|Commander / EDH||Legal|
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|Dark Ascension (DKA)||Uncommon|
|Promo Set (000)||Uncommon|
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Creature — Spirit
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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Strangleroot Geist Discussion
1 day ago
Spelling the link to your deck right, would probably lead to more comments, awesome or otherwise in nature. Making it a real link, even more so.
Played much edh, have you? so many 1-ofs...
If you want to play aggressively, you have to reduce the amount of 4, 5, and 6-cost creatures, and add more 1 and 2 cmc creatures instead. Buff up the best cards you have for the first 3 turns to a full set. Consistency is the keyword for this: Having 4 enchantments and 1 Ajani's Chosen is the opposite. It is unlikely that in any game you'll get to play an enchantment while you have ajanis chosen on the table. Grazing Gladehart is also a mistake in an aggressive deck - 3 mana for a 2/2, and then you have to wait for a land in order to gain life (which is a very non-aggressive thing to do). Actually: forget about lifegain, unless you use it for something (soul sisters is an example of a deck, that uses lifegain for something (other than just having a lot of life). In many games, you'd rather have cards that attack or disrupt your opponent, rather than give you a bit of life. Aggressive creatures for a selesnia deck, could instead be something like Strangleroot Geist or Dryad Militant. Qasali Pridemage is also a solid creature in selesnya decks, and Voice of Resurgence too, if you don't mind spending a bit on your deck.
Terra Stomper, Arctic Nishoba, Felidar Sovereign, and Jedit Ojanen of Efrava could be removed, to make room for 4 Wilt-Leaf Liege. Probably you can point to games that these 4, big beefy creatures have won for you, or could have won "if only...", but reality is that modern games are over long before you get to play them (including games vs UW cotrol, although they might spend 15 turns actually killing you). You could let go of all 4 enchantments, to make room for 4 Path to Exile - this might look like a boring exchange, that makes your deck predictable. And it is. But it is also the best removal you have in selesnya, at the best cost.
You have a pile of things with landfall. And that is fine. But... landfall isn't really a good mechanic in modern (with a few exceptions, like Steppe Lynx), and it is certainly not good without fetchlands (I know... stupidly expensive pieces of cardboard). Fetchlands also enable revolt, for something like Narnam Renegade and Renegade Rallier.
Lands: You need lands that give both colors of mana, and which enters the battlefield untapped. Brushland, Razorverge Thicket, Sunpetal Grove, Temple Garden, and probably more, have the possibility of coming into play untapped, and definitely improves your deck. Stirring Wildwood is useful in another way, same as Gavony Township.
You have to make a decision with your deck: aggressive, lifegain, or landfall. but currently it loses to lack of focus. I'd say go with GW aggro - it's a good deck for starters, have some good options for sideboard, and you can upgrade from budget cards to more expensive cards as you go along.
1 day ago
thetanman91 usually this deck wins by playing on curve, so the plan is to play bigger creatures every turn. This means that there are "core" creatures for this deck that are simply the best for cmc, I mean Experiment One, Strangleroot Geist, Leatherback Baloth, etc. In the remaining slots you can add some synergy, resource for some situations or slightly modify the behavior of the deck. For example, Groundbreaker is an aggressive card, synergizes with Aspect of Hydra and can surprise your opponent, but it does not have any kind of protection so your plan would be: play Groundbreaker, pump it with Aspect of Hydra and protect it with Vines of Vastwood. Thrun, the Last Troll and Dungrove Elder are slow cards that are difficult to remove and allow you to win by making removals useless, but they make Aspect of Hydra weaker. As you can see, there are two different strategies, you do not need to have one but I recommend you not to distance yourself too far from the original plan of the deck: play on curve. You can put the strongest cards in the deck but if you do not have the mana to play them or they don't work together, they are useless, so give priority to the curve. This does not mean that you only have to play 1 drops to make sure you have something to play on turn 1, but you have to figure out how to distribute the cost of the cards compared to the number of lands and the kind of lands you use. Now let's look at your deck: a card at cost 4 is very difficult to play because it can not be played before turn 4 and at that turn you should already be in the lead, otherwise it is difficult for you to win. You can play it, but you have to take into account the mana you have available. This also applies to the number of 3cmc, as it is done now your deck should have 23-24 lands, so you should cut something, but if you take cards with less than 3cmc this makes the curve high and risk not playing anything until you turn 3. As you have seen I play 6 3cmc cards and I have 21 lands, you with 7 3cmc and a 4cmc you can't play the same number of lands, I mean you can but I doubt it works. So for me you should lower the curve, choose cards not only by their strength but also and mostly by how they work in the deck. Sorry, several words.
TAI434 on Green Meat
1 week ago
2 weeks ago
For an aggro deck, path has a very real advantage over banish: casting cost. You can play a 2 drop creature, and clear a blocker away already in turn 3 (and most likely, you'll have extra 2 cmc creatures rather often, as you play an aggro deck).
Dunno what to say instead of advocate... Strangleroot Geist, perhaps? That's a fast hitter, with some resilience. But for Sylvan Advocate,it will take about 8 turns to grow - just over every 3rd card in your deck is a land, so you'll hit 3 landdrops right away, most likely the 4th too, but after that, you have to wait for, on average, every third card to be a land. The synergy with manlands is nice, but they won't meet very often - a 3-of and a 2-of.
2 weeks ago
1 month ago
You are right with the manabase. I allways seem to get Strangleroot Geist out a bit later than I would like. Geralf's Messenger works fine since all lands produce black mana. I dont want too many lands coming out tapped and slowing the pace neather, so yes, a couple of them expensive lands wouldnt hurt. Maby Llanowar Wastes being in my price range... I also like Bone Splinters and would definetly play it with modern format. But since we play casual I perfer Innocent Blood. It basicly does the same trick and takes out a Ceature from all opponents. And you can cast it without havin a creature of your own. Again thans for you feedback! I appreciate it.
1 month ago
Glad I could help ;)
Well if your creatures aren't threatening enough to be blocked, you could use something like Rancor or Driven / Despair to force your opponents to take them more seriously.
I just remembered Bone Splinters as another removal option for your deck. Not the most powerful card, but you certainly have plenty of fodder for sacrificing.
Btw your manabase needs serious work, since casting Strangleroot Geist with only 8 green sources is ambitious. On the other hand Geralf's Messenger demands lots and lots of black sources, which makes your deck extremely demanding color wise. I think your best option would be adding a couple of Llanowar Wastes, Woodland Cemetery and/or Blooming Marsh to replace some Swamps. There are better, more expensive options like Overgrown Tomb or Twilight Mire, but that's probably not within your budget.