|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||None|
|Modern Masters (MMA)||Rare|
|Future Sight (FUT)||Rare|
Combos Browse all
Search your library for a green creature card, reveal it, and put it into your hand. Then shuffle your library.
At the beginning of your next upkeep, pay . If you don't, you lose the game.
|Have (4)||Mortiferus_Rosa , zach353 , mwu8689 ,|
|Want (4)||AgentHellboy , SubstantialBox , DonaNobisPacem , InutilisVisEst|
Summoner's Pact Discussion
1 week ago
Recently I have tried using Summoner's Pact instead of manglehorn for additional speed. The risk of killing myself if I use it early and get stopped had previously kept me from using this card but maybe my meta could use more speed instead of more hate.
Also debating a swap of Wheel of Fortune and Frantic Search . Maybe then also Fyndhorn Elves for Wild Growth ? Utopia Sprawl might be too unreliable because it requires a forest but actually I do have quite a lot of forests.
The slots for mindcensor, manglehorn, energy flux and how many of these cards I play are details but hard meta choices for me. I'm really not sure what is worst against the decks I will have to fear most in our tournaments.
2 weeks ago
Since your ultimate goal is to get Craterhoof Behemoth out, you should have some tutors to be able to find him every game. Cards like Green Sun's Zenith , Chord of Calling , Summoner's Pact and Primal Command can get him into your hand or onto the battlefield more consistently.
2 weeks ago
It uses my Trophy Mage line, and my Elite Arcanist line, so I can respect that, but because of the inclusion of the older dead-eye line in the list too, rather than honing in on one, you only can fit in 14 actual answers ( Mystical Tutor , Worldly Tutor , Savage Summoning , Autumn's Veil , and Summoner's Pact aren't interaction), compared to 15 from Soren's list, this seems pretty good, however when you look at what else is missing, you run a ton less card selection, efficient ramp, and your combos actually take more mana.
This is because you use my Trophy Mage line. It is card efficient (very much so in my variant, which uses that line on its own, without cluttering it like yours), but costs a lot of mana to use, requiring a higher land count and cards like Carpet of Flowers , Exploration , Devoted Druid , etc.
My question is what does this do differently that makes it as good?
1 month ago
Is Zealous Persecution really necessary in here? It seems like even if you are on the beat plan... cause idk some random situation occurs where it's a long game.... and plan a through c doesn't work.... shouldn't you still be able to swarm board with slivers for combat dmg normally? Maybe put in another card like Summoner's Pact or Eldritch Evolution . Would help you find the key creature combo cards you need. Could even be a good way remove a dork, and get out that black sliver, labman, or kill a token and get your hasty enabler?
1 month ago
First, welcome to Modern!
I've played a TON of Gruul in Modern, and there are definitely pros and cons to all of the options. Here are some thoughts:
- Scavenging Ooze : A little slow, but mainboard-able. I also play Dredge and FWIW this is actually the toughest card of all of them to play around or through.
- Grafdigger's Cage : Fast and effective. Downside is they can just fill the yard until they find removal. Also great vs. Collected Company , Summoner's Pact , etc.
- Relic of Progenitus : Kinda weak, but also mainboard-able. Deciding when to crack it may be one of the biggest skill-tests in Modern. :-)
- Tormod's Crypt : Weak, but soooo fast. When the T1 graveyard decks (e.g., Vengevine, Hollow One) are out in force, I like 1x in the side.
- Wheel of Sun and Moon : Weak (because they can still use whatever they got into the yard before it's played), but the foil version is probably the most beautiful Magic card ever printed, so there's that. Incidentally amazing vs. Mill.
- Rest in Peace : IMO, the best graveyard hate in Modern. Dredge 100% expects it though game 2 if they have any idea you're splashing White, so will bring in enchantment removal for sure. You can really mess with them though if they think you're on Sc'ooze or Artifacts, since they'll almost certainly misboard.
1 month ago
I agree with CyborgAeon here. Ezuri Sage is not a very condensed combo by any means, but it's the best Simic can do to win on the spot the turn Hulk dies. The pod chain introduces a lot of dead cards, but I've seen some Spellseeker lines that can grab both Summoner's Pact and Flash which appears to be more condensed and favorable for a a sort of turbo flash hulk. Now I don't recall where I've seen the Spellseeker line, but I think you're supposed to blink it or something to double up on its ETB. Not sure though, I haven't worked on Vannifar in a long time haha.
1 month ago
1 month ago
Hey, looks good for your first Commander deck there's several great cards here, nice Survival and Taiga :)
New Commander players sometimes fall into the trap of the more high mana cost creatures you play the better the deck is. When in reality "less is more" when it comes to big creatures especially since you have the high budget to include creature tutors and already have Survival. Sneak, Quicksliver and Piper can bypass the casting costs of high CMC creatures and that's good, but these are only three cards in the entire deck that do this and that's a problem for how the overall deck is built.
What is the backup plan to be able to cast 27 6-12 drop creatures if you don't draw Sneak, Quicksilver or Piper? My advice is cut a huge amount of these creatures to include more ramp and more tutors. Keep the 10 most impactful big creatures with Xenagos's +X-+X and haste ability:
- Ulamog Gyre
- Hellkite Tyrant
- Ghalta, Primal Hunger
Even 10 of these high CMC creatures is a lot. The avg. CMC of the deck is 4.9, this is very high. Cutting a large number of the other 27+ high CMC creatures/cards will reduce this number a lot making game play smoother.
There's already a small ramp strategy here with the centerpiece being Selvala. Consider expanding on ramp?
- Birds of Paradise
- Elvish Mystic
- Incubation Druid
- Mana Vault
- Somberwald Sage
- Shaman of Forgotten Ways
- Solemn Simulacrum
- Wood Elves
- Garruk Wildspeaker
- Nature's Lore
Ramp is the backup plan to help to be able to cast the big creatures or tutors such as Green Sun's Zenith . It also helps to get Xenagos into play faster which will make the overall deck better.
Tutors and draw to consider adding:
- Green Sun's Zenith
- Tooth and Nail
- Natural Order
- Chord of Calling
- Summoner's Pact
- Fauna Shaman
- Fierce Empath
- Greater Good
- Eternal Witness
Lands to consider adding:
Good luck with your deck.
Summoner's Pact occurrence in decks from the last year
All decks: 0.12%
Commander / EDH:
All decks: 0.02%