As Steely Resolve enters the battlefield, choose a creature type.
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|Commander / EDH||Legal|
Latest Decks as Commander
Steely Resolve Discussion
1 week ago
I completely disagree with your decision to cut Steely Resolve if your meta is still the same. Am I correct that Omnath is usually one of if not the strongest deck at your table? If this is one of the strongest decks your opponents are going to hold removal till Omnath hits. Elk88's point about the amount of removal in the opponent's decks may be correct but if they are saving it for Omnath you are going to see him removed quite a bit.
VexenX, your argument that there are 17 creatures in the deck so just protecting elementals isn't as valuable doesn't jive in this deck. You have exactly one other way to win with Omnath off the table. So you have 15 creatures that compliment Omnath. Anyone who has played this deck knows that if they can keep Omnath in the command zone you are not winning.
3 weeks ago
Thanks a lot again for your suggestions. I'm sure I can find something of use in there. I like the look of Steely Resolve a lot, since it also plays into the Tribal theme. I might also dig into my Kamigawa collection for a Dosan the Falling Leaf, since it about provides the same effect as City of Solitude, only I probably already have it on hand to try out. I also have a Kamahl which was in my Omnath list but I've been hesitant about putting it in this one since I'm not sure he's going to be able to do enough for my creatures (much like Beastmaster Ascension which you also already pointed out). I'll give the others a think and see what I come up with.
3 weeks ago
Sorry for the delay with this post, and the pending update. My wife and I just welcomed a new addition to our home, so needless to say things have been a bit busy. I will also be moving to a new house next week so It might be a week or two before I get to the update. For now I will at least give you my thought on the comments, as well as the deck changes that I have landed on!
I think I will start with the changes that you will see in the update because that is the core of the conversation right now.
Force of Vigor OUT FOR Ancient Greenwarden - Although removing Force is going to upset some people, I have been generally underwhelmed by the card. Sure, free removal sounds great but I generally play this deck in a turbo aggressive way. Sure, Force might be a better card, but doesn't really follow the way I have constructed the deck.
Return of the Wildspeaker OUT FOR Valakut Exploration - This appears to be a clean card-draw upgrade to me. Although this new inclusion might not be the great card draw in the deck, I do think I will feel right at home here.
Steely Resolve OUT FOR Nahiri's Lithoforming - With this update the deck will now have 17 total creatures, and 4 different cards to tutor them out. With that being said, Steely Resolve has turned into a dead card next to Sylvan Safekeeper, who can be tutored out very easily. Adding in Nahiri's Lithoforming was a no-brainer to me. Sure, it is a "bad" Scapeshift, that still makes is a really good card.
Ranger's Path OUT FOR Three Visits - I know, about time! The only complaint I expect to hear is why I didn't cut Migration Path instead. The simple answer is because I think the added cycle is better then being able to find my non-basics. Shoot me lol.
Myriad Landscape OUT FOR Field of the Dead - Another overdue change. The value behind a hoard of "free" expendable tokens is just nuts. Whoever at Wizards though it would be ok to put this kind of value on a land has my thanks!
Mountain OUT FOR Snow-Covered Mountain - Goes along with adding Field of the Dead. I don't see the need to split the count of basics in half, all that Field cares about is have different names, and this deck ramps out basics enough that finding the snows will never be a problem.
Perilous Forays OUT FOR Moraug, Fury of Akoum/Valakut Awakening Flip - Easily the biggest controversy right now. I think I can fairly say that no card in this deck has more of a conflicting argument on both sides of cutting and keeping a card in the deck then Perilous Forays. Some people wonder why it has lasted in my list so long, while others are baffled by the fact that I am removing it. That being said, I will give you my opinion this "iconic" Om_rath card. First, it is a sac outlet in a color combo that has few. Although this argument has merit, that is not why the card was in the deck. The reason the card stayed so long was the "feel good" of being able to sac Om_rath tokens over and over again while netting more and more tapped basic lands. The christmas land is when either Lotus Cobra or Amulet of Vigor were in play! Although I pulled this off a few times, it rarely won me a game. Second, the spell cost 5 cmc. This is the biggest draw back for me, it is a 5cmc spell that does nothing for me until I have 2-4 other cards in play. Third, paying 1 mana for the sac ability nerfs that card considerably. Yes, it would be broken if it was free, but there are plenty of free sac outlets that cost less mana. All of this being said, Perilous Forays is sitting the bench and is being slotted in as my playtesting spot. Essentially I like the look of both Moraug, Fury of Akoum and Valakut Awakening Flip, but I am not in love with either on the surface. And before anyone else say it, no I do not think I can take out a land for Valakut Awakening Flip, mainly because it cannot be fetched out. Moraug, Fury of Akoum seems amazing on the surface, but the deck has mainly stepped away from winning through combat. Ill let you know how testing turns out!
With all of this being said, Zendikar Rising has been an amazing set for us! The main problem is that the deck list is insanely tight now! Making cuts in the future is going to be a real headache! Also, the creature count is reaching a record number for us! If Wizards gives us a couple more creatures it might be worth considering different cards. Also, many of you likely noticed that I decided not to cut Genesis Wave, it has won me far to many games, and you guys talked me out of it haha.
Now for some of the comments that I didn't already address with my deck changes.
BenWin: I have to be honest, the Sekki, Seasons' Guide combo does not interest me at all. I don't like combos that include dead cards when you draw into them. I also am not a big fan of infinite combos, and my meta isn't either. Nevertheless, I definitely this the combo is powerful and you should add it to your list if it is your thing!
I think Skullclamp thrives more in decks that make small creatures that die on equipping. Having to rely on another card makes it much weaker.
Sylvan Scrying likely won't be coming back. Sure, is is nice to find Cradle, but I don't need it to win the game, or any other land for that matter. I have almost considered removing more non-basics to increase to total basic land in the deck. I haven't gotten to that point get though.
This might cause an uproar, but Sensei's Divining Top is overrated in my opinion. It is amazing in the right deck, but way to many people play it as the greatest draw card ever (maybe it is for Red and White decks). I have taken mine out of most of my decks and been trading them away at their overpriced $50 price tag little by little lol.
Daedalus19876: The Ashaya, Soul of the Wild combo falls under the same concept as the Sekki, Seasons' Guide combo for me. I think you could easily turn this deck into the Tooth and Nail and I win deck, but that is not what I am really aiming for here. If you build that type of deck fill free to post it here and share! I would definitely like to see how that looks!
_Arra_: I think Lithoform Engine is a good card an all, but not at all what this deck wants. This deck thrives off of the mass amount of triggers and activations we get, and doubling a single one will really not do much for us. All we need to do instead is pay an additional land.
TraceT: I actually do think Scute Swarm is right at home in this deck, but is unfortunately under the power threshold to even be considered for this build. I say play it if you think it would be fun and let us know how it goes! the same kind of goes for Impact Tremors, the right deck, but not quite powerful enough.
I think I got to everyone's comments! I will make sure to post the update ASAP. I start packing for the move tomorrow and should be all settled by next Sunday. Until then please let me know what you think about the upcoming changes, and I am grateful for all the support!
3 weeks ago
If you seek protection in mono green, there a several ways to do that. I hope my suggestions can be of some use to you.
- City of Solitude: no removal during your turn, although you also cannot interact with your opponents during their turns.
- Soul of New Phyrexia: can give your board indestructible for 5. Is not a shaman though.
- Kamahl, Fist of Krosa: you can punish/cheese your opponent with this card, by tapping your shamans and targeting their lands. With enough mana, you can Armageddon your opponents, if it is a creature boardwipe. You can also use it for it's Overrun effect lategame.
3 weeks ago
elk88 honestly, I do not watch the command zone and the few episodes I had watched they seem to play pretty casual decks. If you want to make this deck more competitive it needs more interaction and likely a bunch of dorks and stax pieces to stall out our opponents until we hit 7mana. However, we're more on being crazy value engine. Omnath is integral to our plan and winning without him means we have only a few lines. As I said previously I didn't run Steely Resolve for a long time but have always been an ardent Sylvan Safekeeper advocate. Ultimately, cut what you think will make your playing experience more fun.
I have played both Friday night and all day Saturday this week and can honestly say that Valakut Exploration and Ancient Greenwarden have been super powerful. The sudo card draw from Valakut Exploration has been insane and the damage to all opponents has been amazing, I regularly hit the table to 10+ damage from Valakut Exploration alone. The addition of Field of the Dead has also been fantastic. I have either used the zombie tokens as free mana with Ashnod's Altar or as Shocks from Warstorm Surge/Terror of the Peaks. Valakut Awakening Flip was countered the 2 times I tried to resolve it. Other players have commented on how much more powerful the deck seems with the new additions.
4 weeks ago
@_Arra_ I think the idea here is making room for more powerful/synergistic cards and keeping the deck focused. Steely Resolve is a nice card against targeted effects but realistically that targeting is all aimed at Omnath, Locus of Rage (yeah there's exceptions but you want to build for the 80 vs. the 20 rule). Games are typically lasting...6-12 turns? How much 'targeting' in that game do we have to fade? If we use something like the Command Zone 'guideline' for deck building as a rough starting estimate, they suggest a minimum 5 of 99 cards for targeted removal in a deck and then we have x3 players. There are games where variance isn't going to be in our favor and we're facing a lot of removal but on average it's only a couple of key cards/turns we need to address (and that's excluding board wipes which we don't mind too much and also other players being threats and the removal going elsewhere).
Since the odds of drawing Steely Resolve are quite low, how are you doing in all the other games without it? Then we should look at those key cards/key plays that turned a game or won a game. How often was that actually Steely Resolve? (it's tough to evaluate since we don't know our opponents hands and how much targeting we stopped other than what you see on the board). Not to mention that Steely Resolve is a global effect and on the rare occasion can backfire when we're trying to deal with the other player's board states vs. their life totals (learned this the hard way playing against a Titania, Protector of Argoth deck).
There's definitely the argument that without Omnath, the deck doesn't function and finding ways to keep it in play is great. If that's the mind set though, then I would imagine the focus should probably shift more to include things like artifact booties and other interaction (Heroic Intervention, Deflecting Swat, Veil of Summer etc etc) to keep Omnath in play. But; if you're like me, I find I can usually just ramp more to get back on the board/ back in the game or; as I mentioned, timely tutor for Sylvan Safekeeper for that key interaction. Honestly if there was a way to tutor for Resolve, I think it's value would go way up. I just feel that the game plan (as I play it) is about speed/ramp and getting the game closed out quickly vs. staying alive for the long game. That to me says Resolve has diminishing returns with the focus of the deck. In the end though, all this rationalization comes down to power level. We're looking for cards to cut that don't hurt the overall game plan and give us a slot for something like Ancient Greenwarden or Nahiri's Lithoforming which; in comparison, are much stronger additions to the deck. Room has to be made somewhere and I believe Steely Resolve is one of those cuts.
1 month ago
@Savage1988, I am usually in agreement on this. If a card isn't activity helping towards our game plan or winning the game then maybe it shouldn't be in the deck, we don't durdle too much and usually hit a critical mass and go off. This is my argument against great value cards like Skullclamp, sure it will draw a ton but without a creature it isn't a great draw. In the case of Lithoform Engine the versatility might just push it over the edge for me. You mentioned redundancy, this has been spoken about previously and I am sure if this was another Warstorm Surge effect or another decent sac outlet then it would be included as we want redundancy on these key pieces. Lithoform Engine can be all of these plus the trigger copy almost hits all of our permanents making it very viable in my eyes. In regards to what to cut, in my deck at least I have been considering Mina and Denn, Wildborn. The effect is nice but not as strong as Oracle of Mul Daya and at 4cmc I've often found myself wishing it was something different.
@elk88, I did not run Steely Resolve for a long time and you are correct that it seems like it could be a do nothing type draw, however, this card has won me plenty of games as protecting my board has bought me enough time to get far enough ahead to win, or, when I am about to go off not having Omnath removed in response. For 2cmc this card is great and I would be reluctant to remove an effect we have very little redundancy of. Sylvan Safekeeper is great but does have a cost that is either situationally great or can be painful. We have a lot of cards that alone aren't great top decks but that is kinda just how the deck plays. With the additional card draw from ZKR I expect this improved.
1 month ago
So there were comments above (in multiple posts) about cards to cut for the new nuggets in Zendikar Rising and the one I would suggest is Steely Resolve. It's not entirely necessary for the deck to function and since you can tutor for Sylvan Safekeeper and have to naturally draw Resolve (which is also a questionable top deck late game), makes it a candidate for a swap in my books.