|Commander / EDH||Legal|
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|Zendikar Expeditions||Mythic Rare|
|Masters Edition IV||Rare|
|From the Vault: Exiled||Rare|
Combos Browse all
: Add to your mana pool.
, Sacrifice Strip Mine: Destroy target land.
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Strip Mine Discussion
Emzed on Get KrenkD
16 hours ago
Just 32 basic Mountains? I think lands like Goblin Burrows, Hanweir Battlements or Strip Mine might be attractive replacements. Sure, they don't work well with Blood Moon and Ruination, but overall i think it's worth it.
Chrome Mox is another very solid option in a deck that wants to get going quickly. For the cost of a card you essentially get an extra land drop.
5 days ago
TheDevicer well I've taken what you said to heart, and am working on taking out cards that haven't impressed me and putting some more stax cards such as Thalia, Guardian of Thraben, Sphere of Resistance, and Armageddon. I've also bumped the land count up to 30, and am now running Strip Mine, Tectonic Edge, and Ghost Quarter. I'll update the list later. Thank you again for your input!
5 days ago
Solem Simulacrum is pretty bad if you can't recur it. Compare it to one of your dorks. It costs on additional 3 mana for one extra power and toughness and it cantrips on death. It's really not all that great.
Am I missing something with Mana Reflection? If it's just here for ramp, you should cut it. You lack big payoff spells for having absurd mana and GW doesn't often get into situations where you're able to draw tons of cards to warrant a ramp package that can power out 20+ mana worth of spells per turn cycle. If you're capable of doing that, wouldn't you be better off actually winning than seeking to double the absurd. Genesis Wave isn't enough to justify the card.
As a blue player, I strongly advise you not to run Prowling Serpopard. It's too easy to deal with and doesn't have enough of a reason to exist. You want to hate on me, run Choke, Null Rod, Spirit of the Labyrinth, and other cheap and game-altering effects.
You really ought to run the tutors talked about above. They're too good to miss.
Land base needs work too. 29 lands is low. Competitive two-color lists in green with ACMCs around 2.3 run 29 lands and those decks run the best and cheapest ramp around. For your deck, that's too few. Lands could also get updates. At least get a Strip Mine.
I get that you likely own this deck, but you should really consider building the best possible deck in the strategy you're advocating when labeling something as a primer. Maybe keep a copy of your real deck private while dropping Cradles and the like into the list.
I don't mean to sound condescending, but when I look at this list, I see tons of small imperfections all around. It's clear you've put a lot of effort into this thing, but it's no where near the power level Karametra could be. I don't think this list should be labeled as a primer until you've put in some real work to improve it or you add in a description into the primer stating that this list isn't meant to be competitive and is tuned to be both good against most common decks while not being overbearing.
I also think Karametra might be better suited to lead a creature-based stax deck, but that would radically alter this deck.
1 week ago
Needs fetchlands, at least the on-color ones (Arid Mesa, Marsh Flats, etc.) and Hall of the Bandit Lord. High Market and Volrath's Stronghold are good utility. Ancient Tomb is an upgrade from Temple of the False God. Baffled by the lack of both Sol Ring and Strip Mine, which are EDH staples.
Sword of Feast and Famine and Aggravated Assault can create an infinite loop that flat out ends the game. Waves of Aggression and Aurelia, the Warleader produce the same effect albeit on a non-infinite scale.
My list if you're looking to see how you might put everything together/what you might end up cutting.
1 week ago
It helps with Wasteland and Strip Mine. You can keep recasting them and blasting your opponents lands in the process. You can start this combo early game, locking your opponent down that way. It's a pretty powerful pairing.
1 week ago
Something that just occurred to me; Often you will get Sylvan Safekeeper in response to targeted removal which locks you out from getting Quirion Ranger and forcing you to go for something like V2 Scryb Ranger, V3 Azusa, Lost but Seeking but that line doesn't really hold up under a slew of targeted removal since you aren't guaranteed to have lands in hand to keep the Sylvan Safekeeper active. However, now we have the ability to V1 Sylvan Safekeeper, V2 Scryb Ranger, V3 Magus of the Crucible. This allows us to do silly things with Gaea's Cradle and Strip Mine effects but it also lets us sustain Sylvan Safekeeper activations over the midgame and worry less about stretching our land situation too thin by sacrificing too much land over the long game.
Also, playstyle question: What line do you find yourself going for most commonly?
1 week ago
Hero's Blade is fantastic, since it'll re-equip when Sram inevitably gets removed by something.
Trailblazer's Boots are a better cheap equip than say Trusty Machete because even if it costs one more to drop, it'll consistently read as 'unblockable'. Prowler's Helm is a similar budget option but there are walls that get dropped more often:P.
Cultivator's Caravan is just wasteful budget when you can use Darksteel Ingot for an indestructible version, or Manalith for a way cheaper option(or, if you don't care about making white mana, Pristine Talisman will gain you life. Tooth of Ramos also gives you a pocket two mana)
Always good to see economical decks :D
1 week ago
So I have quite a few ideas about this deck. First off i think you have too few mana sources, so i would go up to at least 34 lands. I think in addition to removing the mill strategy I'm not a fan of cards that steal a creature for only one turn and just return it. I would rather kill it. I would also cut all the targeted hand disruption and land removal because they have a very minor impact on the game most of the time. You can destroy important lands with cards like Strip Mine without needing to use up slots in your deck. Hand disruption in multiplayer needs to be repeatable or else it's not very good. In Commander I find people have such powerful topdecks that trying to control people's hands one card at a time doesn't really do much anyway because they will still just draw the most powerful card in their deck. Without a ton of countermagic and removal to stop what doesn't get removed from the hand it's hard to actually control the game this way. Most countermagic does not play well with your Commander's ability however. So I would just focus on ways to control and dominate the board. I also included some really good green hate cards and creature hate cards. Alright so I have way too many card ideas to use at once i think but here we go...
Hibernation, Perish, Slay, Chromatic Lantern, Rise of the Dark Realms, Commit / Memory has really impressed me recently, Fated Return, Necromantic Selection, Expropriate, Mystic Confluence & Cryptic Command are counterspells with other modes you can cast anytime, Mizzix's Mastery, Stolen Identity, Supplant Form, Worst Fears....