|Commander / EDH||Legal|
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Destroy target enchantment. Clash with an opponent. If you win, destroy all enchantments your opponents control. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
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Spring Cleaning Discussion
3 days ago
Sundering Growth is incredibly unlikely to produce value through the populate trigger, as you have about 5 token-producing cards. What do you think about Broken Bond, Nature's Claim, Spring Cleaning, Gleeful Sabotage, or Felidar Cub or Enlightened Ascetic for more cat synergy? All are at a comparable cost to what you have currently.
1 week ago
Ok, this deck has a simple problem. Rather than building win-cons, you've filled a lot of card slots with big, game-ending spells. I'm seeing four combos and big creatures.
The issue with doing this can be explained pretty quickly- Combo cards are effectively blank until you get both parts of them, and high mana cost cards are blank until you can cast them. Most of the game is how you get to your big stuff, rather than staring at them in your hand and wishing you could use them, so that should be reflected on how much of your deck is 'I win if I cast this' compared to 'I need to survive to cast this'.
This basically means that this deck consists of Predator Ooze, Heritage Druid Noble Hierarch Essence Warden and Champion of Lambholt, but your hands will only have one or two of them at most. In modern, most decks will have two removal spells and a way of winning by turn five, so you will lose against most decks unless you get very lucky.
There are some simple solutions to this. This genreally means reducing the number of combo cards while increasing your ways to make sure that they arent 'blank'. Tutors, pseudo tutors, making sure your combos are good without both halves.
You don't want to be attacking enough for Dense Canopy to reliably provide value, so its normally blank- you can replace it. Similarly, Spring Cleaning/Primeval Light takes a long time to be useful, while something like (Felidar Cub/Keening Apparition/Kami of Ancient Law or in particular Qasali Pridemage or Thrashing Brontodon can be bears and destroy all the important stuff the turn evening resolves- its still basically a wipe, its just useful prior to being a wipe.
Your only black cards are Sanguine Bond/Exquisite Blood. They end the game, but without four of each (and Vizkopa Guildmage) it is difficult for them to be in your hand and to reliably cast them. Spells like Zealous Persecution Mortify or Anguished Unmaking could play well with different gamplans but you should cut both of them, and focus more on two colours, as the mana is a lot easier to provide (as cards you can't cast are basically blank).
So, when you are looking at a card in this deck or to add to this deck, think through several things. 'How does it help me' 'When does it help me' and 'when don't I want it'. This means finding versatile cards which can destroy enchantments but are also creatures or have multiple modes (hello Austere Command/Primal Command). Try to pick cards that don't just help with one of your gamplans, but all your gameplans. Similarly. if a gamplan just isn't working out, consider cutting it for more support, or cutting something else to support it more.
I really reccomend focussing on 1 drops that help generate mana/life, and 5 drops that have a big impact the moment they are played (Thragtusk, Painful Quandary) etc. A set of 2/3 mana cards that form your combos or can search your library for them (Idyllic Tutor, Lost Auramancers etc) and a smaller number of wincons. Foccusing in on what you want to do really helps you with picking cards that help you get there.
2 months ago
Literally half of your deck is land fixing. While that is cool and all, you need more draw ability or at least more spells to happen more regularly. I think you can afford to drop down to 37 or 36 lands without any concern at all. Planeswalkers work best for me if I think of them as auto shutdowns or just fogs. When I use them like fogs, I want to see more cards. I think this deck will run out of cards and start top decking mana very quickly. My suggestions would be: Remove any planeswalker that does not either replace itself, net you legitimate board presence against any kind of creature deck, or strictly win the game with doubling season or fishboi.
My examples I would not want to play: Nicol Bolas, Planeswalker He is a thing, I'll agree to that. But none of his abilities are consistently game breaking in Commander, if he's all you have. And the pace of this deck is going to be a lot of "DEAL WITH ME" until either they do or can't. For what he costs and when he can be doubled, he needs to strictly win. The other Nicol is a game changer. Freyalise, Llanowar's Fury The mana dork doesn't produce enough variety to be efficient. The removal doesn't work as well as Fracturing Gust. Harmonic Sliver, Reclamation Sage, Spring Cleaning. Vandalblast, etc. It's her timing that makes her hard to play. And her last ability doesn't do enough. You're better off picking one of her abilities and slotting the card version of that. If you could replace Enlightened Tutor with Vampiric Tutor I think you'd be better off. Nature's Lore is bad with all these colors. And that makes two cards that specifically say forest. You're going to have a dead card out of the second one more than not. I think play testing will bring out the consistency in this deck though. It looks like you should be a big problem for the table.
10 months ago
Consider me overboard for giving you more suggestions but I have a soft spot for selvala. When I first started playing commander selvala was my first deck. It was a crappy deck but I made it better over some time.
Anyways some other cards that I went home to look up and find in decks/binders you might want to look at
Growing Rites of Itlimoc I finished opening a booster box of ixalan and I pulled this. I put this in my tribal elves deck but im not sure how it would do here. try it out maybe it will be good
Asceticism The problem with playing against control decks is that they often kill/take your biggest threats on the board. but having this prevents it. and if someone board wipe you can regenerate them
Praetor's Counsel in commander many people will have boardwipes. Many will manipulate your hand/deck. this card ensures that whatever you lose comes right back and you can draw as many cards as you want
Triumph of the Hordes this is pretty much an instant win in most cases. Give all your 10/10 and 12/12 another +1/+1, trample, and infect...goodnight
Shamanic Revelation draw a bunch of cards, gain a bunch of life, seems dec :D
Craterhoof Behemoth Another one of those game winning cards. if you have a 12/12, all your other creatures get 12/12 and trample...goodnight
Hydra Omnivore overall board damage
Worldspine Wurm 15/15 trampler turn into 3 5/5 tramplers
Sylvan Primordial tutor for lands and get rid of opposing threats
Ancient Ooze not a big creature but it can destroy your opponents major threats
Ugin, the Spirit Dragon Good board removal overall with low cost threats and can get rid of chump blockers. And can refill your hand while playing your biggest threats
Collective Voyage fun card to play. search for an abundance of lands while playing kind of a group hug early on. These kinds of things make people wanna target you less so you can build up without having to mostly worry about an enemy on your back
See the Unwritten freecast a card from the top 8 of your library
Burgeoning good way to dump out your lands early on
Early Harvest I was comparing this with omnath and i realized that this can be a big threat if omnath is on the board. if you decide not to run omnath i would not run this but just a neat little combo
Ground Seal Great if your playing against reanimator. just shuts them down
Spring Cleaning one of my most favorite decks that i play with currently is a karametra enchantress deck. it is very prison control heavy and filled with enchantments. so cards like this can really ruin my day. just kinda figure out who plays what at your table
Genesis Wave if you build up a lot of mana, you can cast this with x being 10 and can usually get 3-5 things out. even if it is not as high as 10, it is still a good card
Hope these cards will help you to. If you want to swap out some cards, feel free to ask what to swap i might help
1 year ago
Nature's Lore, Assassinate, Bone Splinters, Death Stroke, Despise, Distress, Explore, Gruesome Discovery, Journey of Discovery, Mind Rot, Appetite for the Unnatural, Doom Blade, Druid's Deliverance, Gilt-Leaf Ambush, Naturalize, Seedling Charm, Spring Cleaning, Strength in Numbers, Vitalize, Prowess of the Fair, Wayfarer's Bauble, Deadbridge Shaman, Silhana Starfletcher can all be cut in my opinion. These cards are all low impact or just a bit eh, compared to what you can do.
Nullmage Shepherd lets to turn a swarm of tokens into repeatable removal.
If you want to go in hard on tokens, you also have Primal Vigor as another token doubler, Second Harvest as a single use doubler, Sylvan Offering as a massive token producer/political card you can take advantage of especially. Voice of the Woods turns tokens into yet more tokens.
Damnable Pact is a good draw x spell, which can be political, or can be used to burn someone to death. Weird Harvest is an interesting political option, that can let you win on the spot with enough ramp.
1 year ago
I have a white and blue enchantment deck, and I found a things. One: Luminarch Ascension is stupidly good, you should put one or two in. Two: My bane is enchantment wipes like Spring Cleaning so take a Open the Vaults and also screw mill decks. Three: Aura of Silence is nice for when your opponent is one of them indestructible artifact lovers. Four: Mesa Enchantress is your friend if you find yourself running out of cards in your hand.
1 year ago
1 year ago
Thanks to everyone who took a look and especially those who up-voted it.
I've made some changes;
x3 Swell of Growths
x2 Fiery Tempers
x3 Tormenting Voices
Going down a land to 26, I think will be good for consistency. I'm trying to speed up the deck by going down 3 Sorceries and adding 5 Instants. I also have 16 tap abilities that can play at Instant speed. I've found the previous list didn't have a lot of answers to spell-centric decks. I think this may be the answer. I removed the Tormenting Voice - Fiery Temper "madness" thing out because, just those 5 cards were not consistent enough to play off each other. I'd either never draw one or the other and I was just never happy when they were in my hand all alone. I have high hopes for the extra Temur Battlerage, the Harrow and the 3 Swell of Growths that are taking their place. I've been on a quest for some number of cards that act as an engine to Unsummon my lands so I can follow up with an Explore and draw a card. We'll see how it goes. With the new list I've got only 4 ways to return lands to my hand and 16 ways (including Evolving Wilds & Terramorphic Expanse) to put an extra land onto the field. Ya, those numbers are a little lopsided and I'm fully aware of Firewild Borderpost but it doesn't do enough. I think some kind of card draw may be the answer but I don't know where I would put it in. Maybe, in place of Swell of Growth but, that just seems bad. Possibly, Commune with the Gods? IDK.
x3 Pit Fights
x1 Flaring Pain
x3 Prey Upons
This is my Paper Pauper list so the Board, of course, is highly dependent on what you see in your local meta. And that not withstanding, not playing at least 1 Relic of Progenitus would be like playing Red without Lightning Bolt, you just don't leave home without it. I think Pit Fight is better than Prey Upon even though it is more costly. Of course, it's possible they're both worse than Vines of Vastwood. We'll see. Spring Cleaning is here to fight against Boggles. I don't know if it's the best card but, come on, just look at it. It's got to be sooo much fun to play, and the art is just plain silly.
Hope you like and choose to Up-vote. As always I love to hear comments and suggestions.