|Commander / EDH||Legal|
Printings View all
Combos Browse all
Other enchantments you control have shroud.
, Sacrifice Sterling Grove: Search your library for an enchantment card and reveal that card. Shuffle your library, then put the card on top of it.
Price & Acquistion Set Price Alerts
|Have (10)||silvereh , RileySisay , bpiser95 , Royal_Windsor , techneil , , sonnet666 , Boza , cklise , LaKU|
|Want (39)||Missinigo , ghowe , Devlin , Bluewolf_Sun , joshw335 , Dadaman11 , Killer_Tofu , bigkahuna360 , podivuhodnyblemc , CryAll , phoere , coadster , houmbus , vynnr , wlbreda , TheBl0b , marsp44 , darleen , afeuling , Artius , NobleSlay3r , kovellen , itheoryz , almace , obitus , Clawsun73 , twistedmage , Wiggins , DialupHero , TheGowge , neotox , shaistyone , Jblade , xpsychovampx , meecht , Moonling , brutusq13 , Atavistic , ItaPuma|
Sterling Grove Discussion
1 day ago
I think you need more land. 36 is really the minimum for consistent play unless you commander is giving you access to land, in my opinion.
If you really want to fort up, Idyllic Tutor and/or Plea for Guidance to tutor up a Privileged Position+Sterling Grove nonbo, also consider Sphere of Safety, Fountain Watch, Archetype of Endurance, Umbra Mystic.
Starfield of Nyx could be a wincon once your fort was secure.
Best of luck!!
2 days ago
I understand Spike Feeder and Archangel of Thune combo perfectky well, simply in a competitive environment, either one will be countered, or they will be removed with something like Chain of Vaporing the Archangel, in response to the first activation of Spike Feeder. That is a blowout like a Time Walk since you can't activate it again without killing the Spike Weaver. Felidar Sovereign with Chord of Calling is your best actual wincon, but I mean... 9 mana/creatures? What turn are you on? If this deck consistently puts out creatures and mana like that by turn 3, since you need to win by turn 4 at the latest for this to be a combo/aggro cEDH deck, then run it, I just don't think that is plausible.
2/2 Cats aren't a real strategy on their own. They don't make mana, and so don't combo out and win, simply put, I could get into Commander theory and the 'Aggro Problem', but I will just copy and paste the work I already did for something else:
This is too much for them. Generally there are a few way aggro compensates, one of which abuses the already built-in system of 'Commander Damage.' Building up a ton of auras and equipment on a commander to make it huge and swing in for 21 damage works in a lot of cases, and is called "Voltron." The main issue with this is a cheap and fast commander like Rafiq of the Many is too easily prone to removal like Swords to Plowshares, and more controlling commander like Sigarda, Host of Herons or Uril, the Miststalker are generally a bit too , slow to get around board wipes like Toxic Deluge, Wrath of God, Damnation, Day of Judgment and Supreme Verdict.
But there are other tricks aggro has up its sleeves, think infect. Really, infect is just as powerful in Modern or Legacy than in EDH, right? Well, not exactly, yes infect still only needs to deal 10 poison counters to kill a player, but you still have to deal at least 30 damage given your opponents can't kill faster than you, or if they are also playing infect. It's tracked differently, so if someone is at one life, they can take up to 9 poison counters and still live. Running Atraxa, Praetors' Voice can give some inevitability to your infect win, and stuff like Saskia the Unyielding can also be run to make you only have to deal 20 damage to win with infect.
The biggest issue with infect is that players generally frown upon it, and will target you, or player cards like Solemnity as a counter to it. Some playgroups set the poison counters needed to kill to 15 or 20, and some outright ban it. Also, since there are no commanders other than Skithiryx, the Blight Dragon directly support it, there is little consistency to infect decks, despite there explosive turns and wins.
Well, that is the aggro problem, it is what leads so many decks to be control, midrange, combo, or hybrid builds, and why the format is generally considered slow. This isn't to say decks can't win turn 1 or anything, tons of combo decks can, however, this is what leads to the final point. Combo is generally the best win condition, not to say a deck like Edric, Spymaster of Trest shouldn't beat face to win, but for most decks, combo with differing levels of disruption is the best strategy.
Many playgroups don't use combos, whether they are more casual, frown upon combo, outright ban it, or simply run more beatdown strategies and don't care for combo particularly. This is perfectly fine, and reasonable, but it is the work-around for the aggro problem, while not relying solely on control.
Okay, so now you see the problem with aggro, and why 2/2 cats in essence aren't a wincon, Archangel of Thune can be removed in response to the first Spike Weaver activation, and so aren't as instant win as you thought, and even so, unless you have enough creatures to kill each other player, it isn't going to win the game, as they will simply win on their turn, in a cEDH meta. Since Felidar Guardian combo is too slow generally, and you only run 4 tutors for the Thune-Weaver Combo, it isn't a fast combo deck.
That isn't to say it isn't competitive, you could make it stax, run the fast elf-ramp, and Armageddon until you win, but that still requires a different gameplan.
Again, all of this is meaningless if you don't want to make it stax or fast combo, but without blue, your card draw isn't their for permission control, and that means you aren't able to consistently make this cEDH competitive, but I won't claim it is bad or anything, it is simply a high-powered mid-level EDH deck, and I think that is fine.
On ramp, most of the options you mentioned were sub-par, Tithe, Cultivate, Kodama's Reach, Growing Rites of Itlimoc Flip, Mirari's Wake all are either too expensive or not impactful enough, 1 mana ramp is where you want to be, the fast rocks, Ancient Tomb/Gaea's Cradle/Gemstone Caverns, elves, etc.
2 days ago
Thanks for the suggestions, will take me a bit to go through it. Here's some additional followup questions.
Survival of the Fittest makes sense to me CMC3 to tutor a creature (if I have a creature).
Because I don't have haste, Fauna Shaman is less effective, but perhaps still required (just to get more consistency).
Instead of creatures, like Avacyn's Pilgrim because I don't have haste, I tried to go more low-cost spell based mana ramp. As well as having no real way to Counterspell mass removal, they are susceptible. Here is some examples:
Nissa, Vastwood Seer Flip - in hand Forest (or if no other land drop that turn) = Net ramp cost or best case (Special note: I was testing to see if the slowness/poorness of the ramp, was offset her +1 Draw/Ramp once flipped. So far I haven't had her flip, so she hasn't worked yet.
I think the overall I get is, I don't have enough ramp? I'm thinking these would be good?
Or is it better to go 1/1 Elf, to get the Priest of Titania + Staff of Domination route? Will I be able to get enough 1/1 Elf into the deck without losing the 2/2 Cat Commander? My spouse will not play 1/1 Elf.
I use/tutor Alms Collector all the time, Spirit of the Labyrinth worries me because it shuts down my draw Sylvan Library, Puresteel Paladin, Sword of Fire and Ice, Skullclamp, Hunter's Insight, etc. But I understand that Selsnya () isn't the same draw level as other commanders, so perhaps, slowing everyone including myself down would be ok.
Archangel of Thune and Spike Feeder can win the game on the same turn, even if both do not have haste. Remember that Archangel of Thune gives a +1 to each creature (not just the Spike Feeder), so any creature becomes "Weaponized", and with the Trample/Evasion built in, can usually strike 1 or more players. Also, usually I Chord of Calling in the Archangel of Thune to try and protect her and allow her to avoid summoning sickness, and attack on my turn. Yes, I can win next turn with a Felidar Sovereign or Chord of Calling > Felidar Sovereign. Once she resolves unless they can stop Activated or Triggered abilities, I get the Infinite Life.
I'll do a more indepth review later. I'll also share some of your $50 suggestions on KimJongman deck later as well.
2 weeks ago
Good start, a few cards don't seem to fit the goal of the deck.
Laboratory Maniac - I dont see a infinite draw engine to make this a viable win condition.
Teferi, Hero of Dominaria - You have an okay amount of instants (It's just how the deck wants to be built), but I think you're a little short on benefiting from his + enough for his cost.
Sigarda, Heron's Grace - You're got 6 Humans and Tuvasa ain't one.
Acidic Slime - Great removal, but because it costs so much it's only worth it in decks that can consistently bring it back from the grave or blink it.
Aura Shards - I don't think you have enough creatures to really abuse this, but it is still really good.
Abundant Growth - Great color fixing, but not ramp.
Luminarch Ascension - You might have enough protection to get this going, maybe.
Estrid, the Masked - She's still great protection for your Enchantments and your commander.
Wild Growth - 1 drop enchantment ramp
New Horizons - Color fixing, ramp, and some pump.
Sol Ring - Come on, Really? xD
Supreme Verdict - Just a good wipe.
One reason why you might not want to go the way im about to suggest is because my Controlling Girlfriend(s) deck does this too. But, feel free to copy me (You always do xD)
Aura of Silence - more tax and can destroy something.
Totem Armor is strong. If you want to go down that path the precon has some good ones, but look up cards that give totem armor, they aren't bad.
2 weeks ago
Krond was the first cmdr in the spot, losely half auras half enchantments. I got frustrated on how greedy Krond is with her CMC color cost so I decided to switch.
Mirri was the second cmdr of the deck, mostly auras without vigilince. If I had a vigilence card, I would wait for Predatory Urge so I can use her as removal & tap her so I can use her effectively. As I played her more I lost alot of power without having any creature left ot enchant.
Karametra was the 3rd & final cmdr of the deck, mostly enchantment permanents on the board(hardly any auras), I cast as many enchantments as I could while protecting myself with Avacyn, Angel of Hope, Sigarda, Host of Herons and Shalai, Voice of Plenty. It usually came down to me top decking a Starfield of Nyx to win.
Tuvasa, the Sunlit gave me what I wanted in a enchantress commander. It beefs itself up with the amount of enchantments I have out on the field as well as giving me that extra card once a turn. Let's also not forget how big she/he gets with Enchanted Evening. He/she also let's me use the color blue to put in powerful blue enchantments in the deck without sacrificing the powerlevel of my previous deck. I also trough in some decent auras that let me swing in without him/her getting chump blocked. I have to test her/him out more but for the most part, Estrid is in there to protect cards like Serra's Sanctum, My cmdr & any other enchantment that valuable to the win con.
Last but not least, let's talk about the lockdown I improved upon. Sterling Grove + Privileged Position = Can't target my stuff + Aegis of the Gods = Can't target me or my jank + Avacyn, Angel of Hope = Rift me or Exile my entire board + Enchanted Evening = Rift, Exile the entire board or concede.
Sounds cocky but it wins games if people let my board get that dumb.
1 month ago
A few suggestions I have, after looking your deck over again with fresh eyes;
Also, why no Odric, Lunarch Marshal? That was literally the first upgrade I made to my Atraxa deck
1 month ago
Hey, looking at your list, it is clearly higher budget than my list. SO keep that in mind if you compare it to mine, because cards like Asceticism and Demonic Tutor and stuff are definitely great inclusions.
Just looking at your list however, it does seem like you are fairly light on card draw. I have found that card draw is probably the single most important thing in a game of EDH, and I think most players would agree with me. Since you are going tall with your creatures by using +1/+1 counters, consider cards like Soul's Majesty and Rishkar's Expertise which draw you cards based on the strength of your greatest creature. Tezzeret's Gambit is also really good, and I personally run Ob Nixilis Reignited for repeated card draw and removal (which you also seem to be a little lacking on).
Another thing is that your mana base seems a little stretched by running all four of the depletion lands (Peat Bog, Saprazzan Skerry, etc) as well as all four of the filter lands (Mystic Gate, Fetid Heath, etc). If this mana base has been working for you no problem, then stick with it. However, if it is has been playing a little slow, consider getting rid of a few of the depletion lands for some faster lands like shocks or fetch lands (Verdant Catacombs, Overgrown Tomb, etc. These cards are out of my price range personally). You can also probably cut two lands since 35-37 is the normal amount, and slot in both a Cultivate and a Kodama's Reach which are both phenomenal ramp spells in green.
There also seems to be some confusion over the theme of your deck, I would try to focus it more in the +1/+1 counter aspect of the deck. Cards like Sterling Grove, Suppression Field, and Muldrotha, the Gravetide don't really help your strategy that well and I think you would find your deck is able to interact more if you slotted in removal spells like Cyclonic Rift, Anguished Unmaking, Return to Dust, Swords to Plowshares, and Path of Exile to name a few. I would also consider cutting Argivian Find and Flash for some of the cards in your maybeboard like Reyhan, Last of the Abzan and Kalonian Hydra. Some other cuts that I think would be good is getting rid of Verdant Force and Predator Ooze since three green devotion is a lot in 4 colors and they have low impact for their relative costs and speeds. Lastly, if you are going to include Pir, Imaginative Rascal, you really need to include Toothy, Imaginary Friend since drawing either of them tutors the other and Toothy, Imaginary Friend also fixes some of your card draw problem.
I hope this helps you at least a little bit, and I hope you continue enjoying the game and format! Feel free to message me if you want additional advice or have questions; or to ignore me if you don't care. Best of luck!
1 month ago
You've got pieces for a few different strategies. Your deck could get a huge boost in power at the cost of a little versatility if you focus on just one or two.
Enchanted Evening does have some synergy with Avacyn, Angel of Hope or Ethereal Armor and can make the basis for a good Control/Resource Denial strategy but more likely than not its going to make your opponent's Merciless Eviction into a better Apocalypse unless you can abuse it with cards like Greater Auramancy, Cleansing Meditation, Calming Verse, Aura Thief, or Sterling Grove.
There's probably not enough card draw. You might want to run a few more enchantresses effects like Sram, Senior Edificer or Mesa Enchantress or straight up card draw like Rishkar's Expertise or Soul's Majesty