|Commander / EDH||Legal|
Printings View all
|Commander 2014 (C14)||Rare|
|Scars of Mirrodin (SOM)||Rare|
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Artifact — Equipment
Imprint When Strata Scythe enters the battlefield, search your library for a land card, exile it, then shuffle your library.
Equipped creature gets +1/+1 for each land on the battlefield with the same name as the exiled card.
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Strata Scythe Discussion
1 week ago
big changes in the deck!
In no particular order:
Strata Scythe : too high of a cost for just +X/+X, even if it can win some games
Godsend : same as before, too high of a cost and it functionally says "+3/+3 unblockable", except it is not unblockable when it matters. Can stop some big threats for a while but too situational. I love the card tho.
Prowler's Helm : just wanted to cut some redundant unblockable effects. We already have enough + tutors. You only need one of them when you want to win. Choice was between this and boots and I feel that walls are more common than only-basics
Paradise Mantle : seems amazing until you realize that we don't always have a creature doing nothing on the board that wants to tap for mana
Lightning Greaves : does't help to win, and we usually don't rely just on Sram to kill the opponent, so protection is not that important
Loxodon Warhammer : this cut is done just because the swords are better. Having a tutorable single source of lifelink can save some games tho, so better to still take this in consideration.
Cultivator's Caravan : I tried it, I didn't particularly like it. Sure, good versatility. However, most of the times its just a 3 cmc rock, not that great. The ability to attack is mostly irrilevant since its very incefficient to put equips/auras on it, and blocking still requires a creature to tap for it.
Smuggler's Copter : same issued as the caravan, plus its not versatile. Too much effort to just draw and discard occasionally. All considered, I preferer to run 0 vehicles.
Stasis Cocoon : too narrow. Sometimes can be great (can target breya, fast mana and other things), but other times its a dead card with no relevant targets.
Pacifism : a lot of problematic creatures don't act through the combat phase. Therefore this card is in the weird spot of being outclassed by 3cmc alternatives (prison term, arrest) and darksteel mutation, while also being often functionally equal to Kirtar's desire for double the cost.
Holy Mantle : there are better things to do with 4 mana. Putting it on a spirit dancer is sweet tho.
Faith Unbroken : seems a good combination of pump + draw + removal, until you realize that you are just setting up a very bad 3 for 1 later on. Not terrible thanks to Sram, but there are better plays at 4 mana.
Kor Sanctifiers : the card is ok, however the lack of recursion potential makes so that there are better alternatives.
Stone Haven Outfitter : I was excited for this card being a sort of second mini-skullclamp. Then you realize that this guy passive +1/+1 actually makes skullclamp useless and you really don't want him on the field.
Drifting Meadow : having increased the number of colorless lands, we really don't want too many tapped lands. This gets cut because of the 2 cost of cycling, worse than steppe
Disenchant : here you can cut demystify instead, your choice. Disenchant is more versatile but more costly. Usually I find that enchantments are more problematic than artifacts and I really don't want to face a Stasis with the need of 2 mana open. But I can see it useful when you sit in front of a sharuum/breya/memnarch. Its up to you. You still probably want one of them for the insant speed, for sorcery speed alternatives is better to have recurrable permanents.
3 weeks ago
Hello! Neat deck! a mono-green voltron! Very neat!
You have a good start here. A lot of what I would suggest is already in here.
So here are some suggestions!
Inspiring Statuary will turn all of your artifacts into mana rocks for your bigger non-artifact spells.
Snake Umbra card draw
Rishkar's Expertise card draw, also a free spell
Hunter's Insight LOTS of card draw
Praetor's Counsel sorta card draw, helps keep all the cards you've drawn
Triumph of the Hordes quick infect surprise win!
The sword of X and Y cycle is worth looking into if you have some cash to throw around.
Some cut suggestions!
Akroma's Memorial comes in too late to be effective really, your guy already has so much protection and if you have enough equipment he doesn't need anything else.
Strata Scythe seems nice but you need stuff that does more than one thing. This only buffs.
Whispersilk Cloak is good but you have other things doing its job. Also shroud is dangerous if you don't have any other creatures out.
Ancestral Mask you're going hard into artifacts. A small stats buff is not worth it
Asceticism your commander already does this, and you don't have enough creatures for this to be worth it
Blanchwood Armor basically, I'm just not a huge fan of stuff that just buffs. My personal Bias. You only need to get to 21. Or 10 infect.
Increasing Savagery again, just buff. You could be drawing cards or something instead
Hope some of this helps! Good luck!
1 month ago
For whatever reason, this decklist keeps showing only about half of the cards unless I choose to edit and save it. If I do this, it shows the full list momentarily and then goes back to the incomplete one. If anyone else viewing this is having this issue, and for myself if the site doesn't stop being broken, here is the full list in comment form:
1x Ancient Tomb
1x Aqueous Form
1x Chrome Mox
1x Crow Storm
1x Mana Crypt
1x Mana Drain
1x Mana Vault
1x Mox Diamond
1x Mox Opal
1x Spell Pierce
1x Storm Crow CMDR
1x Strip Mine
1x Swan Song
1x Time Spiral
1x Trinket Mage
1x Voltaic Key
1 month ago
Nice deck! It looked so fun, I made my own ;)
Looking at your sideboard, I would definitely add these to your mainboard:
- Trailblazer's Boots to keep your monsters unblockable (especially Blightsteel)
- Quietus Spike deathtouch and massive life reduction
- Voltaic Key to untap a big monster after attacking to block with, or untap a mana rock (BFF's with Basalt Monolith)
Some other neat ideas to consider:
- Bloodforged Battle-Axe, makes copies and copies and copies of itself
- Darksteel Plate
- Hammer of Nazahn, free equip costs + indestructable (and cheaper than the Darksteel Plate)
- Mask of Avacyn
Pristine Talisman seems too expensive for what it does. If you were a lifegain deck, then it might be justified but I think a -cost rock like Mind Stone would do you better. This is probably all personal preference, of course. I also avoid Dreamstone Hedron because when I have 6 mana, there's way better things I want to be casting.
I avoided Lightning Greaves in my Hope deck because Shroud prevents you from equipping anything more to that creature (and my Hope deck is all about equipping my commander). I also skipped out on Whispersilk Cloak for that reason. You're not all-in on equipment here so this might be less of a concern - the Graves are nice on some of your big scary guys.
I avoided the Urza lands because I have such little tutor ability that I wouldn't waste it looking for a land. I figure the odds of me ever getting all 3 Urza lands into play during a game were slim to none, and I'd rather more basics for Strata Scythe.
Similar to my case against the Urza lands, I skipped the Helm of Kaldra, Shield of Kaldra, Sword of Kaldra cycle because it'll be a rare event to ever get them all into play. On their own they're each okay, but I have other equipment that does similar things (often for less mana).
I agree with you on Terrain Generator: It's hard to imagine having a hand full of land and nothing else to do that I want to pay to drop another land. I included it in an early list of my own deck but replaced it with another Wastes.
I haven't seen Lifeline before! Looking it up, they changed the ruling so it impacts all players. Still more beneficial to you?
Not of This World seems pretty good, but I wonder if it's too conditional or win-more? I used to run it in an Eldrazi deck I have but I found I spent most of the game with it sitting useless in my hand. It wasn't until later game when I was dropping big scary threats and already ahead that it had any effect. Not a strong opinion here - just feel like most of the time it might be a dead card in hand.
Okay, serious chat time. This is totally just my opinion, feel free to ignore it. But I think TheRedGoat might be right: It feels like you're trying to do two very different strategies at once. The very aggro, cheap-to-cast commander who gets loaded up with equipment and quickly starts applying the commander damage, racing to hit 21. Contrasted against the battlecruiser strat of ramp hard to drop big, scary monsters. Trying to do both at once makes each strategy weaker because you'll regularly run into the wrong cards for what you need. You'll be on turn 2-3, hoping to equip something to Hope before combat and draw into a Platinum Emperion, Planar Bridge or Dreamstone Hedron.
There's a really fun solution to this problem though: Build a separate battlecruiser deck! Make a mono-green ramp deck, move alllll your big scary colourless fatties over to it and tweak this Thopter deck to really take advantage of aggressive Hope. Eat your cake and have it too!
Okay enough of that. This deck does look really fun to play. And I'm very jealous you have all 5 swords. Someday I'll get there :)
1 month ago
2 months ago
Speaking of which, All Is Dust is pretty great in an artifact build like this
2 months ago
Wow dude +1 for this original concept, really cool!
I don't know how strict you are with the 1CMC, but maybe it's an idea to add some ways to utilize the fact that you play weenie like Mentor of the Meek. I would also play Skullclamp for some extra draw-power. Mother of Runes and Flickering Ward fit your theme and they are great for protecting your forces.
I would definitely run some power equipments like Argentum Armor and Strata Scythe (awesome in mono-colored) because now you lack a bit of late game. You could use Sigarda's Aid to get around the higher equipment costs.