focus on making a few large tokens as opposed to lots of small ones, and you will naturally gain lots of life. As such, some auto-includes for me are:
Garruk's Packleader and Elemental Bond: Both cards let you draw cards whenever you make a big enough creature, and since you should always be populating your biggest token you should draw extra every turn.
Mimic Vat: Steal big creatures from your opponent or have a way to bring back your non-tokens as tokens. Then populate that token to get a second one that doesn't die at the end of the turn. Shenanigans ensue.
Phyrexian Processor: You don't have to pay life until the card hits the battlefield, so don't worry about a counterspell killing you. Just make sure you have the 4 mana open the same turn you play it, and you can make the token in response to any sort of removal, guaranteeing you at least one massive token and a return to your original life total. If removal doesn't happen, your life total and board state start to run away quickly.
Angelic Accord: and tend to struggle with fliers, and this fixes that while also staying on theme and giving you yourself air superiority. If you get it to go off even once from your normal life gain (which should be easy), you now get a 4/4 flier on your end step. Spread out your populate triggers during your opponent's turns and target the angel or something bigger to get more free angels at the end of their turns as well.
Also, while I agree with most of the above commenter's suggestions, I strongly disagree with Sporemound / Life and Limb combo. This makes a mandatory loop, not an optional one, so if you succeed in starting it unless you have instant speed removal for one of the pieces it never stops, forcing a draw game. And if your opponent can break the combo for you to avoid the draw, they'll do it before you get any of it's benefit, so it does you little to no good to play. Life and Limb also pretty well promises that you lose the game if a board wipe happens, because now you and only you also lose all of your lands.
2 weeks ago
I assume you left out cards like Craterhoof Behemoth, Mirari's Wake, Aura Shards, etc. for budgetary (is that even a word?) reasons.
Part of me is surprised to not see Phyrexian Processor in here. Believe me when I say that it can get utterly ridiculous in a Trostani deck, because it definitely will.
1 month ago
shadow63, I love you, keep on blazin'.
Argy, I'm actually about to buy a full set of promos myself. I'll get 'em just because they're shiny and relatively cheap.
Thanks for the input, guys. I think I'm going to buy 4 Promo ones, not for value or investing, but for use and general awesomeness. How cool is it to blast through aggro decks in Modern with an extremely efficient shiny spell? Anyway, what are y'alls' favourite removal spells?