|Commander / EDH||Legal|
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|Commander 2013 (C13)||Common|
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Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library.
Storm (When you play this spell, copy it for each spell played before it this turn.)
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|Have (14)||bakunet , Fleshxandxbone , Pelli , jstn.mrrtt , Shiromakuro , electrolynx , itheoryz , FALLEN-X-ANGEL , twistedmage , Swamy , bradyofportdetroit , REV666 , ThisIsBullshit , Famicomania|
|Want (3)||DevonD , brchapp , jdietz43|
Sprouting Vines Discussion
2 months ago
If I may make a suggestion to add, say, Eerie Interlude, for instance, I'd drop Sprouting Vines. Sort of related, I'd also drop Tempt with Discovery for Kodama's Reach. Your avg. CMC is pretty high as is, so going for a slightly cheaper CMC version of a mana ramp card might be a good idea. If the idea behind Tempt with Discovery is to get your fancy expensive dual lands, might I suggest Farseek as an addition as well? If you were interested in adding it, I'd suggest dropping Path of Discovery. Cool card, but expendable.
4 months ago
7 months ago
Sprouting Vines could be good here - either used in conjunction with playing a bunch of other ramp cards or at the end of an opponent's turn after they've played a bunch of spells. Boom, easy flip.
7 months ago
Hey there! Nice deck you have here! I have a few suggestions for you:
First, I'd strongly recommend adding a few cards: Kodama's Reach, Song of the Dryads, Krosan Grip, Eternal Witness, Reclamation Sage, Lifecrafter's Bestiary, Shamanic Revelation, Beastmaster Ascension, and Sakura-Tribe Elder all immediately come to mind.
In addition, I'd suggest adding in a few lands; 37 or 38 is usually a good starting amount.
Finally, if you're looking for cards to cut, I'd start with Ageless Entity, Descendant of Masumaro, Permeating Mass, Young Wolf, Arbor Armament, Hunger of the Howlpack, and Sprouting Vines. In any case, good luck with your deck!
10 months ago
Aren't you a little worried about the early game? It seems that the average creature cost is 6+ and only 1 mana rock and 3 ramp spells. I feel you will have a hard time staying alive to cast your cards against an aggressive field.
I usually like to play 37 lands with 10 mana rocks and 10 Ramps spells in my green decks. here are some to consider: Drover of the Mighty, Birds of Paradise, Darksteel Ingot, Commander's Sphere, Collective Voyage, Oreskos Explorer, Tempt with Discovery, Veteran Explorer, Expedition Map, Gift of Estates, Greenseeker, Journey of Discovery, Horizon Spellbomb, Journeyer's Kite/Thaumatic Compass Flip, Mycosynth Wellspring, Nissa, Vastwood Seer Flip, Peregrination, Pilgrim's Eye, Search for Tomorrow, Seek the Horizon, Sprouting Vines, Sylvan Reclamation, Sylvan Ranger, Sylvan Scrying, Weathered Wayfarer, Yavimaya Elder, Wild-Field Scarecrow, Burnished Hart
11 months ago
What ramp is best, what to cut?
11 months ago
With a 7cmc general, I'd suggest going up at the least 2-3 lands. Sprouting Vines is fine if you have an active Burgeoning, but in most games I think running a Cultivate/Farseek is going to provide more immediate value.
Urza's Incubator is not getting you good value currently. If you name 'snake' it only lowers the cost of 12 of your creatures (Coiling Oracle is the 13th snake but unaffected). Descendants' Path wants you to have more creatures to get the most value from it. Spellbook is also really not needed with your Tower/Vessel already giving you no maximum hand size.
Winged Coatl and Ambush Viper give you more removal while adding to your snake theme. Seed the Land is an interesting token option. It is symmetrical, but your deck should be built to take advantage of snake tokens better than others.
1 year ago
Depending on which angle of control you want to take, I can offer different suggestions.
Some staples for Derevi you'll want to consider no matter what build you end up going for: Swords to Plowshares, Edric, Spymaster of Trest, Birds of Paradise, Tamiyo, Field Researcher, and Counterspell.
From your description, you could consider running a pillow-fort strategy. It's kind of like an extremely watered-down version of Stax that really just prevents opponents from attacking you, while they still have the resources to attack each other. It's definitely a politics-heavy strategy, making deals with opponents to convince them that other people are better targets until you start laying down wincons.
Your wincons are going to be big fatties that also lock down the board or take advantage of your protection: Stormtide Leviathan (can't recommend this one enough), Azor's Elocutors, Isperia, Supreme Judge, and Blazing Archon.
If you want more traditional control that utilizes tapping/untapping, the general good all-arounds are: Aven Mindcensor, Thalia, Heretic Cathar, Hokori, Dust Drinker, Trygon Predator, Bant Charm, Supreme Verdict, and Winter Orb.
For blink abuse, I suggest Deadeye Navigator.
As a general structure for your EDH deck, try to follow the pattern of 10 mana accelerators, 10 card draw effects, 5 spot removal, 5 boardwipes, and 4 tutor effects.
There's a few filler cards that don't fall in any of those categories, and don't necessary synergise. I recommend removing: Djinn of Infinite Deceits, Hada Spy Patrol, Kazandu Tuskcaller, Phantom Nantuko, Winged Coatl, Wonder, Curse of Predation, Pyramid of the Pantheon, Thunderstaff, AEthermage's Touch, Biomass Mutation, and Sprouting Vines.