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.
|Want (4)||Tuxed0mask , ArkusWizel , gobzombie , wilsonmalcom|
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|Commander / EDH||Legal|
Sterling Grove occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
GWU (Bant): 0.74%
Sterling Grove Discussion
2 days ago
No no, I certainly didn't think you were being rude. I enjoy the fact that you like deck, and I love answering questions about it!
Typically when I goldfish, I'll win around turn 5 or 6. I try to play out and around stax pieces and cast interaction as if I have opponents, so unless I'm testing for speed, the "god hand" scenarios are not the norm.
The only type of removal that would stop the combo, apart from something with Split Second like Sudden Spoiling, Sudden Death, or Sudden Shock, would be Enchantment/Artifact removal targeting Altar or Earthcraft. Since Marath needs to be recast, the stack needs to clear each time and you could lose a combo piece at instant speed.
Analyzing this deck to this level has made me find a few weak spots, so I appreciate the chance to go as in depth as I have. Two small changes I am making, and I believe them to be about where I will leave it (until the meta changes and new/different stax pieces are needed), include:
Removing Static Orb for Sensei's Divining Top. Orb is a very strong stax piece. Too strong, in fact, for even us in many cases. It is very difficult to break parity on this Artifact without a commander who can tap it like Urza or Derevi, even with Seedborn Muse, Garruk, and Gaea's Cradle. Our dorks are how we get ahead on mana, and tapping them as well as Birthing Pod only serves to slow down our own plan. Divining Top, on the other hand, synergizes well with our 16 shuffle effects, as well as Enlightened Tutor, Sterling Grove, and Noxious Revival. Digging and card selection are also sorely lacking so this will be of great use.
Lotus Petal, while powerful, is unfortunately one-time-use. Getting a stax piece out early is great, but doing so repeatedly is much better. Gemstone Caverns, while risky, has much better upside, and with Lotus Cobra and Collector Ouphe, a softened floor. Drawing this after our opening hand is a downside, but in our opener it is a pre-game Mox Diamond (perfect for battling turn 0 Sushi-Hulk combos), and hurts less drawing it later than does the Diamond. This card is a fickle, but welcome, addition.
2 weeks ago
Some good ramp cards through enchantment is Utopia Sprawl and Khalni Heart Expedition. I also believe there are more enchantress type cards that you are missing to help ya draw as ya play your enchantments.
2 weeks ago
Hey, green is too important to have in the early game for Elves especially one drop Elves. Consider cutting several Plains for more lands that can ETB untapped turn one to make green mana, but also make white later on?
- City of Brass
- Forbidden Orchard
- Wooded Foothills
- Horizon Canopy
- Mana Confluence
- Razorverge Thicket
It's worth it to take some damage from your lands to be able to consistently have more sources of green turn one.
Other cards to consider adding:
Cards to consider cutting:
- Temple of Plenty
- Second Harvest
- Wing Shards
- Wilt-Leaf Liege
- Arcane Signet
Good luck with your deck.
3 weeks ago
GucciJesus - This deck seems like a good start but it does have a few glaring weaknesses. From what I can tell you only have 9 instances of ramp with a fairly high average CMC, Two enchantress cards not including your general and no clear game plan. Tuvasa is a fairly versatile commander with strong theming that draws her to have you jam every enchantment into a deck and roll with it. This will work in most low power metagames and feel strong as you will likely have few opponents with decks built to handle enchantments and the extra draw every turn will put you ahead in most cases. However, the lake of a true plan to win the game will, feel like a slog when you get to the last few moments of the game, where you just keep casting Tuvasa hoping she will stick so you can 21 someone, only to have her removed before combat.
This is where a focused game plan can help breath new life into your deck. Typically Tuvasa has two clear options: Pillow Fort Enchantress or Voltron Enchantress.
Enchantress Decks typically try to turbo out a bunch of cheap enchantments to eventually win with overwhelming card and some win-con.
The pillow fort variety will usually puts up a wall of enchantments (Sphere of Safety, Propaganda, Elephant Grass) to prevent your opponents from hurting you while you play cheap and useful enchantments (Root Maze, Sterling Grove, Blind Obedience) with various enchantresses (Enchantress's Presence, Satyr Enchanter, Verduran Enchantress, Nessian Wanderer) to draw to a win-con (Opalescence, Starfield of Nyx)
Voltron attempts to win with a large Tuvasa, which appears to be the route that the Precon was built for. The issue is it seems you have no true protection from your commander. But Tuvasa is unique to other enchantment based voltron commanders in that she gets big with regular enchantments rather than aura's. Cards like Asceticism, Privileged Position can protect her, and cards like Levitation can help her get in for damage. The cheap and useful enchantments (Root Maze, Sterling Grove, Blind Obedience), various enchantresses (Enchantress's Presence, Satyr Enchanter, Verduran Enchantress, Nessian Wanderer) still apply here.
Finally the ramp situation, if you are in a metagame that has limited mass enchantment removal (most) and shy's away from land destruction, then you should look to land aura's that ramp like Utopia Sprawl, give you extra land drops like Exploration or are just powerful like Carpet of Flowers. A good ration is around 10 to 12 ramp spells.
One final note while Sol Ring is a powerful card in most situations, it isn't necessarily better than the previously mentioned ramp spells, as they accelerate your game plan (buffing Tuvasa, draw you more cards) and can ramp you into Tuvasa, 3 things Sol Ring is not good for. I usually drop it from most of my decks where the commander doesn't have any colorless mana in their cost as its usually a dead draw in my opening hand and causes political problems.
3 weeks ago
3 weeks ago
This many enchantments and you aren't running Sphere of Safety? Could be good for keeping you alive while you have eight guys who are all one devotion short of animating. Sterling Grove would also be great for protecting your enchantments as well as having the option to just tutor up whatever God you like.
1 month ago
Starfield of Nyx and Replenish seem good in this deck, also Enchanted Evening combos with Opalescence to destroy all your opponents lands, or with Privileged Position or Sterling Grove to set up a pillow fort.
1 month ago
Arcum_Dagsson, I would not replace timetwister with Memory's Journey. Timetwister is in the deck because it's just a really good card, it also happens to be an outlet. When you replace it with Memory's Journey you only have it as an outlet basicly. For that reason I would play Goblin Bombardment, because that card doesn't need other pieces such as Noxious Revival and Extract to win. Overall when you try to combo off with tainted pact, with goblin bombardment you have a 3% higher chance on not whiffing, compared to Timetwister. And Imperial Seal can be replaced with Sterling Grove.