Creature — Centaur Warrior
Whenever another creature you control attacks, it gains trample and indestructible until the end of turn.
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Stonehoof Chieftain Discussion
3 days ago
Stonehoof Chieftain is what comes to my mind, but the protection isnt permanently.
Still a solid creature for animar as he has 7 generic mana in his cost
2 weeks ago
Step 1: Add Nykthos, Shrine to Nyx and swap some creatures around to improve devotion. Ex: Swap Centaur Courser for Swordwise Centaur, Pharika's Disciple for Seton, Krosan Protector, Pheres-Band Tromper for Jolrael's Centaur. This also makes Nylea's Disciple more effective.
Step 2: Add enchantments that help you tap forests for additional mana like Fertile Ground, Overgrowth, Utopia Sprawl, and Vernal Bloom. These gain the benefits from Herald of the Pantheon and Dowsing Shaman and provide incredible acceleration.
Step 3: Find something to do with the mana. The easy answer would be to draw with Harmonize and play more centaurs. But I think the more interesting answer is to go for broke with Genesis Wave or Primal Surge (after removing Fruition). Play all (or most) of your deck, gain a ton of life, throw in Concordant Crossroads for haste, and swing with an indestructible, trampling centaur army.
That's how I'd do it at least, though I must admit I am a sucker for flashy plays.
3 weeks ago
Alright I took a look.
I'll give you a list of cards I would remove and a list of cards to be considered.
Admonition angel - hell no they get their stuff back immediately
skybind - I might have missed why it is in there?
elvish mystic/avacyn's pilgrim - unless you are hoping to combo off in 5 turns or less I have found these little 1 mana makers to be useless, especially since your commander ramps
oran reef hydra
selvala - unless it's your general or group hug I would try to refrain giving decks card draw
I feel like your deck doesn't need more than karametra and the 3-5 other ramp spells. Your commander is always there and is indestructible so I feel like the cards I mentioned for removal could be swapped for stronger cards for mid-late game play.
Avacyn .... It's avacyn
Angel of Serenity - if it dies the opponents stuff goes back into hand instead of battlefield or you can get cards back from your graveyard if you exile creatures from your graveyard.
Emeria Angel is a not bad option for land fall
Those were already in your maybe board and good options
Here's a bunch of ideas haha. Your deck looks like a mix of enchants and creatures mainly with some token stuff. It's mostly green, sorry
Seasons Past - better than wildest dreams
Hooded Hydra - mana sync with secondary value
Gelatinous Genesis - Late game mana sync
Emeria, The Sky Ruin - getting 7 plains should be easy
Garruk's Packleader - I didn't see how many guys with 3 or over you have
Oracle of Mul Daya - expensive but she is good
Aura Shards - better in token decks but you don't have much removal
Glare of Subdual - better in token decks
Genesis Wave - late game win con?
Bear Umbra - a form of ramp
Vigor - expensive but strong
Into the Wilds - since you like your ramp so much haha
Darien, King of Kjeldor - don't touch me!
Lifeblood Hydra - beater plus lifegain and card draw on death
Temur Sabertooth - send cheapies back to hand and recast for more lands or to abuse other ETB
Greater Good - might be ok, works better with power 5+
Greenwarden of Murasa - more recursion
Primordial Hydra - always scary
Aid from the Cowl - It might work with all your perms?
Scute Mob - Scute Mob. And Scute Mob.
Odric, Lunarch Marshal - if your commander is out attacking creatures get indestructible
1 month ago
Deck looks good! My only advice would be to incorperate a little bit of removal so you can interact with the other players. It can be cheap efficient creature removal like Swords to Plowshares and Path to Exile or catch alls like Beast Within.
Here's some other Mayael stuff, not necessarily better than what you have already, just more options.
Greenwarden of Murasa "big Eternal Witness"
Stuff that synergizes well with Mayael:
Seedborn Muse for Mayael ability on each opponent end step
1 month ago
So if you're looking for removals, I'll copy paste the same format as my former post here, reasons and all.
- Ahn-Crop Champion
- Ahn-Crop Crasher
- Beetleback Chief
- Bitterblade Warrior
- Bloodmark Mentor
- Champion of Rhonas
- Honored Crop-Captain
- Khenra Charioteer
- Knight of New Alara
- Prowling Serpopard
- Elixir of Immortality
- Day of Judgment
- Somberwald Sage
- Gaea's Blessing
- Explosive Vegetation
- Ash Zealot
I'll skip over any of the cards that TearsInRain23 already covered (with two exceptions) as he already did a great job explaining why they shouldn't be run.
Exert Creatures: These guys seem great for standard, but their smaller-scale effects don't translate well to a drawn-out commander game. The fact that they Crippling Chill themselves is just icing on the sad cake. Champion of Rhonas is the exception here, but there's only really the Stonehoof Chieftain worth pulling out, which means you exert champion maybe twice all game?
Beetleback Chief: I've actually got a replacement in mind for this guy, and his name is Mardu Strike Leader. The tokens Strike Leader generates are warriors, unlike the goblin chief, and he does it by doing something you were goin to do with him anyway.
Prowling Serpopard: I except with a Superfriends and Atraxa deck at the table, that counterspells will be common, so why limit it to just creatures? My ideal card to slot in here would be Vexing Shusher. Sure it costs mana, but it uses up enemy resources, and makes all of your spells uncounterable in essence.
Elixir of Immortality: Stalls out a game you're likely about to lose anyway. Elixir is the worst possible panic button you could put in. If you really must have a card that gives you back your hand Creeping Renaissance, and Praetor's Counsel do a fine job.
Somberwald Sage: Just like with the Serpopard, I'll simply give a replacement, rather than cover what Tears has already explained quite well. My replacement of choice this time is Shaman of Forgotten Ways. The reason should become obvious when looking at his Formidable ability. This will nine-times out of ten win you the game, unless you have no creatures.
Now to completely ruin all that hard work I did suggesting removals, I'll throw some more suggestions. Assume all my old suggestions stand, and that I automatically agree with all of Tears's Suggestions. My goal here is extra reach, so that's what these cards aim to supply.
For reasons why, just follow me from the top of the list to the bottom.
Gisela is what every creature deck wants to end up playing. Unless she dies immediately, she will get some damage done for you.
Really just Mardu Strike Leader's big brother. Also, his name is really awkward to say, and I think it's funny.
If you've made it through the sea of cards, and what I think of them, then I thank you. Hope this helps, even if only a bit, and I wish you the best of luck.
1 month ago
The only high CMC stuff that I would consider running are Avenger, Hoof Daddy, and World Breaker. Boundless Realms is good for land-matters decks, but we'll have to see how it does during playtesting.
2 months ago
Alright, understandable. The way I look at any deck is I give myself a set number of cards for each type or what each card offers. So since you want Treefolk/fatty bootied plants, I'd go with... 25 "theme" cards. 35 lands is my go to which would put you at 60 cards with the rest being support/fill. Of those remaining 40 I'd go, 5 wipes 5 spot removal, 10 draw, 10 ramp, and 10 general support. Of course you can tweak those numbers however, but it's good to have a basis. Once you start doing that you might realize you're going total overkill on one category and swapping cards around isn't as hard as it was (sometimes it is harder though lol).
All that said, a rough list I'd go with is something like this (again this is your deck and by all means take this with a grain of salt and/or ignore it if you see fit):
- Doran, the Siege Tower
- Black Poplar Shaman
- Bosk Banneret
- Great Oak Guardian
- Heartwood Storyteller
- Indomitable Ancients
- Kalonian Twingrove
- Leaf-Crowned Elder
- Magnigoth Treefolk
- Oakgnarl Warrior
- Orchard Warden
- Reach of Branches
- Sapling of Colfenor
- Seedguide Ash
- Thorntooth Witch
- Timber Protector
- Tree of Perdition
- Tree of Redemption
- Treefolk Harbinger
- Ulvenwald Observer
- Unstoppable Ash
- Verdeloth the Ancient
- Woodfall Primus
Regardless of what you do with any/all of that, good luck and hope you enjoy playing your deck!
2 months ago
If landfall-ramp is what you're looking for, and money is no object, then you definitely need an Oracle of Mul Daya, and an Azusa, Lost but Seeking. A Courser of Kruphix would also be pretty helpful, and is much cheaper than the other two. Rampaging Baloths will also probably be useful in a landfall heavy deck.